Let It Be , now released !! horse racing game

Started by micky4fun, May 17, 2012, 07:29:03 PM

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kevin


you don't need that library, it's been include in the retail editions of PB for years.    As for it's status, like most slibs it's   discontinued.   

BlinkOk

#46
copy the pbflash.dll from the playbasic folder to the demo library and it should work.
i don't know how you reference it if you don't copy it.
let me know how this goes mick and if it's ok then i will put the GUI together for you

the game window still starts and loses focus

micky4fun

Hi All

Thanks for clearing that up Kevin ,

well today i have cleared a few bugs in the last code , now displays your horse if you win at bottom of screen , well used the same gui at the mo as i only have one ,
made it so you cannot not cheat by going wrong way to win ,
will now make 3 tracks for the first stage , then also do 3 horse patterns per horse per stage , so there is a 3x3x3x3x3 pattern a 243 combernation per race

mick :)

BlinkOk

if you have a recorder proggy i can help with that if you want

micky4fun

Hi all

[quotecopy the pbflash.dll from the playbasic folder to the demo library and it should work][/quote]

i have copied from playbasic folder in the slib folder and copied the file pbflash.dll and put it the the same folder as demo , but still no joy , exactly the same as before
did it work ok for you then ?

yep got a basic recorder program , but it wont take me to long i think , let you get on with the flash gui

mick :)

BlinkOk

yeah. i have 1.64N and the mouse and UP/DOWN keys work (did you recompile?)

micky4fun

Hi ALL

Quote(did you recompile?)
I take it re-boot pb , yes tried on 2 pc's still no joy

mick :)

BlinkOk

did you go into the IDE, load up the project file again and hit F5?

micky4fun

Hi All

Quotedid you go into the IDE, load up the project file again and hit F5?

yes , what i did was copy the pbflash.dll from playbasic/slib into the same folder where i extracted the demo to , that overwrite the older pbflash.dll file
i then started pb ide , loaded demo and run with f5 , still no joy for me though , still the same

is what i done correct ?


mick :)

BlinkOk

yep. looks like you're doing the GUI mate.

micky4fun

#55
Hi All

Quotelooks like you're doing the GUI mate

well thats shame as i know you would have done a brilliant job , well try my best , maybe if its not going to take to long you may want to do a mock up in flash and i could try and copy it
well maybe ! , with you doing it would have saved a load of time though

i thought adding some water / mud to slow you down rather that stopping and maybe some speed ups or bonus odds/winning if collect
also could make the computer horses slow down if there get stuck in water/mud as well , just an idea
the 3x3x3x3x3 combo thing wont take long as im only doing 3 of each so only 18 per track for 6 horses  to come up with 243 combo's for the 5 left running on their own
here is a pic of pretty much 1 layout of track one , no bonus items here yet and ok ish water

mick :)

kevin

#56
 i don't get it, why would you need 243 path combo's per track ??   That's 243*32 K per track, about 7.8 meg of data.

Most racing games use racing lines much like a slot car racer, where the path is a set of way points, rather than fixed positions.   So when the character AI attempts to move/orient the character, it's trying to match it's preferred racing line.   If you included collision/line of sight into this model ,  characters could be made to slow down or turn away from a potential impacts, so the paths are more dynamic and the race outcomes are less predictable.

 Ideally the AI brain feeds the computer controlled character the same input as the human controlled one.  Turn Left/Right, Move Forward/ Stop.  So the computer controlled game characters can't do things that player can't.  

micky4fun

#57
Hi all

Thats wierd , i was driving to work thinking i might do the other horses just as you said , but was going to do it the path way first still as i have started that way , then after try your way . the path way is more predicable thats why i thought to do more paths per horse , but the winner is still random amoungst the computer horses

as it happens though theres only 18 paths per track (6 horses) so thats about 0.567 meg , 5 computer horses times 3 paths each,
there for any 1 path out of 3 from horse 1 , any 1 path out of 3 from horse 2 and so on , thats 243 comos or races that could happen
as the horse you control would not be included , by hes path is there incase you chose another horse and so on

track design is not the easy part thats for sure , as need to make sure the player does not stick to the inner shorter way round all the way

thanks for ups on lap counter , my way is track divided into 4 with 4 pointinbox checks ,

mick :)

kevin


   The nice thing about way points styled systems is the characters don't need to be fixed onto the path.  The path is used as a guide line which they aspire to be on, allowing characters to make decisions during the race, such as speeding up/slowing down, changing paths, not to mention interact with the other horses and the course obstacles ikn much the same way the player does. 




micky4fun

Hi All

blinkOk , do you have a 1024x768 image of the title screen ? as im using the 800x600 one you posted at the moment and resized it to 1024x768 and its quite blurry


thanks
mick :)