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Understood
@virtualchrisRegistered April 26, 2008Active 2 weeks, 5 days ago
809 Replies made

OK, I tried what you did on the edited post, and I got a number that said 1A0 when it got to 110.

As with both suggestions, I keep getting an error message that says the following:
“passing arg # of ‘posprintf’ makes pointer from integer without a cast.”
Replace the # with a number from 1-3 and you get my error messages.

I’ve run into a little problem: If you get above 99 ants, the counter goes crazy. Is there any way to stop this?

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I think I’ve fixed it! Try this.

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I’ve simplified the code in hopes that this helps. I’ve also added useful variable names instead of just letters.

Here’s a rundown of what the unnamed variables mean:
a = control whether game is going or not (I guess you could get rid of it)
b = control whether bat 1 moves (I guess you could get rid of it)
c = control whether bat 2 moves (I guess you could get rid of it)
d = Moving left
g = Walking animation timer for going left
h = Walking animation timer for going right
i = collision detection for bat #1
j = collision detection for bat #2
z = moving right

Also, I don’t know what an array is, and I also thought that BGMap and worlds were the only way to get stuff on the screen.

So, how is optimizing my code going?

I put all the files I’ve been using on the site in my signature so you can work with them.

Let’s have a little contest: I’ll give $25 US to the person who can fix the wall collision detection code for me.

OK, sorry I said that.

Now with in-game music! (Same wonky, semi-working wall collision detection. Why won’t someone work on that for me?)

@Horvat, yes, I’m considering keys in. Maybe before you go through a door, you need to get the key first in some levels?

Where do I get vsu.h?

I don’t know, maybe you can look through my code (without telling me how awful it is!) and see some improvements to the collision in walls code I can make? The wall bricks are 8×8, so I don’t know why it’s causing it to do such crazy things.

Hey, gang, I’ve now added jumping sfx! While I just can’t get the hang of music quite yet, at least it’s something to listen to!

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OK, so I put in the example.txt included and it spat out some VB code. I go to put it in my game, and it spat out a huge list of errors. So I change the top line to “#include modlibgccvb.h” and it gave me a much more managable error list. Only trouble is, I don’t know what any of this stuff means.

EDIT: OK, figured it out.

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Sorry to necropost here, but I forgot how to use this. The name of the file is aah.wav, right, so I type in wav2vb .wav .h and it says “The system cannot find the file specified.” I am sure I have the program in the correct file to begin with, as I have done this before, but since I haven’t done this in a while, I forgot how!

Yes, I’m aware of this. It’s because I set the game to the latest room for testing (to see if I can complete it or not and to check if everything is in the correct place.) The reason that it says (right now) that level 15 is the same as level 14 is because I haven’t designed anything after level 14.

Oh how I wish I could put music in the game! I wrote a couple short songs that should be relatively easy to program in because the notes are all the same length. Unfortunately, no one has stepped up and decided to teach me how to put music in yet. Anyway, I put in a little backstory that plays once you start the game. As always, you can get the latest rom by clicking the link in my signature.

That’s what I want to do: Make music. I played with the wav converter, but it seems like the game freezes while playing the file (you can’t press a buton or anything.)

I’ve changed things a lot. I’ve added a link to my signature to the latest version. I update this page whenever I work on it. Here’s a picture of what the game looks like now.

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