Customarily, I have yet another updated version for ya to try, and customarily, I'll do the friendly thing by including the urls in my post yet again...
http://athene.riv.csu.edu.au/~dcarr03/itc320 http://mtmtracks.cjb.net/d2s/SplatMaze.zipNew with this version:
First and foremost: New keyboard commands. F2 starts a new game, so now you can get splatted and just start again without having to quit and run the program again. F3 now pauses (but P also still works in this capacity).
The scrollrate of the maze has been reduced slightly, from 1.5 tiles/sec to 1.25 tiles/sec. Moverate is back to 50% basic, 50% modified by health - I wasn't convinced that it was possible to die by running out of health while I was using 100% affected by health, as he slows down too fast, and once you get to about 20% health (= 20% moverate) you're going so slow it's practically impossible not to get squashed. Now it's not impossible to die without getting squashed, just really really hard
The HUD ("heads-up display") is now using bitmaps instead of Windows GDI to write on the screen. I've actually got a full bitmapped alphabet, so instead of boring text we've got pretty letters (you'll see what I mean when you play it), and same for numbers. The health readout has also changed...
Zippy's (I don't like to call him Zippy anymore, but I haven't got another name yet) health is now capped at 200% - no matter how many meat pies you eat he won't go above that (they'll still earn you points though). Health is now a graphical readout with a pretty lifebar, instead of numbers.
The game now keeps score, with a readout in the top right. Every second Zippy is still alive earns you 1 point, and every meat pie Zippy eats earns you 10. In lieu of any victory conditions, I've left it at that, but if I do decide on a collectible item I'll probably have it earn you 100 points. As it is, the game will still play forever, but you can now get a score for you performance (can you beat my highest score of 2213?).
Other changes include loading screens - I felt load times were significant enough (on my computer at least) to warrant them. I was tempted to have the loading message read "Getting lost in the outback..." but for now I've just used the utilitarian "Loading: Please Wait...".
Finally, the diagnostic mode (Shift+D) has been reinstated. I made some changes to the structure of my maze reading/collision detection algorithms, but some oversight caused it to throw exception errors on a regular basis - so I felt the best way to tackle it was to revamp the existing mode to find out what was going on. It's fixed now, or at least I'm pretty sure it is...
Tomorrow I go back to uni, so I'll see what my lecturers think of it at this stage (and actually find out when it's due!). I'm quite pleased with it as I think it's got quite a lot of polish - decent visuals, all the commands you'd expect, a fully-skinned HUD AND it actually works dependably - all it's lacking is a way to win the game!
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>> The graphics are almost fine
They didn't turn out too badly, considering I rushed through them (especially the maze tiles). Involved prodigious use of the airbrush tool!
>> the screen goes in one direction too long
I have an algorithm that randomly determines what direction the screen will scroll in, and the amount of time (in seconds, up to a maximum of 10) it will spend going in that direction. It should scroll in one direction for anything up to 10 seconds (randomly determined), then it re-picks the direction and works out how long to do it again. So it shouldn't go in one direction for more than 10sec, unless the algorithm randomly picks that same direction again when it's called.
Difficulty settings are a good idea. I think I should say, though, that I'm concerned about the problems you seem to have playing this game. This might be because of your abilities (I know that when my mother tried it, she was dying within a few seconds - she normally only plays card games...), or it might be something else at work. I know the maze generator needs some tweaking, but with a bit of practice, which I'm sure you would have got by now, and reflexes honed from games like MTM, you should not be dying as easily as you imply...
>> Varying screen res's etc. Save the settings some place. I don't want to set them every time I start the game.
I never got how to save data to a file and recall it later - we covered that topic in like 2 weeks last year. I'd have to do a lot of re-learning to implement that - although it would certainly be worth the effort and probably isn't that hard, I haven't the time or temperment for it now. I also had problems working with the listbox and setting a default, so I cheated by making the Play button unavailable until you pick one. Yeah, it's repetitive having to pick every time you want to play the game, but now that I've implemented a routine to start a new game without quitting it's much less of an annoyance.
>> Then have an option in game, if you can, to change it.
What're you trying to do to me?!? Resetting everything to start a new game without quitting was hard enough, and it took me a whole day just to enumerate the display modes available.
Ok, seriously now, I
could do it, and it would be really nice... but the amount of time that would be required to do so means that it would be a low-priority thing to implement. To change the screen res, I'd basically just have to run through the same code I have on startup for scaling the bitmaps, etc - nothing hard about that. But I'd also need some sort of menu-driven system in-game so you can pick the new res - and building that ain't an attractive thought.
>> Low color is terrible.
LOL, I did warn you! If I knew what colour palette DirectX used for 8-bit, I could modify my bitmaps so that they'd appear a bit better. I don't, but it does look close to the colours available in MS Paint.
>> Optimal settings 800x600x32
I would've thought 1024x768 would be best, since all the bitmaps would appear full-size. At 800x600 they're reduced to about 78% of original, and at 640x480 they're only 62.5% (even at this res the tiles look alright, although the lizard appears to lose his tail). And the bitmaps I have used have all been reduced to 256 colour, so you shouldn't really need any more than 16-bits to display them.
As an aside, I've been doing all my testing at 800x600x16... my comp isn't even capapble of 32-bit colour...
>> Time for a new name now, don't ya think?
If you're talking about "Zippy", I concur... any suggestions?
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If it's a good idea,
Phineus has probably already done it.