Digger clone in QuickBASIC
Digger clone in QuickBASIC
Hi all!
I hope you like it...
http://www.youshare.com/Guest/386546a4f2b67fe1.zip.html
http://www.filefactory.com/file/fb7284/n/qdigger_zip
I hope you like it...
http://www.youshare.com/Guest/386546a4f2b67fe1.zip.html
http://www.filefactory.com/file/fb7284/n/qdigger_zip
Last edited by k.s. on Sun Oct 19, 2008 5:34 am, edited 1 time in total.
sid6.7
thank you.
help file... as for ArcticMine, keys and info are on screen (if anyone will find errors in that text, let me know)
thank you.
help file... as for ArcticMine, keys and info are on screen (if anyone will find errors in that text, let me know)
Code: Select all
avoid nobbins and hobbins, collect emeralds and gold coins.
the scoring system works as follows:
- emerald: 25p.; eight consecutive emeralds (octave): 250p.
- gold: 500p., it appears if bag falls from a big height.
- killing a nobbin or a hobbin with by shooting or with a
falling bag: 250p.
- cherry: 1000p. + bonus mode, when you can eat monsters.
- extra life: every 5000p.
- when you are in bonus mode, you can eat enemies for
250p.(1st), 500p.(2nd), 750p.(3rd) etc.
controls
arrows ....... move around
SPACE ........ shoot
F1 ........... pause
F8 ........... toggle sound (under construction)
F5 ........... start new game
F10 .......... quit to OS
Last edited by k.s. on Sun Oct 19, 2008 5:35 am, edited 1 time in total.
map size is always 15x10.
digger can be in any place (don't place it right under gold bag; it will fall down without tearing apart, and if digger dies (anytime), he will appear in the same place, and won't be able to move at all because of this bag), but E and b(B?) symbols are not implemented, so use 'e' (both bonus and enemies), and remember that you can have only one of them.
as you can see, shafts are drawn by the game (horizontal one looks different from vertical and deadlocks), so maybe you've found problems with this rendering?
and for example:
you must collect all emeralds and gold before the enemies break out. It was tested with digger and works correctly.
p.s. i figured out that arctic mine needs level header to be "_mine #NN", not "_diglev #N" as in Digger (NN is 01,02,10, etc.; N is 1,2,10 etc.). so if you run your levels with a.m., don't forget to change it. (yes, i know that it isn't a very clever decision, but i didn't think about publishing digger when i moved to arctic mine.)
digger can be in any place (don't place it right under gold bag; it will fall down without tearing apart, and if digger dies (anytime), he will appear in the same place, and won't be able to move at all because of this bag), but E and b(B?) symbols are not implemented, so use 'e' (both bonus and enemies), and remember that you can have only one of them.
as you can see, shafts are drawn by the game (horizontal one looks different from vertical and deadlocks), so maybe you've found problems with this rendering?
and for example:
Code: Select all
_diglev #1 /* change to _mine #01 for a.m. */
:::::::::::::::
:d::::e ::: :
: ::$:::::$:: :
: :777777777: :
: ::7777$77:: :
: :::7$777::: :
: ::::7$7:::: :
: :::::7::::: :
: :
:::::::::::::::
_winner
p.s. i figured out that arctic mine needs level header to be "_mine #NN", not "_diglev #N" as in Digger (NN is 01,02,10, etc.; N is 1,2,10 etc.). so if you run your levels with a.m., don't forget to change it. (yes, i know that it isn't a very clever decision, but i didn't think about publishing digger when i moved to arctic mine.)
Last edited by k.s. on Sun Oct 19, 2008 5:37 am, edited 1 time in total.
okay working on a map generator and i get this error when i try to
run either a hand made map or a computer generated map.....
it immediatly declares a winner..you type in your name and it quits...
here is one generated map thats 10 wide by 15 tall
and here is another thats 15 wide by 10 tall
here is a hand made one..same thing
tell me what i am doing wrong in the generation....
run either a hand made map or a computer generated map.....
it immediatly declares a winner..you type in your name and it quits...
here is one generated map thats 10 wide by 15 tall
Code: Select all
_diglev #1
m.. $d$$m..b$.
eb.e..$... .m
bb.ee me . em..
$ . . ee. m
..m . ...b $.
e... .meb..e.m.
.. . . e.... .
.. em.. $.$.b.
. ..m.b. m.
me..$... . e
_winner
Code: Select all
_diglev #1
m.. $d$$m
..b$.eb.e.
.$... .m
bb.ee me .
em.. $ .
. ee. m
..m . ...
b $. e...
.meb..e.m.
.. . . e..
.. . .. em
.. $.$.b.
