November 10, 2006
Will DeVore wrote:
> I thought I would announce the completion of the next game in my series
> written in D called bosskoneun. :)

Cool! How about posting it on www.dzone.com and www.gamedev.net? I'm sure there are a lot of people from there who'd enjoy your game.
November 10, 2006
Will DeVore wrote:
> I thought I would announce the completion of the next game in my series written in D called bosskoneun. :)

>>Cool! How about posting it on www.dzone.com and www.gamedev.net? I'm sure there are a lot of people from there who'd enjoy your game.

Thanks Walter. I saw your promoting D doc and those were the next items on my list. :)
November 10, 2006
Will DeVore kirjoitti:
> Kyle Furlong wrote:
>> Will DeVore wrote:
>>> Hello fellow D programmers,
>>>
>>> I thought I would announce the completion of the next game in my series
>>> written in D called bosskoneun. :)
>>>
>>> It is a 2D top-down shootem-up. Pictures, binaries and source are
>>> available at:
>>>
>>> http://distanthumans.info/programming/D/bosconian/bosconian.php
>>>
>>> D is so efficient that the game sleeps 98% of the time even under the
>>> most
>>> graphically intensense levels.
>>>
>>> Thanks Walter for creating an easy and powerful language. Hint: Look
>>> at the
>>> default high scores. ;) The credits list DigitalMars.com
>>> If you like the game, could it be posted to the "dlinks" section?
>>>
>>> My next assignment, on the horizon, is evaluating how D can be
>>> utilized on the
>>> PS3 for games. Gee Walter what do you think those chances are, wink
>>> wink. :)
>>>
>>> P.S. Posting this message didn't like the fact that I have a .info
>>> TLD. Hmmm...
>>> -Will.
>> Windows binary silently fails on loading a new 1 player game. (Windows
>> XP SP2, Athlon64)
> 
>> Hmmm, works now. Strange.
> 
> Hi Kyle,
> 
> That silent error you got is one of the bugs I think can be fixed if I upgrade
> from 0.160 to the lastest dmd compiler. If you had run it from a console it would
> have said something like "can't load... explosion.png$%?". The garbage tacked on
> the end of the string is something I can't figure out what D/phobos is doing. I
> have rewritten that section of code a few different ways but it does the same
> thing each time. The problem occurs each time the game is first loaded onto a 3D
> card, after that it loads fine. It happens both on windows and linux. I am
> guessing it is something to do with phobos (I think). Anyway I am hoping the issue
> goes away when I upgrade to the latest dmd compiler and phobos. Of course it could
> be something else entirely. I haven't investigated to deep yet, there are so many
> variations to consider.
> 
> -Will

Hi,

In opengldiplay.d, line 300:

surface = IMG_Load(filename.ptr);

mayby use toStringz form std.string to make the filename zero ending:
surface = IMG_Load(string.toStringz(filename));
November 10, 2006
Endea wrote:
>>Hi,
>>
>>In opengldiplay.d, line 300:
>>
>>surface = IMG_Load(filename.ptr);
>>
>>mayby use toStringz form std.string to make the filename zero ending:
>>surface = IMG_Load(string.toStringz(filename));

Endea, I think that fixed it. I don't seem to get the error anymore. I appreciate that tip. Thanks.
November 10, 2006
On Thu, 09 Nov 2006 17:19:48 -0800, Will DeVore <quartz13163@distanthumans.org> wrote:

> Hello fellow D programmers,
>
> I thought I would announce the completion of the next game in my series
> written in D called bosskoneun. :)
>
> It is a 2D top-down shootem-up. Pictures, binaries and source are available at:
>
> http://distanthumans.info/programming/D/bosconian/bosconian.php
>
> D is so efficient that the game sleeps 98% of the time even under the most
> graphically intensense levels.
>
> Thanks Walter for creating an easy and powerful language. Hint: Look at the
> default high scores. ;) The credits list DigitalMars.com
> If you like the game, could it be posted to the "dlinks" section?
>
> My next assignment, on the horizon, is evaluating how D can be utilized on the
> PS3 for games. Gee Walter what do you think those chances are, wink wink. :)
>
> P.S. Posting this message didn't like the fact that I have a .info TLD. Hmmm...
> -Will.


Nice game.  I like the graphics!  However, one thing I find annoying is the player's ship movement.  When using joystick or keyboard, it just jumps to the direction of the press in 45 degree increments (even worse, every press makes you point immediately in the direction of the keystroke...so it's not even really 45 degree increments!).  That looks and feels ugly.  And furthermore, enemy ships don't seem to have this limitation: they move and turn in fine increments which gives them a much more fluid motion.  It's not fair! ;D

-JJR
November 11, 2006
John Reimer wrote:

>>Nice game.  I like the graphics!  However, one thing I find annoying is the player's ship movement.  When using joystick or keyboard, it just jumps to the direction of the press in 45 degree increments (even worse, every press makes you point immediately in the direction of the keystroke...so it's not even really 45 degree increments!).  That looks and feels ugly.  And furthermore, enemy ships don't seem to have this limitation: they move and turn in fine increments which gives them a much more fluid motion.  It's not fair! ;D

