Dec 212017
 
This BASIC example shows you how you can track a player in memory with a 2D array This technique can be useful in making text games, overhead view games, and the ever popular 3D games.

Full Description of File


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This BASIC example shows you how you can
track a player in memory with a 2D array.
This technique can be useful in making
text games, overhead view games, and the
ever popular 3D games. DOCs and Sample EXE
included with the source. Will run with
QBASIC, QuickBASIC, PDS AND VBDOS! If you've
had problems with tracking a player, try
THIS approach! -- By NubianWare Productions


File QBMAPEX2.ZIP from The Programmer’s Corner in
Category BASIC Language
This BASIC example shows you how you can track a player in memory with a 2D array This technique can be useful in making text games, overhead view games, and the ever popular 3D games.
File Name File Size Zip Size Zip Type
DESC.SDI 430 293 deflated
FILE_ID.DIZ 430 293 deflated
MAPPING.BAS 62261 17352 deflated
MAPPING.EXE 46264 31595 deflated
README.TXT 9186 3476 deflated
TPCREAD.ME 199 165 deflated

Download File QBMAPEX2.ZIP Here

Contents of the README.TXT file


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This BASIC example shows you how you can
track a player in memory with a 2D array.
This technique can be useful in making
text games, overhead view games, and the
ever popular 3D games. DOCs and Sample EXE
included with the source. Will run with
QBASIC, QuickBASIC, PDS AND VBDOS! If you've
had problems with tracking a player, try
THIS approach! -- By NubianWare Productions
Example of Using a Mapping System to Make a Text Game
(2nd Revision)
By Professor X-Man
(Eric Blanding)

Program compiled on July 4, 1994.

*****************************************************************************
This code is in the Public Domain, which means you may do with it as
you wish. I only ask that you please don't make any modifications to these
files and redistribute without my consent. Also, this code is distrinuted
AS IS, and I make no guarantees it'll work flawlessly on yer system.

This code will work with ALL flavors of MS-BASIC: QBASIC, QuickBASIC, PDS,
and VBDOS. (Will NOT work with GW-BASIC tho... Guess why? ;))

TABLE OF CONTENTS
-----------------

0) REVISION HISTORY
1) CONTACTS
2) ABOUT NUBIANWARE/PROXMAN SOFTWARE
3) THE MAPPING EXAMPLE

***************************************************************************
REVISION HISTORY
===========================================================================
7/4/94 - Just realized that you CAN access the subscripts in the 2nd
dimension of a 2D array using UBOUND(Array%,[NumOfDims]). Erased
all occurances of MaxYVal%. Still works flawlessly! Sorry bout that
folks...

6/25/94 - First release of the code example.


***************************************************************************
CONTACTS
===========================================================================
I can be reached the following ways:

FIDONET: Quik_Bas, PDS71/Basic7 Echos
RIMENET: QBasic, Programming, Game Design, Apogee, WinBas(Visual Basic) Echos
PRODIGY: SDDB49B

BBSES (if yer in the area): Brodmann's Place -- (301) 843-5732
PainFrame -- (301) 649-3906
Programmer's Corner (node 1) -- (301) 621-3424

Please be sure to address E-Mail "Eric Blanding" on these boards. If you
have any questions, comments, suggestions for improvement, gripes, etc,
please feel free to drop me a line!

**************************************************************************
ABOUT NubianWare(TM)/ProXman Software(TM)
==========================================================================
ProXman Software(TM) is the gaming division of NubianWare Productions,
which are currently run by one person, and involves only one person:
Professor X-Man. NubianWare Productions(TM) is the full company name, and it
deals with computer software ranging from Games to business apps, to custom
software development for private companies. NubianWare Productions also
hopes to expand from the computer medium into something like T-shirts or
music productions.