. ..m.b.
m. me..$
... . e
_winner
here is a hand made one..same thing
Code: Select all
_diglev #1
...............
$....e.........
...... ........
... ........
d..... .....$em
...... ......
...$b. ........
...............
...............
...............
_winner
tell me what i am doing wrong in the generation....
readme is too old, and i'm terribly sorry... it must be:
but it isn't all of...
1st map.
1) don't forget to place an empty line before _winner.
2) do you want to kill digger immediately? =) there must be only one bonus and only one monsterplace (only combined bonus/monstr is allowed). see above.
3) maybe (or maybe it's forum?) your first line is "_diglev #1 "; it must be "_diglev #1" (without space in trail). it's of course a bug, i'm sorry, and i will fix it. (i've never created levels for this game in files, you may see in source that there's no difference between loading level from file or from intrinsic DATA storage, so if it works with DATA, it should work with files. but that opening/searching part... ); ). the same story is with "_winner" ("_winner ") line.
2nd map.
1) 15x10, not 10x15. and see above.
3rd map.
same thing as with 1st. and don't forget to free some place to walk for Nobbins.
(lines starting with "_" is metacommands, and should be placed at the start of the level. "_diglev ..." or "_mine ...", for example, or "_levcol N", used to change level background color in Arctic Mine. "_winner" is metacommand too, but it marks an end of level pack, so no maze data after it is needed.)
Code: Select all
#/space ... shaft
d ......... digger
e ......... monster hole + bonus place (ONLY ONE PER LEVEL, and there MUST be some empty place to go for monters.)
$ ......... gold bag
7 ......... emerald
<other> ... soil
1st map.
1) don't forget to place an empty line before _winner.
2) do you want to kill digger immediately? =) there must be only one bonus and only one monsterplace (only combined bonus/monstr is allowed). see above.
3) maybe (or maybe it's forum?) your first line is "_diglev #1 "; it must be "_diglev #1" (without space in trail). it's of course a bug, i'm sorry, and i will fix it. (i've never created levels for this game in files, you may see in source that there's no difference between loading level from file or from intrinsic DATA storage, so if it works with DATA, it should work with files. but that opening/searching part... ); ). the same story is with "_winner" ("_winner ") line.
2nd map.
1) 15x10, not 10x15. and see above.
3rd map.
same thing as with 1st. and don't forget to free some place to walk for Nobbins.
(lines starting with "_" is metacommands, and should be placed at the start of the level. "_diglev ..." or "_mine ...", for example, or "_levcol N", used to change level background color in Arctic Mine. "_winner" is metacommand too, but it marks an end of level pack, so no maze data after it is needed.)
Last edited by k.s. on Sun Oct 19, 2008 5:38 am, edited 1 time in total.
okay its finished here....
qdmapper.zip
i'd say its like 99% done but workable becuase sometimes it places
digger right next to the monsters...trade off is it gives you a map in less than 20 seconds...you can then tweak it if digger is too close to the monsters...
just put it in your qbdigger directory and run it...
qdmapper.zip
i'd say its like 99% done but workable becuase sometimes it places
digger right next to the monsters...trade off is it gives you a map in less than 20 seconds...you can then tweak it if digger is too close to the monsters...
just put it in your qbdigger directory and run it...
(sorry, network problem.)
thanks a lot (i don't think that you are really want to do something).
one night after i downloaded qdmapper i've tried to make my own generator. that's it (and there are fixed games, see readme.txt for level format changes):
--
mklev http://www.4shared.com/file/59304617/68 ... ig13b.html
it's almost complete... it's fast: on my cel-900 it creates ~160 maps/sec. source is included, you can use it, of course, for new version of qdmapper, if you want.
thanks a lot (i don't think that you are really want to do something).
one night after i downloaded qdmapper i've tried to make my own generator. that's it (and there are fixed games, see readme.txt for level format changes):
--
mklev http://www.4shared.com/file/59304617/68 ... ig13b.html
it's almost complete... it's fast: on my cel-900 it creates ~160 maps/sec. source is included, you can use it, of course, for new version of qdmapper, if you want.
Re: Digger clone in QuickBASIC
Here's the updated link:
https://github.com/RETROQB45/QDigger
(nobody cares, lol, but why not publish it somewhere since I stumbled upon it?)
https://github.com/RETROQB45/QDigger
(nobody cares, lol, but why not publish it somewhere since I stumbled upon it?)
Re: Digger clone in QuickBASIC
Thanks for the updated link! (You have at least one person that cares lol)
I'll give it a go sometime in the next few days.
I'll give it a go sometime in the next few days.
Re: Digger clone in QuickBASIC
Thank you! Hope you'll enjoy it!