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LennyLen

Member Since 20 Apr 2010
Offline Last Active Yesterday, 10:01 PM

Topics I've Started

Screenshot Showdown: Should it be doing this?

22 August 2014 - 07:59 PM

The image says it all:

 

sss.png


So I'm now a blogger

18 July 2014 - 05:19 PM

I decided to start a blog to record the progress of my Arduino projects, partly for my own reference so that I have a history of the steps I'm taking and also so my more technically minded friends back home can see what I'm up to.

I'm brand new to the whole blogging scene however, so if anybody has any hints and tips, they would be much appreciated.

The URL for the blog is: http://richardpett.wordpress.com/


Please have more server errors

21 November 2012 - 07:08 AM

So I can play Pac Man more often Posted Image

Bounty Bob Engine (v0.7) Alpha Release

20 April 2010 - 09:45 AM

Hi, I decided a couple of weeks ago to finally get started on a remake of the game that got me interested in programming in the first place - a 1982 classic called Miner 2049er. Since I started, I decided that rather than just make a clone, I'd instead write an engine that can be used to recreate the original game, plus create more games in the same style. So now, I'm working on the Bounty Bob Engine. I'm trying to make it as flexible and configurable as possible. For each level, there's a data file that contains a list of floor tiles, enemies, items, ladders, chutes, etc. each of which can have its own properties. If you want to add a new item to the level, you just add it's details to the list. New non-animated graphics can be added by just placing them in the correct directory (items, ladders, etc.) and to use that graphic for any of the gameplay elements, you just use its name in the level file. For animated objects such as the player and enemies, it's a little more complicated, but still fairly simple. The player config file lets you specify the name of the animation file to use for any of the player's five animations. Similarly for enemy sprites (what I'm calling a collection of animations), there are .nme files that also contain the names of the animation files to use for each of the individual enemy animations). An animation file (.anm) is simply a text file that contains the name of the directory that each frame of the animation is in and the timing data for each frame. There are a lot more other options to configure, and hopefully I'll soon have a guide to the engine and its file formats so that people can start making their own games with it. I've made a few video clips of the engine, and here are the last two I made: This first clip shows a recreation of the first level of the original game, while this clip is the same level layout, but with a different graphics set and different UI positioning. If you don't have time for clips, here's screenshots instead: I've only made one level file so far, but if you want to try it, there's a Windows binary and source code available. I can only distribute the newer graphics set, as the original one is copyrighted.

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