Farmer

Community Forums/Showcase/Farmer

B(Posted 2009) [#1]
hey guys!

i have had this game in the works for about 2 months now.

just wanted to show it off.

version 5 is the best...obviously

let me know how it is!

website for download:

http://www.members.cox.net/relith/i.html


Sauer(Posted 2009) [#2]
I took a brief look at it and I love the ASCII art, very cool.

I'll take some time to play it later.


Warpy(Posted 2009) [#3]
I like these kinds of games.


B(Posted 2009) [#4]
thanks guys!

ya im a big fan of ascii art myself.

ive always wanted to play games like these but no one makes them so i have to
make them myself. haha!

B


Brucey(Posted 2009) [#5]
oh dear... I spent ages playing this :-p


EOF(Posted 2009) [#6]
This is strangely good!


Some improvement tips:

1) Add F1 to show the game keys during play (toggle help screen)

2) Allow re-configurable keys?
I would prefer p=pick , i=inventory , ...

3) Add a JUMP TO option (j) so you can quickly get to the Merchants, Pub, ...

3) Speed up the cursor movement a little (or, SHIFT + Cursors to jump straight to key locations)

4) Make tomoto seeds red and potato seeds ORANGE. The soil BROWN

Good stuff B


GaryV(Posted 2009) [#7]
Awesome, but it is sacrilegious to have an ASCII game with a 2MB exe :(


InvisibleKid(Posted 2009) [#8]
very interesting game, nice ascii art.


but it is sacrilegious to have an ASCII game with a 2MB exe :(



should probably compile it under Release Mode not Debug Mode.
also to shrink your apps atleast a little more you should try UPX.


Brucey(Posted 2009) [#9]
.. and use Framework :-p


InvisibleKid(Posted 2009) [#10]
my bad for bmax forgot to mention Framework Assitant


B(Posted 2009) [#11]
What is framework?

If I compile it under release mode it still makes an exe/app right?

If you could explain the difference that would be great.

Thanks for all the tips guys! I will fedinstely change most of the stuff that
Jim brown mentioned.

I wish I had v1 and v2 to show how much it has progressed but I didn't save
Those separately I just coded over them.

Thanks for all the good words! It took up a lot of love and time. Its good to hear
That it wasn't entirely for not. :P

I still need to code the pub and cattle shop.

B


Gabriel(Posted 2009) [#12]
What is framework?

A command which tells BlitzMax not to automatically import all the BRL and Pub modules. You then need to specify the modules you do need with Import brl.whatever. This means that only the modules you use will be linked and the ones you don't use won't be bloating your exe.

If I compile it under release mode it still makes an exe/app right?

Yes it does. It just doesn't compile any of the debug stuff like debuglog and debugstop, but none of that stuff works unless you're running it from the IDE anyway, so it's definitely what you'd want to do when distributing an exe.


B(Posted 2009) [#13]
@Gabriel
thanks a bunch!

i will definitely do that as soon as I can, and update all the files on my site so that they dont take up as much space.

@KingNothing
i downloaded FA and ill look through it when I have more time

@Brucey
im glad you had alot of fun playing it.

@Everyone
Thanks for all the tips and feedback!
keep it coming if you notice anything else.
:)

B


klepto2(Posted 2009) [#14]

It just doesn't compile any of the debug stuff like debuglog and debugstop, but none of that stuff works unless you're running it from the IDE anyway, so it's definitely what you'd want to do when distributing an exe



Thats not correct. It does work as long as you compile your app as a console application. If it enters the debugmode you can handle the debugoutput manually. (tracing, stepping, you can also get the values and pointers).

@B
Generally it is better not to release an app in debug mode, it is much slower and also it may hang if it enters an error or the like. Also as mentioned above use the Framework Assistant and or UPX. IT reduces you exe/app size a lot.
But the game looks very nice (could only test it very short)


B(Posted 2009) [#15]
ok so i cant use Framework Assistant or UPX cuz they dont support Mac. :(

any suggestions?


klepto2(Posted 2009) [#16]
ok, upx is just for windows.

take a look at the bottom of this page:
http://homepage.ntlworld.com/config/fa/#Download

there you find win, linux and mac versions of the framework assistant.
btw, it doesn'T matter on which plattform you ran the framework assistant as you will get the same result.


B(Posted 2009) [#17]
@klepto2
thanks! but when i run this app it doesnt do anything. it doesnt even open.
do I have to place it somewhere special?


also i cant figure out how to build it in release mode, the only build options I have are:
Quick Build
Debug Build
Build GUI App

what am i missing?


klepto2(Posted 2009) [#18]
Disable the Debug Build to enable Release Build.

Well, I don't have a Mac so I don't know why it isn't opening. Normally you have to set the bmx path if you start the fa for the first time.


Brucey(Posted 2009) [#19]
Don't worry about Framework assistant ;-)

Sometimes it is better just to work it out yourself!

Assuming you are using a single .bmx file for your work, you might want to try this :

Under Strict or SuperStrict (at the top of your program), add the following :
Framework BRL.GLMax2D

This will give you a base to work with, automatically importing some of the more common graphics related modules.

Try to build it. You might get an error about TLists or TMaps (if you are using them).
If so, you can add a new import for each, until all the errors go away.
eg.
Import BRL.LinkedList ' for TLists

Import BRL.Map ' for TMaps

Import BRL.Random ' for Rand() etc.

Of course, the trick is to include only the ones you actually need ;-)

If you are not sure what the name of a module is, usually, you can use F1 on the highlighted keyword in the IDE to take you to its help page - at the top of that help page is the name of the module it belongs to.

as for over-writing your versions... I've found it's sometimes useful just to go into Finder at some points, and Copy-Paste the source so that it creates a new copy of the current file - you'll end up with a list of "myfile copy x.bmx" files (where x is a number, but at least you'll have a basic version-history.

Looking forward to the next installment. :-)


EOF(Posted 2009) [#20]
B,

Try this the snippet of code below for frameworking your game
Just place it at the top of your source code. More or less or Brucey as shown above. It should covers the bases. You don't have any sound in your game so there is no requirement for importing sound modules

?Win32
Framework BRL.D3D7Max2D
?Linux
Framework BRL.GLMax2D
?MacOS
Framework BRL.GLMax2D
?
Import BRL.LinkedList
Import BRL.Math                   ' Sin(), Cos() etc ...
Import BRL.Random
Import BRL.FreeTypeFont    ' if you are using LoadImageFont() 

Graphics GFXWidth , GFXHeight



Brucey(Posted 2009) [#21]
@Jim

You don't have to SetGraphicsDriver if you have only one Max2D driver loaded - the call is implied.

However, if you were on Win32, and also wanted to Import BRL.GLMax2D, you might want to specify which of the two you want to enable, as you do above.

:-)


EOF(Posted 2009) [#22]
Thanks for the heads up! - Edited my post


B(Posted 2009) [#23]
ok thanks guys i will keep this source code for future projects.

thanks again for all the help.

ill post back when I have more questions or anything. :)

B