A pseudo-game using pendulum physics

A pseudo-game using pendulum physics

Joined: July 4th, 2016, 2:36 pm

December 6th, 2017, 10:34 pm #1

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Joined: May 31st, 2004, 10:14 am

December 7th, 2017, 12:41 am #2

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Joined: July 4th, 2016, 2:36 pm

December 7th, 2017, 1:32 am #3

Collision detection so you'll need to avoid touching the walls and also flying hula loops you must jump through to make points.

Thanks for checking it out, Bob!
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Joined: May 31st, 2004, 10:14 am

December 7th, 2017, 2:02 am #4

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Joined: July 4th, 2016, 2:36 pm

December 19th, 2017, 5:42 am #5

Here's an update.

Current code and resources (a few sound files) - 183KB total:https://github.com/FellippeHeitor/Pendu ... master.zip

A video of it in action in its current incarnation:https://www.youtube.com/watch?v=VjvtQvLbdKg
Last edited by FellippeHeitor on December 19th, 2017, 5:42 am, edited 1 time in total.
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Joined: May 31st, 2004, 10:14 am

December 19th, 2017, 3:10 pm #6

That is really great, and the sounds are spot on!

I tend to hit the walls a lot so need some practice, but really a nice job, FH!

Incidentally, I had to add "SYNC" to the _SNDOPEN commands--didn't have to be "SYNC" of course, but something--otherwise I got an error. Maybe it's my version of QB64.

-Bob
Last edited by qb432l on December 19th, 2017, 3:39 pm, edited 1 time in total.
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Joined: July 4th, 2016, 2:36 pm

December 19th, 2017, 5:47 pm #7

Previously you'd need to memorize a list of sound formats and their specific "capabilities", like setting volume, position, simultaneous playback with other sound files etc. The truth is that these limitations have been long gone, since 1.000 was released - the switch from SDL to OpenGL - but Rob never actually let us know so (or that we now only support wav, ogg and mp3, for instance).

So the truth is you really created a false limitation of what could be done to certain file types when that all could be done to *any* file type with no restrictions.

We removed the need for the extra parameter in the new version (which we are calling 1.2 release candidate now), so that it's now optional, which keeps older code working normally without edits, but also allows new code to omit it altogether.

That also tells me you haven't checked out any of the new features yet... When/if you're interested, here's the changelog: http://www.qb64.org/qb64-1.2RC-changelog.txt
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Joined: May 31st, 2004, 10:14 am

December 19th, 2017, 5:56 pm #8

The only time I run into problems is when I run someone else's code. As I've said before, my programs are pretty much written in QBasic with a few added bells and whistles now available with QB64. The newer versions don't offer anything I can really use.

Thanks,
-Bob

Last edited by qb432l on December 19th, 2017, 6:06 pm, edited 1 time in total.
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