1. The Euphoria Sub Commander project - was Re: Games
- Posted by ChrisBurch3 <crylex at g?a?l.com> Nov 12, 2007
- 641 views
don cole wrote: > > ChrisBurch3 wrote: > > > > Al Getz wrote: > > > > > > don cole wrote: > > > > > > > > ChrisBurch3 wrote: > > > > > > > > > > don cole wrote: > > > > > > > > > > > > Al Getz wrote: > > > > > > > > > > > > > > c.k.lester wrote: > > > > > > > > > > > > > > > > Al Getz wrote: > > > > > > > > > It's interesting that this was brought up because i always > > > > > > > > > wanted > to</font></i> > > > > > > > > > write a good pinball game where the user could have much > > > > > > > > > control > over</font></i> > > > > > > > > > the play field environment > > > > > > > > > > > > > > > > Did you ever play EA's Pinball Construction Set? OMG that was > > > > > > > > fun. > > > > > > > > > > > > > > > > <a > > > > > > > > href="http://en.wikipedia.org/wiki/Pinball_Construction_Set">http://en.wikipedia.org/wiki/Pinball_Construction_Set</a> > > > > > > > > > > > > > > > > I also loved Racing Destruction Set. > > > > > > > > > > > > > > Hi ck, > > > > > > > > > > > > > > > > > > > > > No, i never tried that and this is the first i've heard of it. > > > > > > > Radio Shack had a cheap pinball game back in 1980 that allowed > > > > > > > some > > > > > > > changing of the field too. > > > > > > > I got my idea after playing some of the cheaper regular pinball > > > > > > > games and realized that it gets pretty boring after a fairly > > > > > > > short time so i thought it would be cool if you could change > > > > > > > the play table whenever you wanted to, and possibly have it > > > > > > > set up random also. I've played some really incredible pinball > > > > > > > games with really really great animated graphics, but they all > > > > > > > suffer from the same thing, and that's that they get a little > > > > > > > boring after a while, and this seems to happen no matter how > > > > > > > good they are. The 'real' tables however i used to play for > > > > > > > hours way back when. > > > > > > > I ended up getting more involved in chess sometime after. > > > > > > > I still think it would be interesting to have a pinball game > > > > > > > programmed in Euphoria of course, that we all could mod to our > > > > > > > own liking. > > > > > > > I do have one program in the archive which is a 'little' like > > > > > > > pinball, but it's not interactive. A whole bunch of balls > > > > > > > bounce around the screen and bounce into each other and off > > > > > > > of the walls. It's cool to watch the evolution of the patterns > > > > > > > that come about from the random collisions. > > > > > > > > > > > > > > > > > > > > > Al > > > > > > > > > > > > > > E boa sorte com sua programacao Euphoria! > > > > > > > > > > > > > > > > > > > > > My bumper sticker: "I brake for LED's" > > > > > > > > > > > > > > > > > > > While we are on games. I used to have a game called "Submarine > > > > > > Command". > > It</font></i> > > > > > > was made for the > > > > > > Atari 2600. > > > > > > I had an Atari 800XL computer which also had slot for games etc... > > > > > > My > cartige</font></i> > > > > > > had problems. > > > > > > > > > > > > I've looked all over the internet for this game for the PC. A lot of > > > > > > sites > > > talk</font></i> > > > > > > all around it > > > > > > but I can't find anywhere to download it. Free or otherwise. > > > > > > Don Cole > > > > > > > > > > Hi > > > > > > > > > > Describe it, specify it, detail its goals and objectives, link to its > > > > > graphics, > > > > > then > > > > > lets see who can reproduce it first > > > > > > > > > > Chris > > > > > > > > Well ... it has three views. > > > > > > > > [1] map view (showing land and sea and other ships) if you go too close > > > > to > land</font></i> > > > > you run a muke) > > > > > > > > [2] parascope view (as you would see the other ships through a > > > > parascope) Of > > > > course if you go too low you can't see anything. > > > > > > > > [3] sonar view (looking at other ships a seen in a radar screen). > > > > > > > > > > > > also there is instrement view that is seen all the time. > > > > > > > > showing: > > > > [1] depth > > > > [2] direction of travel > > > > [3] speed of travel > > > > [4] how long you have been out (there is no limit to this) > > > > [5] amount of air, if air goes too low you must surface. > > > > > > > > You start out with so many torpedoes > > > > The object is too sink as much tonage as posible > > > > Also the other ships can drop depth charges You must drop low and shut > > > > off > > > > all engines. > > > > After a while you must go topside to get more air and refresh the > > > > ballasts. > > > > > > > > It's