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Cave Miner Yup. The full game.

#1 User is offline   A-Guymzx 

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Posted 08 February 2013 - 07:11 PM

After three years of lying around rotting away in the back of my archives, I have decided to pick up Cave Miner again and actually finish making the game. I found the concept too nice and full of potential to just let it die.
Not only do I plan to make this into a full game (while keeping to those promises I made about it in the demo) I will redo most, if not all of the code to match my current standards, and therefore make it quite a lot more efficient.


I will inform you guys when I have something of value to share.
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#2 User is offline   Graham 

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Posted 08 February 2013 - 07:41 PM

Right on. I am not sure if I've checked out the demo or not, so I'll have to download it this weekend. Looking forward to reading your progress. I will start a journal soon too I'm sure. I'm animating enemies right now. Something I'm not having much fun with. There's always these points in a project when you get to something that's not much fun. Do those hang you up? Do you switch to something else? Or do you force yourself to push forward?

This post has been edited by Graham: 08 February 2013 - 07:43 PM

Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
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#3 User is offline   A-Guymzx 

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Posted 08 February 2013 - 08:05 PM

Usually I have no problem with anything in making these things, really. I generally like to do graphics, animation, code, story, music and sound, pretty much everything you need to complete a game.
The only thing that turns me away from projects for a while is a problem when it comes to coding, when I have no clue how to tackle a mechanic I want to implement, or find a bug in my code I can't seem to resolve.

Just a heads up, there are (quite sadly) bugs in the demo, though they are not entirely game-breaking as the thing that fails wasn't fully implemented yet.
Oh, and please turn down the volume when you dig in a wall, or your ears might start bleeding. I'll turn down the volume of the digging sound right away.

This post has been edited by A-Guymzx: 08 February 2013 - 08:36 PM

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#4 User is offline   Graham 

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Posted 09 February 2013 - 07:06 AM

I've gotten pretty good at finding and fixing bugs. If you ever have a problem you can't figure out I'd be happy to take a look at it.

If you want some pointers on fixing bugs, here's what I do:

There are a couple of things I do. I usually go through the code line by line and look for errors/typos. I'll progress through the code just like if it was running. Following all goto labels and such. It can be tricky, but pressing control+F in the robotic editor and tying the label to go straight to it makes it easier.

Next I'll add messages in between the lines of code so I can see if its crashing somewhere. I'll add * "1", * "2", * "3" between each relevant line then when I test it I can see which number is printed to the screen last. .

Third thing I do is create another robot that runs a loop that prints any relevant counters to the screen. That way I can watch to see if they are being set correctly.

Sorry if I'm giving unwanted advice, I'm not sure what your level of expertise is in programming. Like I said, let me know if you need any help.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
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#5 User is offline   A-Guymzx 

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Posted 13 July 2013 - 07:58 PM

Aaaaaaand I dropped it again. It's just... too '13 year old'. Extremely inefficient coding, terrible jokes, and just a bitch to really finish.
So instead of this I will just continue with my current project that does have lots more potential and is actually making progress. I will not give any further detail on that right now seeing how prone I am to 'temporarily' dropping a project (for a few years) after announcing it here.

Edit: Only recently I noticed how bad those games I was making really were. I quite honestly had no idea, but I guess that's just because of my age back then.Glad a few years have past since then.

This post has been edited by A-Guymzx: 13 July 2013 - 08:01 PM

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#6 User is offline   Graham 

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Posted 13 July 2013 - 09:24 PM

View PostA-Guymzx, on 13 July 2013 - 11:58 AM, said:

Aaaaaaand I dropped it again. It's just... too '13 year old'. Extremely inefficient coding, terrible jokes, and just a bitch to really finish.[/size]


Oh I just posted the YouTube comment and then read this so no need to reply there as well. Glad to hear your still actively working on a game.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
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