-------------------------------------------------- QNews QBasic Newsletter Issue Number 11 0 Members! -------------------------------------------------- Inside This Issue: 1. >>Re: QNews Issue 10! 2. BASIC 7.1 PDS Questions 3. Qnews question 4. QB: Dark Elf Productions Xmas Dentro 5. The Final Say -------------------------------------------------- 1. Re: QNews Issue 10! From: Michael Astrauskas Date: Sunday, December 06, 1998 2:59 PM qnews@qble.hypermart.net wrote: > 3. QB: AI in movement > From: MR A STERLING CHRISTENSEN > Date: Wednesday, December 02, 1998 5:52 PM > > I want to try to write a game in which you can click on a tank (or > soldier of whatever) then click somewhere, and it will go there. > That's easy. The hard part is that I want it the go around anything > it runs into. YOU tell it where to go, and IT figures out how to get > there. Like in C&C (and Warcraft?). > Would anyone like to write an article (or tutorial) that explains how > to do stuff like this? or... > Does anyone know of a tutorial that covers this? I have only done this tile based, but what you do is: 1. Make an extra array of your grid. 2. Make the value of the spot the tank is in '1'. 3. Make each adjacent space (without any obstacles) be 2. 4. Make all spaces adjacent to that (that don't have obstacles or a value already) 3. 5. Continue until the program sets the value of the ending space. 6. Then, starting from the end, simply go to an adjacent space with a value one less than the current space. This will give the most efficient route! 7. Store the path in another array or something, so the tank can follow it forward. A little hard to understand, but I'll try to get a program I made for it copied soon. -- - Michael Astrauskas (AKA Julian) ICQ UIN: 1946065, Trevelyan -------------------------------------------------- 2. BASIC 7.1 PDS Questions From: Fitz-Pack Software Date: Monday, December 07, 1998 8:44 AM Hello all, firstly many thanks to Jeff Rapp for an inspirational mailing list - well done Jeff! Now, I have inherited a system written in BASIC 7.1 PDS which I have never used before. I managed to track down a good programmer's reference by Peter Aitken but I need some more info. Does anybody know anything about a library called Pro7? Where could I get a description of what it does and how it does what it does? My system calls routines that are in Pro7 and I need to see what they are. Also, (don't know if this has been asked before) how can I get my program to access extended or expanded memory? We're getting very close to that 640k ceiling!! Thirdly, the system is so large that I can't run it from within QBX (the IDE), but I can't figure out how to run a decent debug from the command line. Here's what I'm using: ..\binb\bc myprog.bas myprog.obj myprog.lst /o /s /x ; ..\binb\bc myprog2.bas myprog2.obj myprog2.lst /o /s; ..\binb\bc myprog3.bas myprog3.obj myprog3.lst /o /s; ..\binb\bc myprog4.bas myprog4.obj myprog4.lst /o /s /x ; ..\binb\link myprog+myprog2+myprog3+myprog4+bc7rbtrv /e/noe/se:512 /stack:12000 ,myprog.exe,nul,..\lib\pro7+..\lib\bcl71enr,NUL.DEF, where bc7rbtrv is a Btrieve library. How do I get a good trace or debug? As you can probably guess, I don't really know much about BASIC or DOS (or even what the hell I'm doing!) so any help would be greatly appreciated. thank you Brian Fenton -------------------------------------------------- 3. Qnews question From: David Cornett Date: Monday, December 07, 1998 1:15 PM To anyone out there smarter than me: I am a very new to QBasic but I have found that I enjoy it a lot. I have two big questions though... 1.) How does one receive input from the the actual depression of certain keyboard keys. Let's say I want the user to hit 'x' to perform some action, what exactly is the variables and structuring involved. 2.) How does I allow the screen to scroll like in a regular old 2D video game such as Mario Bros.? I know that both of my questions are somewhat stupid but any help would be GRATEFULLY APPRECIATED. Thanks for your time. Dave ______________________________________________________ -------------------------------------------------- 4. QB: Dark Elf Productions Xmas Dentro From: @--->[!Terminator_Z!]<--@ Date: Monday, December 07, 1998 3:52 PM Dark Elf Productions have released their Xmas Dentro coded by Terminator_Z. It features sweet graphics and digital sound blaster music (NOT MIDI!) http://homepages.force9.net/georgeg/xmas.zip I strongly suggest you check it out and I'd be extreemly greatfull if you could put it up on your site if you have one! As you may (or may not) have noticed, I have stopped writing the graphics tutorials because I didn't think it was worth my time when only a hand full of people were reading them. If you would like to see anymore written, write to me. If you want, you can download the two I have done so far from:- http://homepages.force9.net/georgeg/tut1.zip <=== Tutorial on pixel morphing http://homepages.force9.net/georgeg/tut2.zip <=== Tutorial on fading one image to another through steps of transparancy Anyways... Merry Christmas and happy new year to ya! o Terminator_Z o shadow@georgeg.force9.net o http://critical.hypermart.net o http://dep.hypermart.net -------------------------------------------------- 5. The Final Say From: Jeff Rapp Date: Sunday, December 13, 1998 6:30 PM Hi all. Not much to really say this time. The only news that I have to pass around is that Jesse Dorland has released version 4.1 of his great QMidi MIDI program. You can snatch it up at: http://members.tripod.com/~jdorland/qmidi/qmidi41.zip This new version features multiple MIDI loading and best of all, SBSIM isn't required for any of the features at all. If you are looking to add music to your game WITHOUT using a libary, then check out this program. Jeff Rapp Editor of the QNews jrapp@geocities.com