been awhile I don't remember every thing. Seems it would be a lot > > > > of work > > > > to write in Euphoria. > > > > > > > > Don Cole > > > > > > > > > Hi Don, > > > > > > What kind of graphics are we talking here? Really good views or > > > just minimal views like rectangles for ships? > > > > > > > > > Al > > > > > > E boa sorte com sua programacao Euphoria! > > > > > > > > > My bumper sticker: "I brake for LED's" > > > > > > > Hi > > > > Euphoria should be able to handle this quite nicely. Checking on the net, > > they > > are fairly > > minimal block graphics, with character displays, and the concept is a fairly > > simple large repetitive loop with strategic elements within that (balancing > > resources damage etc). You should be able to produce either a fairly > > accurate > > reproduction, or enhance it with photos of ships and explosions seen through > > the periscope. > > > > euallegro, and eusdl, would be able to handle these quite nicely. > > > > Tell you what Don, if your up for it, you create the graphics (some ships, a > > series of explosion graphics, > > and the large lettering / numbers - this will determine the overall look), > > I'll source some sub sounds (pings, explosions, white noise), > > and we'll put some code together > > > > Al, interested? > > > > Chris > > Tell you what Chris, > > I'll do the Sonar ; you do the ships. > > Don Cole Hi Yes, no problem at all. I could use the original block characters, or go for something a bit nicer, like captured side on photos of ships. I've already sourced the sounds. The Sonar is actually an integral part of the game - the sonar 'module' needs to be fed the position of the sub, and the position of likely targets, relative to the sub, and relative to the direction of the sub. Also are we going to use a rotating sonar head, so it looks like a radar, or a manually turned head to give us direction, like we see in the various ww2 sub films. Also, is this going to be an active or passive sonar - or just keep it simple active, auto rotating sweeping bar head. Once the sonar 'module' has established the position of the targets, and the target, it needs to feed this information back to the graphics 'module' to display the information. This has yet to be defined. Chris
2. Re: The Euphoria Sub Commander project - was Re: Games
- Posted by don cole <doncole at pacbe?l.?et> Nov 13, 2007
- 579 views
ChrisBurch3 wrote: > > don cole wrote: > > > > ChrisBurch3 wrote: > > > > > > Al Getz wrote: > > > > > > > > don cole wrote: > > > > > > > > > > ChrisBurch3 wrote: > > > > > > > > > > > > don cole wrote: > > > > > > > > > > > > > > Al Getz wrote: > > > > > > > > > > > > > > > > c.k.lester wrote: > > > > > > > > > > > > > > > > > > Al Getz wrote: > > > > > > > > > > It's interesting that this was brought up because i always > > > > > > > > > > wanted > > to</font></i> > > > > > > > > > > write a good pinball game where the user could have much > > > > > > > > > > control > > over</font></i> > > > > > > > > > > the play field environment > > > > > > > > > > > > > > > > > > Did you ever play EA's Pinball Construction Set? OMG that was > > > > > > > > > fun. > > > > > > > > > > > > > > > > > > <a > > > > > > > > > href="http://en.wikipedia.org/wiki/Pinball_Construction_Set">http://en.wikipedia.org/wiki/Pinball_Construction_Set</a> > > > > > > > > > > > > > > > > > > I also loved Racing Destruction Set. > > > > > > > > > > > > > > > > Hi ck, > > > > > > > > > > > > > > > > > > > > > > > > No, i never tried that and this is the first i've heard of it. > > > > > > > > Radio Shack had a cheap pinball game back in 1980 that allowed > > > > > > > > some > > > > > > > > changing of the field too. > > > > > > > > I got my idea after playing some of the cheaper regular pinball > > > > > > > > games and realized that it gets pretty boring after a fairly > > > > > > > > short time so i thought it would be cool if you could change > > > > > > > > the play table whenever you wanted to, and possibly have it > > > > > > > > set up random also. I've played some really incredible pinball > > > > > > > > games with really really great animated graphics, but they all > > > > > > > > suffer from the same thing, and that's that they get a little > > > > > > > > boring after a while, and this seems to happen no matter how > > > > > > > > good they are. The 'real' tables however i used to play for > > > > > > > > hours way back when. > > > > > > > > I ended up getting more involved in chess sometime after. > > > > > > > > I still think it would be interesting to have a pinball game > > > > > > > > programmed in Euphoria of course, that we all could mod to our > > > > > > > > own liking. > > > > > > > > I do have one program