1. Note to Ralf

Ralf!

Could you provide a primer for your tile engine... maybe a
"point-me-in-the-right-direction" kind of tutorial...?

T'anks!
ck

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2. Re: Note to Ralf

If you have the latest (release 9), you'll notice it is a directory
structure.
Now, what you want to read, is the file botmatch.txt in the directory
'\engine'

However, I will make convert it to an event-based system. I did some
experiments, but am still not satisfied with it. Does any one have a nice
suggestion how to set up an event-based system, where several things should
be able to happen 'at the same time' while it should remain under strict
control, what and when, events are allowed to occur.

Ralf

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3. Re: Note to Ralf

I'll get right on it... t'anks!

Ralf Nieuwenhuijsen wrote:

> If you have the latest (release 9), you'll notice it is a directory
> structure.
> Now, what you want to read, is the file botmatch.txt in the directory
> '\engine'
>
> However, I will make convert it to an event-based system. I did some
> experiments, but am still not satisfied with it. Does any one have a nice
> suggestion how to set up an event-based system, where several things should
> be able to happen 'at the same time' while it should remain under strict
> control, what and when, events are allowed to occur.
>
> Ralf

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4. Re: Note to Ralf

It looks like that file is "botmatch" specific. I'm looking for "tile engine"
specificity. IOW, I'm making a game that uses a tiled board, is not real-time
movement, and was wanting to use your graphics engine, if available... Know
what I mean?

Ralf Nieuwenhuijsen wrote:

> If you have the latest (release 9), you'll notice it is a directory
> structure.
> Now, what you want to read, is the file botmatch.txt in the directory
> '\engine'
>
> However, I will make convert it to an event-based system. I did some
> experiments, but am still not satisfied with it. Does any one have a nice
> suggestion how to set up an event-based system, where several things should
> be able to happen 'at the same time' while it should remain under strict
> control, what and when, events are allowed to occur.
>
> Ralf

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5. Re: Note to Ralf

>It looks like that file is "botmatch" specific. I'm looking for "tile
engine"
>specificity. IOW, I'm making a game that uses a tiled board, is not
real-time
>movement, and was wanting to use your graphics engine, if available... Know
>what I mean?

Well, you could use the BOTMatch engine, but when its not real-time, I think
it would be just as easy to directly use Neil instead.

BOTMatch currently offers panned maps, sprite managements with different
framsets for different actions, bots as in 'members of a certain species:
sprites that share the same graphical data, and movements, however, it is
allowed to think for itself' and thus species, as in sprite management and
registering certain movements and actions the bots can *choose* to perform.
(and offcourse certain things of Neil are wrapped to work with botmatch such
as updating positions of sprites, etc.)

The words bot and species are used because the original goal was a competing
bots-engine. However, as you see the way they are implemented leaves a lot
of space.

Ralf

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