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Old 14 February 2017, 17:04   #21
Retro1234
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Just ask for a Ms-dos image the game will probably run under PC-Task, PCX etc
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Old 14 February 2017, 19:37   #22
Galahad/FLT
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Quote:
Originally Posted by honx View Post
do you mean workbench integration, so it can be played on workbench?
would be nice and with an option to switch fullscreen/fullwindow.
but not necessary. if it's easier to do something ndos like, it's okay.


oh yeah, that's a very good idea, indeed!


i think, he meant a programming/coding competition.
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Old 15 March 2017, 17:48   #23
honx
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where can i find a learning programming tutorial so that i can try to do this port?
i prefer a tutorial in german language so that i can actually understand and learn.
i really want to play this game on amigaos!
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Old 15 March 2017, 23:08   #24
Dan
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This game would be great for a beginner to start with programming.

You simply fill up an array of 12x12 with level data. which would look like this:

000000000000
011122322111
040000500000
etc

whenever player moves, the previous field in the array is subtracted (if in range between 1-3)
if the field on which player moves is 0 the player looses the try.
if the field is 5 then the player gets teleported to the destination point.

after the movement is done, the whole array is drawn on the screen with custom icons, and player sprite.


I guess the easiest way is to program it in Amos Pro: search google for "Amos Pro Manual (PDF)"

or look for amiblitz at http://www.amiblitz.de/ (i havent programmed in blitzbasic on amiga (only on pc), so i do not know what is the difficulty level for a beginner.
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Old 16 March 2017, 04:18   #25
honx
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i'm an absolute beginner, so could be complicated getting involved with arrays.
because i know absolutely nothing. i'll try searching for this amos pro manual.
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Old 16 March 2017, 17:14   #26
Dan
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Here is a Quick proof of concept, written in BlitzBasic for PC.


Code:
;====================================================================
; Project: Amiga Pod Proof of concept gameplay
; Version: 1.0
; Author: Dan
; Email: -
; Copyright:..PD
; Description: Written in Blitzbasic (PC) - www.blitzbasic.com
;              Open sourced basic language, free download at Homepage
;====================================================================

Graphics 640,480,32,2		;Opens the Graphic window, windowed mode 
Graphics 640,480,32,3		;And makes it resizeable

SetBuffer BackBuffer()

Dim Level(12,12)

Global PlayerX,PlayerY,PlayerOldX,PlayerOldY,PlayerMovingTimer

Read PlayerX
Read PlayerY

For y=1 To 12
	For x=1 To 12
		Read Level(x,y) 
	Next
Next

PlayerMovingTimer=MilliSecs()

Repeat
	
	If MilliSecs()-PlayerMovingTimer>80 Gosub moveplayer
		Gosub drawscreen
		Delay 170
		If GameOver=1 Then Color $ff,$ff,$ff : Text 320,240,"Game Over"
		Flip 0
	Until GameOver=1  ; End when esc is clicked
	
	Delay 2500
	WaitKey()
	
	End
	
	.drawscreen
	Cls 				;Clear the screen
	
	For y=1 To 12		;Loop to draw things on screen
		For x=1 To 12
			C=Level(x,y)
			If c=0 Then Color 0,0,0				;Black
			If c=1 Then Color 0,0,$ff			;Blue
			If c=2 Then Color 0,$ff,0			;Green
			If c=3 Then Color 0,$ff,$ff			;Cyan
			If c=4 Then Color $ff,0,0			;Red
			If c=5 Then Color $80,0,$80			;Purple
			Rect 80+(x*40),120+(y*20),40,20
			Color $0f,$0f,$0f
			Rect 80+(x*40),120+(y*20),40,20,0
			
			If x=PlayerX And y=PlayerY Then				;Draw Player Sprite (oval)
				Color $ff,$ff,$ff
				Oval 85+(x*40),122+(y*20),30,15
			EndIf
		Next
	Next
	
	Return
	
	.moveplayer
	
	FlushKeys()
	
	PlayerMovingTimer=MilliSecs()
	PlayerOldX=PlayerX
	PlayerOldY=PlayerY
	
	If PlayerX>1 And KeyDown(203)			; arrow key Left
		PlayerX=PlayerX-1
	EndIf
	
	If PlayerX<=11 And KeyDown(205)			; arrow key Right
		PlayerX=PlayerX+1
	EndIf
	
	If PlayerY>1 And KeyDown(200)			;arrow key UP
		PlayerY=PlayerY-1
	EndIf
	
	If PlayerY<=11 And KeyDown(208)			;arrow key Down
		PlayerY=PlayerY+1
	EndIf
	
	If (PlayerOldX<>PlayerX) Or (PlayerOldY<>PlayerY)
		