in the archive which is a 'little' like > > > > > > > > pinball, but it's not interactive. A whole bunch of balls > > > > > > > > bounce around the screen and bounce into each other and off > > > > > > > > of the walls. It's cool to watch the evolution of the patterns > > > > > > > > that come about from the random collisions. > > > > > > > > > > > > > > > > > > > > > > > > Al > > > > > > > > > > > > > > > > E boa sorte com sua programacao Euphoria! > > > > > > > > > > > > > > > > > > > > > > > > My bumper sticker: "I brake for LED's" > > > > > > > > > > > > > > > > > > > > > > While we are on games. I used to have a game called "Submarine > > > > > > > Command". > > > It</font></i> > > > > > > > was made for the > > > > > > > Atari 2600. > > > > > > > I had an Atari 800XL computer which also had slot for games etc... > > > > > > > My > > cartige</font></i> > > > > > > > had problems. > > > > > > > > > > > > > > I've looked all over the internet for this game for the PC. A lot > > > > > > > of > sites</font></i> > > > > talk</font></i> > > > > > > > all around it > > > > > > > but I can't find anywhere to download it. Free or otherwise. > > > > > > > Don Cole > > > > > > > > > > > > Hi > > > > > > > > > > > > Describe it, specify it, detail its goals and objectives, link to > > > > > > its > graphics,</font></i> > > > > > > then > > > > > > lets see who can reproduce it first > > > > > > > > > > > > Chris > > > > > > > > > > Well ... it has three views. > > > > > > > > > > [1] map view (showing land and sea and other ships) if you go too > > > > > close to > > land</font></i> > > > > > you run a muke) > > > > > > > > > > [2] parascope view (as you would see the other ships through a > > > > > parascope) > Of</font></i> > > > > > course if you go too low you can't see anything. > > > > > > > > > > [3] sonar view (looking at other ships a seen in a radar screen). > > > > > > > > > > > > > > > also there is instrement view that is seen all the time. > > > > > > > > > > showing: > > > > > [1] depth > > > > > [2] direction of travel > > > > > [3] speed of travel > > > > > [4] how long you have been out (there is no limit to this) > > > > > [5] amount of air, if air goes too low you must surface. > > > > > > > > > > You start out with so many torpedoes > > > > > The object is too sink as much tonage as posible > > > > > Also the other ships can drop depth charges You must drop low and > > > > > shut > off</font></i> > > > > > all engines. > > > > > After a while you must go topside to get more air and refresh the > > > > > ballasts. > > > > > > > > > > It's been awhile I don't remember every thing. Seems it would be a lot > > > > > of > work</font></i> > > > > > to write in Euphoria. > > > > > > > > > > Don Cole > > > > > > > > > > > > Hi Don, > > > > > > > > What kind of graphics are we talking here? Really good views or > > > > just minimal views like rectangles for ships? > > > > > > > > > > > > Al > > > > > > > > E boa sorte com sua programacao Euphoria! > > > > > > > > > > > > My bumper sticker: "I brake for LED's" > > > > > > > > > > Hi > > > > > > Euphoria should be able to handle this quite nicely. Checking on the net, > > > they > > > are fairly > > > minimal block graphics, with character displays, and the concept is a > > > fairly > > > simple large repetitive loop with strategic elements within that > > > (balancing > > > resources damage etc). You should be able to produce either a fairly > > > accurate > > > reproduction, or enhance it with photos of ships and explosions seen > > > through > > > the periscope. > > > > > > euallegro, and eusdl, would be able to handle these quite nicely. > > > > > > Tell you what Don, if your up for it, you create the graphics (some ships, > > > a > > > series of explosion graphics, > > > and the large lettering / numbers - this will determine the overall look), > > > > > > I'll source some sub sounds (pings, explosions, white noise), > > > and we'll put some code together > > > > > > > Al, interested? > > > > > > Chris > > > > Tell you what Chris, > > > > I'll do the Sonar ; you do the ships. > > > > Don Cole > > Hi > > Yes, no problem at all. I could use the original block characters, or go > for something a bit nicer, like captured side on photos of ships. > > I've already sourced the sounds. > > The Sonar is actually an integral part of the game - the sonar 'module' needs > to be fed the position of the sub, and the position of likely targets, > relative > to the sub, and relative to the direction of the sub. Also are we going to use > a rotating sonar head, so it looks like a radar, or a manually turned head to > give us direction, like we see in the various ww2 sub films. > > Also, is this going to be an active or passive sonar - or just keep it simple > active, auto rotating sweeping bar head. > > Once the sonar 'module' has established the position of the targets, and the > target, it needs to feed this information back to the graphics 'module' to > display the information. This has yet to be defined. > > Chris I've started the sonar a 2d window. Sweeping. I was going to rnd different positions at start up. This may take awhile I'm having trouble getting started. Don Cole
