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Old 29 December 2014, 14:10   #1
sandruzzo
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Smile Coding a game like Lotus

Hi All

I would like to play around a game like Lotus. Is There any good tutorial about it?

Thanks in advance
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Old 29 December 2014, 14:38   #2
jimmy2x2x
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This is a great primer

http://www.extentofthejam.com/pseudo/
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Old 29 December 2014, 14:54   #3
sandruzzo
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Thanks a lot

About Graphics, were I can get some good stuff to use to do road? I would like to do it full "textured"
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Old 29 December 2014, 15:04   #4
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Just use whatever random graphics until you can get the engine running well
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Old 29 December 2014, 15:06   #5
sandruzzo
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Just use whatever random graphics until you can get the engine running well
Thanks Mate.
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Old 29 December 2014, 22:42   #6
Lonewolf10
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Thanks for the link. This is one of the things on my 'must learn how to do this' list
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Old 05 January 2015, 09:49   #7
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That was a really interesting read !
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Old 08 January 2015, 06:01   #8
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Thanks for the link, it's very interesting. I think that a lot of amiga games have used these technics.
 
Old 08 January 2015, 19:30   #9
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Louis is a genius, great guy and that page is just fantastic information.
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Old 08 January 2015, 19:33   #10
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Tried using that page to create a rolling road - spot on for everything except the hills, which end up a pixellated mess using his technique

(Unless there's summats wrong with my source, of course...)



Which is probably to do with the chequered-board effect more than anything, though it really shouldn't be!

D.
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Old 08 January 2015, 19:44   #11
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almost:

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Old 08 January 2015, 21:22   #12
jimmy2x2x
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Quote:
Originally Posted by Dunny View Post
Tried using that page to create a rolling road - spot on for everything except the hills, which end up a pixellated mess using his technique

(Unless there's summats wrong with my source, of course...)



Which is probably to do with the chequered-board effect more than anything, though it really shouldn't be!

D.
Looks really good, what language did you write it in?
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Old 08 January 2015, 21:31   #13
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Quote:
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Looks really good, what language did you write it in?
Basic at a guess
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Old 08 January 2015, 22:07   #14
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Quote:
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Looks really good, what language did you write it in?
Quote:
Originally Posted by Galahad/FLT View Post
Basic at a guess
Yep, BASIC. I'm writing my own BASIC interpreter - Sinclair BASIC on steroids, as it were. I like to write stuff in it to test it, and that's one the programs I wrote.

For anyone interested, this is the code:

Code:
10 REM Rolling road
20 DEGREES: SCREEN LOCK 
30 LET rl=65536: LET bs=16: LET ws=5: LET a=0: LET sp=0: LET rh=INT(SCRh/3.3): LET sw=SCRw/2: LET ox=0: LET z=0: LET crv=0
40 DIM road(rl-1,ws) BASE 0: DIM b(ws): FOR f=0 TO rl-bs-1 STEP bs: FOR g=1 TO ws: LET b(g)=RND*256: NEXT g: FOR g=f TO f+bs-1: FOR h=1 TO ws: LET road(g,h-1)=b(h): NEXT h: NEXT g: NEXT f
50 DIM rcrv(rl,2) BASE 0: FOR f=0 TO rl-1: LET rcrv(f,0)=SIN(f/4)*200: LET rcrv(f,1)=SIN(f): NEXT f
70 LET lz=z: LET ly=SCRh: LET ny=SCRh: LET bhill=rcrv(a MOD 65535,1): LET y=SCRh-1
75 DO 
80 LET z=(1/(y-rh))*8192: LET ny=(ny-1)-((rcrv((a+z) MOD 65535,1)-bhill))
90 LET crv=rcrv((a+z) MOD 65535,0): LET rw=(sw-(sw*(y/rh)))*2: LET rsw=rw/ws: LET nx=(sw-(rw/2)+(ox*((rh-y/0.95)/rh)))+(crv+(1/(y-rh)))
100 IF ly>ny THEN FOR y2=ly TO ny: LET x=nx: DRAW INK 4;0,y2 TO SCRw,y2: FOR n=0 TO ws-1: DRAW INK road((a+z) MOD 65535,n);x,y2 TO x+rsw,y2: INC x,rsw: NEXT n: NEXT y2: LET ly=ny
101 LET lz=z
110 DEC y: LOOP UNTIL y=rh+8
120 LET sp=MAX(0.025,sp+(.05*((INKEY$="q"))-(.2*(INKEY$="a"))))
130 INC ox,8*((INKEY$="p")-(INKEY$="o"))
140 INC rh,1*((INKEY$="w")-(INKEY$="s"))
150 INC crv,((INKEY$="l")-(INKEY$="k"))
160 INC a,sp: WAIT SCREEN: CLS 5: GO TO 60
I don't expect anyone to be able to understand it

D.
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Old 08 January 2015, 22:35   #15
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Line 160 has GO TO 60, yet 60 doesn't exist?!
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Old 08 January 2015, 23:15   #16
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Line 160 has GO TO 60, yet 60 doesn't exist?!
Yeah, so it resumes execution at line 70 in that case

It's Sinclair BASIC, that functionality is designed in.

D.
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Old 10 January 2015, 00:29   #17
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Spectrum BASIC was the first programming language I learnt, and I still have the Spectrum manual (and the Spectrum 128K +2)

I never wrote anything truely decent with it, as I always tried drawing graphics using the terribly slow CIRCLE and DRAW commands Though I managed to poke the character set to create new text styles, but never though to use them to create level/game graphics quickly!
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Old 15 January 2015, 07:40   #18
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pseudo retro Drift Stage [ Show youtube player ]
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Old 15 January 2015, 07:58   #19
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The graphics look terrible but the actual drifting mechanics of the game look great.
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Old 15 January 2015, 08:05   #20
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Glass effect reminds me stencil vectors from Amiga demos.
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