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Dragon Stone Quest

Posted: Sat Aug 29, 2009 5:12 pm
by izidor
So coma8coma1 when are we going to see Dragon Stone Quest, I am interested because it seems like an nice game and it is going to the first big QB64 game (if I am not wrong).
coma8coma1 do you have an website so people can see your other work if there is any?

Posted: Sun Aug 30, 2009 12:33 pm
by bongomeno
agreed!

Posted: Sun Sep 06, 2009 1:39 pm
by coma8coma1
thanks for the interest

where can I get free webspace with some kind of tool for peope who don't know HTML?

i'd like to have a space set up somewhere where I can post updates and offer the latest downloads. thanks!

Posted: Sun Sep 06, 2009 2:52 pm
by izidor
I used http://www.weebly.com/ you don't have to upload your code, you can use their sample's and add photos,downloads...
But only bad thing is maximum file size must be 5mb or 8 I'm not sure.

Note that this is a sub domain! http://www.example.weebly.com

But if you ever write your page you can go to http://www.phatcode.net/.
It's for dudes like you and me who are interested in programing.
You get 200mb space and you can administrate it with c-panel.

Here is the guy's email: plasma@phatcode.net

It seems really insane that somebody hosts site on their expense but believe it.

Note that this is a sub domain too! http://www.example.phatcode.net

My site: http://izidorsqbsite.phatcode.net/ Please check it and download, pretty please, pretty please with a cheery on the top (quote from TV sitcom full house), all programs work on XP and newer Windows OS's.

(site is crappy 'cause it's my code :))

Posted: Sun Sep 06, 2009 4:39 pm
by burger2227
Plasma has been around a LONG time. He has been very helpful to programmers.


I have NEVER seen a 5 megabyte Qbasic program! :roll:


4Shared gives you a lot of space for programs to be downloaded as long as the uploads are under 100 meg each. FREE!

You can update files very easily too.

Posted: Mon Sep 07, 2009 9:17 am
by Nodtveidt
You've never seen a 5MB QBasic program? I guess you never saw my old RPG then...it was about 10MB! And coded in QB!

Posted: Mon Sep 07, 2009 1:48 pm
by burger2227
That's a lot of code. How long did it take to make?

Did you LINK them or use CHAIN?


Imagine how big that would be using QB64.

Posted: Mon Sep 07, 2009 6:26 pm
by Nodtveidt
Nah, the whole game was about 10MB but the EXEs were only about 400KB each. Just two programs...I don't remember how they called each other though...that was like...8 years ago.

Posted: Mon Sep 07, 2009 10:26 pm
by burger2227
My QB demonstrator is approaching 900K with 16 separate chapter modules and a main menu. I kept running out of print string space, lol.

I'm waiting for Galleon to get CHAIN working. I'd hate to have to combine all of the code back into one module to compile it with QB64.

But then it would work on new computers too. oh well....

Posted: Tue Sep 08, 2009 9:38 am
by coma8coma1
i'm in the process of converting all three of my "editors" over to qb64, which has been painstaking to say the least. i havn't touched the project in a week because i needed a break from pulling out hair. the issue is in my extensive use of CALL ABSOLUTE style mouse input over the years.

once i comment out everything in a editor that's mouse related and get it compiling in qb64 sans-mouse, i can start reconfiguring input routines to accept the new mouse stuff.

the problem lies in that now that i have no memory limitations i'm intent on adding all the features i originally wanted to include, such as separate NPC graphics so i could easily add townspeople without wasting graphic tile space, and add separate graphics to overlay on the character when wearing certain weapons, armor, etc. if not for these changes then all the editors could stay as they are compiled with 4.5 or 7.1 long ago.

btw, this smiley looks constipated :x

Posted: Tue Sep 08, 2009 2:05 pm
by burger2227
Well I think Galleon is avoiding pulling hairs out too.

That's why he went for the TCP/IP stuff. I only use INTERRUPT mouse in one chapter of my program and he has been avoiding adding more interupt and absolute register vectors.

Right now I'm just trying to get a CHAIN working. Combining all of my SUB programs and chapters would be a big headache.

ABSOLUTE should be the primary goal for QB64 as all versions of Qb could use it. I'll just leave my INTERRUPT chapter out in a QB64 version until it's done. Whenever that is.

Ted

Posted: Tue Sep 08, 2009 3:11 pm
by Nodtveidt
ABSOLUTE is a total hack. QB's ability to link pre-built object files coded in assembly is a much better method. Properly implementing ABSOLUTE would require an emulation layer and that would be rather overkill. I personally think he should leave it out; that's a project in and of itself.

Posted: Tue Sep 08, 2009 5:17 pm
by burger2227
Well he added his own QB64 Mouse functions, but I think he needs a few more for mouse move, restrict mouse area, and click confirmation in a specific area.

I'm not crazy about ABSOLUTE either. I like INTERRUPT better, but Qbasic users cannot use it.

He said today that he could impliment CHAIN easily for the way I use it like RUN.

I don't think much has happened on the ASM stuff either.