3. Re: The Euphoria Sub Commander project - was Re: Games
- Posted by Derek Parnell <ddparnell at bigp?n?.com> Nov 13, 2007
- 590 views
don cole wrote: > ChrisBurch3 wrote: > > don cole wrote: > > > ChrisBurch3 wrote: > > > > Al Getz wrote: > > > > > don cole wrote: > > > > > > ChrisBurch3 wrote: > > > > > > > don cole wrote: > > > > > > > > Al Getz wrote: > > > > > > > > > c.k.lester wrote: > > > > > > > > > > Al Getz wrote: OMG! Haven't you guys heard about the ettiquette of "snipping"? -- Derek Parnell Melbourne, Australia Skype name: derek.j.parnell
4. Re: The Euphoria Sub Commander project - was Re: Games
- Posted by c.k.lester <euphoric at ?kle?ter.com> Nov 13, 2007
- 585 views
don cole wrote: <<<SNIP!!!>>> Don, you quote 196 lines of text and add 3 new lines of your own. Snip your messages down to something reasonable. You do not need to quote the entire discussion each time. That goes for everybody. :)
5. Re: The Euphoria Sub Commander project - was Re: Games
- Posted by ChrisBurch3 <crylex at gmail.?o?> Nov 13, 2007
- 622 views
don cole wrote: Oh, ok, snipped then! > > I've started the sonar a 2d window. > > Sweeping. I was going to rnd different positions at start up. > > This may take awhile I'm having trouble getting started. > > > Don Cole Hi Thats great The sonar 'module' needs to accept target coords, and place them on the sonar screen, then display that as a bitmap on the computer screen. The way I see it, the coords will be relative to the sub position on the map, and related to the sub heading, so the sonar 'module' main function entry should look something like this sonar_main(integer sub_x, integer sub_y, {{list of targets x and y}}) the current sonar 'ping' direction could be maintained by a global variable the module would be called by the task scheduler (like sched.e in lang war). I'm not sure about threads, as I'm not sure how blitting to the screen would be handled by multiple threads, though I'm sure eu is capable of this degree of speed. This is the first draft of global variables for the game entities
global object VOID --global submarine entity global constant S_DEPTH = 1 , S_HEADING = 2 , S_O2 = 3 , S_TORPEDOES = 4 , S_MAX_TORP = 5 , S_SPEED = 6 , S_MAX_SPEED = 7 , S_CRUSH_DEPTH = 8 , S_DIESEL = 9 --amount of diesel fuel , S_MAX_DIESEL = 10 --max amount of fuel , S_ELECTRIC = 11 --% of battery charge , S_BALAST_AIR = 12 , S_TON_SUNK = 13 , S_X = 14 , S_Y = 15 , S_NOISE = 16 , S_ENGINE_DAM = 17 , S_PERI_DAM = 18 , S_SONAR_DAM = 19 , S_BAL_DAM = 20 , S_O2_DAM = 21 , S_ELECTRIC_MAX_SPEED = 22 --max speed submerged , S_ASCENT_RATE = 22 --descent is -ve , S_PARAMS = 23 --update this when add a parameter --global targe (ship) entity , T_HEADING = 1 , T_TYPE = 2 , T_SPEED = 3 , T_DAMAGE = 4 , T_AGGRESSION = 5 , T_MAX_SPEED = 6 , T_X = 7 , T_Y = 8 --target ship types --fields aggression, tonnage, max speed, descriptor , AGGRESSION = 1 , TONNAGE = 2 , MAX_SPEED = 3 , DESCRIPTOR = 4 , SHIP_TYPES = {{0, 100, 10, "Small cargo"}, {0, 250, 10, "Medium cargo"}, {0, 500, 10, "Large cargo"}, {0, 750, 10, "Tanker"}, {0, 1000, 8, "Large tanker"}, {1, 50, 15, "Small frigate"}, {2, 75, 14, "Frigate"}, {3, 100, 13, "Cruiser"}, {4, 100, 12, "Destroyer"}, {5, 250, 11, "Battleship"}, {2, 1000, 8, "Aircraft carrier"} } --depth charges , D_DEPTH = 1 , D_X = 2 , D_Y = 3 , D_POWER = 4 --torpedo (missile!) , M_SPEED = 1 , M_POWER = 2 , M_X = 3 , M_Y = 4 , M_HEADING = 5 global sequence Sub sub = repeat(0, S_PARAMS}
If anyone thinks I've missed anything out, feel free to add. At the moment tonnages are just notional figures. Chris
6. Re: The Euphoria Sub Commander project - was Re: Games
- Posted by ChrisBurch3 <crylex at gmail?co?> Nov 13, 2007
- 593 views
replace sonar_main(integer sub_x, integer sub_y, {{list of targets x and y}}) with sonar_main(integer sub_x, integer sub_y, integer heading, {{list of targets x and y}}) Chris
7. Re: The Euphoria Sub Commander project - was Re: Games
- Posted by CChris <christian.cuvier at agr?c?lture.gouv.fr> Nov 13, 2007
- 585 views
I remember there is a polyglot package in the archive by I. Kachan, which is about a submarine cockpit and control. You may take useful hints from there. I'd bet IK knows his business pretty well. CChris