Anyone can be down with NubianWare, and will be happy to publish
anyone's computer programs. However, Professor X-Man is not set up to do
that as of yet. In the near future he will send out applications so that
you can either 1) Join the programming team of ProXman Software or 2) Publish
whatever you have under NubianWare Productions. Stay tuned for more.

ProXman Software, as I said before, is the Gaming division. This
includes game development tools, AS WELL AS the games themselves.


-=Works created under ProXmans Software so far:=-

Gwynn Park Hell: The Freshman Year -- FreeWare. You're an insecure kid who's
just starting high school, and yer
having a serious identity crisis!
DOS version only. Created in 1992.

The Sadist's Shooting Gallery -- ShareWare (discontinued). You need
to blow some steam? Load a picture
(BMP) of your worst enemy and blast a
big hole in em, as they try to dodge
your fire! WINDOWS version only.
Created in 1993.


Please note that those two are DISCONTINUED and will not be dist-
ributed or updated in any way. If you happen to find any of these items
feel free to play them. However, don't try to register or contact me about
one of those games. The follwoing games, however, WILL be release at some
point in time.

-=Works that will be released by ProXman Software=-
(These are just a couple I've mentioned. There are more however.)

The Freaky MisAdventures of Brian McHoppit -- You are Brian McHoppit, a bad
ass rabbit from the rowhouses
of 100 Woodland St. in East
Germantown Philadelphia. You
and your friend Freddy witness
a murder and overhear a plot
to tear down most of East philly
and turn it into a metropolis.
You must stop the evil Mr.
Big Bucks of B.B. Development
Corp! Requires VGA 256c.
Sound Blaster Optional.
DOS 5.x or later needed.

Arnold Hadenuff Goes to College -- You are a socially oppresed
individual who's having a hard
time adjusting to the perils
of college life. You finally
decide to get back at all your
"enemies" by plotting to blow
the college up! What's gonna
happen now?!!? WINDOWS 3.1 or
later needed, running in
Std or Ench mode, and VGA 16c or
VGA 256c.


******************************************************************************
THE MAPPING EXAMPLE
==============================================================================
The reason why I put out this example is because i've heard time
and time again, "How do I go about tracking a character on a map?" or "How
do I map out the universe?" Hopefully this example code will help those out
there who wish to accomplish the following: Make a text game, Make one of
those 'Zelda' top-down view map games, or a 3D game. There are other uses
for this kind of system, but these are the most common.

Now. Don't let the size of the code fool you; most of it are
comments. With all the comments stripped it's about 20k or less. Most of
what you need to know is in the code itself, so for your learning experience,
it's best to go look at the code now. Be sure to run the EXE first so you
know how the map system can work for you. One note: I didn't use error
trapping so there may be a few quirks here or there. I wanted to make this
as compact as possible. (Ex. You can drop items on the people! Not something
you'd want to do in a REAL game!)

Like I said before, you can use the SUBS/FUNCTIONS in this example
ANY way ya want! Of course, if you DO plan to use this, you'll soon realize
that maintaining it can be a bear, depending on how big your map is going
to be (Here comes the plug!). However, in few months, I will release my
new game design software, which will include a map maker. With the map
maker, you can make as many maps as you want, and as big as you want (up to
about 2000,2000 if you have enuff memory). This is the 2D mode. In 3D mode,
you will be able to create maps that can also simulate depth. This will be
essential for people who wish to take on the popular 3D type games (you'll
need to track your player in the array). This example you have is only for
a 2D map. If yer experienced, you can probably modify it for 3D.

This Example code will be changed later on, and included as an
example with my new game design software. I'll also include examples on
how to use this kind of system for a 'Zelda' type game, a side-scrolling
platform game, a vertical scrolling game (like Apogee's Raptor), and a
3D game. So you see I have my hands full at the moment. Also, a LIB of all
useful game functions will be available.

Enough of this. Go look at the code example already. If you have
any questions or whatever, be sure to contact ASAP! Have fun!

-Professor X-Man



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