		If Level(PlayerX,PlayerY)=0 Then Gameover=1 ;Empty Tile
		
		Tilecheck=Level(PlayerOldX,PlayerOldY)
		
		If Tilecheck=>1 And Tilecheck<=3		;Blue,Green and Cyan
			Level(PlayerOldX,PlayerOldY)=Level(PlayerOldX,PlayerOldY)-1
		EndIf
		
	EndIf
	
	Return
	
	.level001
	Data 3,3		;Player starting position
;    1,2,3,4,5,6,7,8,9,10,11,12	-		level 01
	Data 0,0,0,0,0,0,0,0,0,0 ,0 ,0		;1
	Data 0,0,0,0,0,0,0,0,0,0 ,0 ,0		;2
	Data 0,0,2,0,0,0,0,0,0,0 ,0 ,0		;3
	Data 0,0,3,0,0,0,0,0,0,0 ,0 ,0		;4
	Data 0,0,3,0,0,0,0,0,0,0 ,0 ,0		;5
	Data 0,0,2,0,0,0,0,5,0,0 ,0 ,0		;6
	Data 0,0,1,0,0,0,0,3,0,0 ,0 ,0		;7
	Data 0,0,1,0,0,0,0,4,0,0 ,0 ,0		;8
	Data 0,0,1,2,3,3,3,4,0,0 ,0 ,0		;9
	Data 0,0,0,0,0,0,0,0,0,0 ,0 ,0		;10
	Data 0,0,0,0,0,0,0,0,0,0 ,0 ,0		;11
	Data 0,0,0,0,0,0,0,0,0,0 ,0 ,0		;12
Maybe someone want to convert the code to Amos Basic or AmiBlitz.

I never give a promise, so if i'm in a good mood at weekend, then ill try it with Amos.

Last edited by Dan; 16 March 2017 at 22:49.
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Old 19 March 2017, 21:49   #27
Dan
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Progress:

Yesterday iv started to program it in Amos Pro.
The game is playable, but has almost no levels.

Editor needs to be done.
A loop between intro screen and the game is still unfinished.

And just had few troubles with the source code, amos gave me an "Disc Error" while reloading the program.

Lucky i could fix it with some hex editing.

Here is a screenshot:


Last edited by Dan; 19 March 2017 at 22:05.
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Old 20 March 2017, 12:41   #28
Daedalus
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Quote:
Originally Posted by Dan View Post
Here is a Quick proof of concept, written in BlitzBasic for PC.
[...]
Maybe someone want to convert the code to Amos Basic or AmiBlitz.

I never give a promise, so if i'm in a good mood at weekend, then ill try it with Amos.
That code looks more or less like it will work in Blitz on the Amiga too. The Graphics commands need to be substituted but it's otherwise close. But it looks like you're already beyond that point in AMOS so it's all good
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Old 20 March 2017, 19:21   #29
honx
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looks cool! do you want the level packs i made for pod? i made tons of levels.
a file containes 20 levels each, i have 20 files to offer which makes 400 levels.
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Old 21 March 2017, 00:02   #30
Dan
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Yes sure.

Iv uploaded a beta version to the zone. It is still unfinished, but playable (3 levels).
It worked on 512kb (chipmem) emulated amiga, only with df0: enabled.
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Old 21 March 2017, 00:21   #31
honx
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thx, i try the beta and i zoned the userlevels for original pod:
http://download.abime.net/zone/pod_levels.zip
it's a .zip file, containing all 20 files a' 20 levels (400 in total).
fun fact: the first file i zoned here is no amiga file.
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Old Yesterday, 22:00   #32
Dan
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Here is some info on this Project:

Done:
1.Gameplay
2.Importing Pod levels
3.Intro Screens

Todo:
Editor (70% done)
Saving and Loading of .wov levels (will be done after the editor)
HiScore and Hiscore loading/saving
Low mem amiga configuration (0.5mb) compatibility (90% atm) if possible

AmosPro is making some troubles atm, after 6 hours running (of which i was 3h afk) , the mouse pointer is starting to run wild, uncontrollable.

Yesterday the Compiler managed to cause an Guru Meditation while compiling, which was solved by removing 10 levels with empty data.

Last edited by Dan; Yesterday at 22:05.
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