Hi John,
Thanks for the compliment. I will take a leap here and guess you never played the
orginal game back in 1981. :) The original game had the player's ship limited like
that, perhaps to put more quarters in the owner's pocket. ;) Granted this isn't an
arcade game but I thought I would keep close to the original intent. The arcade
game "timepilot" had more of what you described. Beside what other way could I
keep you from getting to level 21. :D

-Will.
November 12, 2006
On Fri, 10 Nov 2006 16:37:06 -0800, Will DeVore <quartz13163@distanthumans.org> wrote:

> John Reimer wrote:
>
>>> Nice game.  I like the graphics!  However, one thing I find annoying is
>>> the player's ship movement.  When using joystick or keyboard, it just
>>> jumps to the direction of the press in 45 degree increments (even worse,
>>> every press makes you point immediately in the direction of the
>>> keystroke...so it's not even really 45 degree increments!).  That looks
>>> and feels ugly.  And furthermore, enemy ships don't seem to have this
>>> limitation: they move and turn in fine increments which gives them a much
>>> more fluid motion.  It's not fair! ;D
>
> Hi John,
> Thanks for the compliment. I will take a leap here and guess you never played the
> orginal game back in 1981. :) The original game had the player's ship limited like
> that, perhaps to put more quarters in the owner's pocket. ;) Granted this isn't an
> arcade game but I thought I would keep close to the original intent. The arcade
> game "timepilot" had more of what you described. Beside what other way could I
> keep you from getting to level 21. :D
>
> -Will.


Yes, you are right.  I don't think I played the 1981 version of the game.  But I think I've played several like it.  I should have realized that was the reason. I guess a remake has to be true to the original. :)

I believe I've played timepilot before, but that was many moons ago.

Anyway, nice work!

-JJR
November 12, 2006
Will DeVore wrote:
> Hello fellow D programmers,
> 
> I thought I would announce the completion of the next game in my series
> written in D called bosskoneun. :)
> 
> It is a 2D top-down shootem-up. Pictures, binaries and source are available at:
> 
> http://distanthumans.info/programming/D/bosconian/bosconian.php

bosskoneun, Bosskoneun, BossKoneun, bosconian - make up your mind!

> D is so efficient that the game sleeps 98% of the time even under the most
> graphically intensense levels.

Under what platform/processor speed/amount of memory?

<snip>
> P.S. Posting this message didn't like the fact that I have a .info TLD. Hmmm...
> -Will.

Does the web interface reject certain TLDs?  Why is this, I wonder?

Stewart.

-- 
-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCS/M d- s:-@ C++@ a->--- UB@ P+ L E@ W++@ N+++ o K-@ w++@ O? M V? PS- PE- Y? PGP- t- 5? X? R b DI? D G e++++ h-- r-- !y
------END GEEK CODE BLOCK------

My e-mail is valid but not my primary mailbox.  Please keep replies on the 'group where everyone may benefit.
November 13, 2006
Kyle Furlong wrote:
> Kyle Furlong wrote:
>> Will DeVore wrote:
>>> Hello fellow D programmers,
>>>
>>> I thought I would announce the completion of the next game in my series
>>> written in D called bosskoneun. :)
>>>
>>> It is a 2D top-down shootem-up. Pictures, binaries and source are available at:
>>>
>>> http://distanthumans.info/programming/D/bosconian/bosconian.php
>>>
>>> D is so efficient that the game sleeps 98% of the time even under the most
>>> graphically intensense levels.
>>>
>>> Thanks Walter for creating an easy and powerful language. Hint: Look at the
>>> default high scores. ;) The credits list DigitalMars.com
>>> If you like the game, could it be posted to the "dlinks" section?
>>>
>>> My next assignment, on the horizon, is evaluating how D can be utilized on the
>>> PS3 for games. Gee Walter what do you think those chances are, wink wink. :)
>>>
>>> P.S. Posting this message didn't like the fact that I have a .info TLD. Hmmm...
>>> -Will.
>>
>> Windows binary silently fails on loading a new 1 player game. (Windows XP SP2, Athlon64)
> 
> Hmmm, works now. Strange.

I had the same.  Didn't work then it did.  Sounds like you've figured out how to fix it, though.  But the fix doesn't seem to be in the latest binary download.

I found the keys to be too hard to use too.
   I
 J K L
for basic up/down/left/right is much more usable, I think.  At least that's what I got used to from a variety of games on my old Apple ][+.  :-)

--bb
November 13, 2006
Bill Baxter wrote:
> 
> I found the keys to be too hard to use too.
>    I
>  J K L
> for basic up/down/left/right is much more usable, I think.  At least
> that's what I got used to from a variety of games on my old Apple ][+.  :-)
> 
> --bb

Well, your still luckier then me, well except the arrows work now. I run a Dvorak layout so the keys were in the most peculiar places.