Thread: Escape to Safety

  1. #1
    Rambling Man
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    Escape to Safety

    Here is my maze game that I was asking questions about earlier. I'd say that the game is pretty cool, but then again I have a biasied opinion. This is my second game I have ever made (first one TTT), and I learned a lot doing it too. There is a help menu inside of the game so there is no need for me to tell you all of the controls and such. Download and tell me what you think regarding the game. Also, if it isn't too much to ask I would appreciate it if all of you would take a look at my source code and see if all of my code is 'proper'.


    Escape to Safety

    -v1.0e removed after 12 downloads.

    Code:
    			       VERSION HISTORY
    *****************************************************************************
    
    v1.0e
    *****
    
    -The first version of the game
    
    V1.01e
    ******
    
    -Fixed a bug in which a player had infinite time to win, even though, the
    ticker may have gone past 0 time


    Here < http://esx.150m.com/programs/Escape%20to%20Safety.zip > is the link for the 129k file.
    Last edited by TechWins; 04-25-2002 at 05:16 PM.

  2. #2
    Registered User Nutshell's Avatar
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    How come all mazes are the same?

    It'll be cool if you can randomly generate maze, which i thought you were going to do that. But that'll be much harder.

    Well, i luv you intro and the storyline.

    However, don't you think your source code is way too long? And i suggest you use more descriptive names, solely for the purpose of the idea of 'well-documented'.

    Thnx for sharing.
    Last edited by Nutshell; 04-25-2002 at 03:06 AM.

  3. #3
    Rambling Man
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    How come all mazes are the same?
    Well, see my maze game isn't a traditional maze game. Most maze games show all of the maze right off the bat. Whereas with my maze you have to move more in order to see more of the maze. I thouth this would be a nice, little unique concept but appearantly isn't gettting a warm reception (your not the first who asked about having more mazes lol). Since my game is different I have to code for each time the X should appear (kind of like coding an AI in a sense). I can always go back, and another level to the game, because it wouldn't be as much work the second time around.

    Well, i luv you intro and the storyline.
    Thanks.

    However, don't you think your source code is way too long? And i suggest you use more descriptive names, solely for the purpose of the idea of 'well-documented'.
    One of the reasons why my source code is so long is because of the way I structure my writing. I always like to have a lot of space...it's much easier for me to read writing that is spread out rather than clumped together...this is a matter of preference and I think I do space out my code more than most other people do. However, I'm sure I might have few too many lines for one reason or another besides the writign structure.

    About the names, to me it's not all that important because I share my code for sharing purposes only...not for educational or teaching purposes. If I were to ever use the code as part of a tutorial of some sort, then yes I would clean up the code and comment it thoroughly.

    Thnx for sharing.
    You're most certainly welcome.

    There were a few dissapointments I have with the game, such as the lack or replayability, which comes from only having one maze. However, the primary purpose of creating these types of games is for me to gain experience and learn. One thing I have done with this game is gain a lot of experience and learn quite a bit as well.

    For those that care, I more than likely going to start making a Frogger type game as my next game. Maybe this time I'll make the game more random for more replayability.

  4. #4
    Registered User Nutshell's Avatar
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    HI,

    If your game can randomly generate mazes it'll be way better.

    Your idea of 'exploring' is quite cool. This is like what happens in games like starcraft, you explore. You're the first one to think of a maze game like that.

    Replayability is very important in games i reckon. It's like a programmer spends a great amount of time coding a game thats only fun for a few mins?

    One suggestion: At least make 3 different mazes for 3 different levels.

    Last thing, would you mind telling me what a frogger-type game is? I might try that sometime if it sounds fun.

    THnx in advance, i'll post my connecct 4 source when i finish wif my AI.

    THnx again.

  5. #5
    www.entropysink.com
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    You've really never played Frogger!!!!!

    Frogger
    Visit entropysink.com - It's what your PC is made for!

  6. #6
    Registered User Nutshell's Avatar
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    Well that involves animation which involves using graphics libraries which i don't really plan to use in my next game.

  7. #7
    Rambling Man
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    EDITED first post, which contains my new version. However, it is only a bug fix in the new version, but the bug fix is rather important. I guess being awake at 2:30am after waking up at 4:30am the previous day to do homework, then to go to school, come home from school, go to work, come home again about 5-6 hours later, and finally finishing the rest of my game will cause for a bug or two wouldn't you say?


    Well that involves animation which involves using graphics libraries which i don't really plan to use in my next game.
    Well, you can always use text symbols for the graphics, which is what I plan on doing. That is if I stick with my plan of creating that game. I'm considering just going into learning Win32 API, because I feel that I may be ready to start learning it. Then again I may not be ready to start learning it. Any advice from anybody?

  8. #8
    Registered User Aran's Avatar
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    you should highly consider not redrawing the map every time the player moves... it looks ugly.

    i wrote some code that prints out a map that looks decent and does perfect collision detection, but it has this strange glitch wherein it will randomly print out a line with one background colour instead of changing it appropriately. I'm thinking of just getting rid of the bg colors and going with just forground colors.

  9. #9
    Rambling Man
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    you should highly consider not redrawing the map every time the player moves... it looks ugly.
    I tried doing this, and I couldn't find a way for it to work...I kept getting weird results too. So I came up with a way that doesn't look too bad on my computer. I figured it would look good on other computers too, but I played the game on one of my school's computers today and it looked terrible. My computer isn't some high end machine either (500 mhz processore, 384 mb RAM, 4 mb video card). My school computers are pretty bad - 233 mhz processors, 32 mb RAM, 2 mb video cards. However, my school has sufficient funds, to say the least, so every classroom has around 5 PCs on top of all the other classrooms that are just full of PCs. Getting back on topic, how exactly does it display on your computer...could you show me a screenshot?

    I think I may have come up with a way so I don't have to redraw every bit of the map (right now the red lines don't redraw, which is good).

  10. #10
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    It's Excellent, Nice. Only thing is I think it's a Bit hard, and I'm playing Easy...

  11. #11
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    #include <conio.h>

    gotoxy()

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