1. Note to Ralf
- Posted by C & K L <candk at TICNET.COM> Jan 06, 1999
- 529 views
- Last edited Jan 07, 1999
Ralf! Could you provide a primer for your tile engine... maybe a "point-me-in-the-right-direction" kind of tutorial...? T'anks! ck
2. Re: Note to Ralf
- Posted by Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> Jan 08, 1999
- 522 views
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
3. Re: Note to Ralf
- Posted by C & K L <candkNOSPAM2ME at TICNET.COM> Jan 08, 1999
- 541 views
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
4. Re: Note to Ralf
- Posted by C & K L <candkNOSPAM2ME at TICNET.COM> Jan 08, 1999
- 519 views
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
5. Re: Note to Ralf
- Posted by Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> Jan 09, 1999
- 537 views
>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