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Posted: Thu Jan 22, 2009 11:18 pm
by ynbniar
skull13 wrote:Parsec


Used to play this in Boots I think as nobody had a Texas Instruments TI-99/4A... :wink:

http://en.wikipedia.org/wiki/Parsec_(video_game)

Hmm...forums don't like this URL much...

Posted: Thu Jan 22, 2009 11:20 pm
by skull13
Wrong.
Image

This is what I meant.

The ship visible in the foreground is a Silverhawk, the other is an Assassin, firing an EMP.
That green bar is a warp tunnel to another point on the map, and the pretty sparkly ball in the corner is an energy recharger.

Posted: Thu Jan 22, 2009 11:21 pm
by ynbniar
skull13 wrote:Wrong.

This is what I meant.


I knew that...I was pretending...I fail at funny...

Posted: Thu Jan 22, 2009 11:22 pm
by skull13
Okay, phew.

EDIT: I tried the demo. One issue for me. I cannot hold 3 keys down at once (Forward, turn, and fire, for example.) This was an issue for Pathways into Darkness in 1993 (by Bungie) Are you telling me that this is still an issue? DAMN YOU KEYBOAAAAAAAAARD!!!!!!!!

Posted: Fri Jan 23, 2009 12:49 am
by Byron
skull13 wrote:Did you not see the Parsec source code? If you want the source code, its right here. Its C++ from 2003, so its changed a lot, but it may give you ideas!

It looks VERY similar to your game, in my opinion. (well, both are space flight games...)

Good luck!


Thanks, always interesting to see the code of other games. Now, if anyone has some code examples of virtual economies....

Posted: Fri Jan 23, 2009 12:51 am
by skull13
I don't know much about coding (My best efforts have led me to GML) so I am curious: How usable is that code?

/me sits here expecting the mother of all technical answers, as the inner nerd inside of me smiles in anticipation.

Posted: Fri Jan 23, 2009 1:13 am
by Byron
skull13 wrote:I don't know much about coding (My best efforts have led me to GML) so I am curious: How usable is that code?

/me sits here expecting the mother of all technical answers, as the inner nerd inside of me smiles in anticipation.


To be honest I wouldn't use it. Not because it isn't good but because I have a pretty clear picture in my head of where I want to go and what form the code will take. That doesn't mean I am above using other works of code if they are in the public domain or appropriately licenced, for example I use an image loader library that I didn't write. I tend to view other people's game code as a learning exercise - a way to read around your subject and learn how other people solved the same kind of issues I am trying to solve. I mostly learned to code from reading other people's code.

Posted: Fri Jan 23, 2009 1:27 am
by skull13
That wasn't quite what I asked, but, its okay.

(I wanted to know if it was current enough to use without a major rewrite, however I realize that that answer would take a lot of analysis of the code.)

Posted: Fri Jan 23, 2009 1:53 am
by Byron
skull13 wrote:That wasn't quite what I asked, but, its okay.

(I wanted to know if it was current enough to use without a major rewrite, however I realize that that answer would take a lot of analysis of the code.)


There appeared to be a clear division between game code and engine code so not that big a job - depends upon experience and dedication.

Posted: Fri Mar 20, 2009 12:43 am
by Spacemonkey
I get a unhanded exception when trying to run the program.

Posted: Fri Mar 20, 2009 5:15 am
by Pox
You need a hand with that exception?