I have developed a simple video game in Dolphin Smalltalk and have released
it with source code. It is a very simple "tank shoots flying saucers" type game. It demonstrates one way to use objects to model this type of game. The drawing is done on a DoubleBufferedView. The download ZIP includes both an EXE and a PAC. You can learn more about it here http://www.mitchellscientific.com/smalltalk/ . Enjoy, Chris |
Chris,
Your game reminds me a little of a _very_ additive game involving tanks. Basically, it crammed up to ten(??) tanks, taking turns firing; those not controlled by players were computer controlled, using various algorithms. The borders of the screen were at times elastic. Some of the computer personalities were very good and very bad, respectively, at handling the rebounding walls. Explosions had a way of erroding the ground =:0 Have a good one, Bill -- Wilhelm K. Schwab, Ph.D. [hidden email] |
In reply to this post by Christopher J. Demers
Hey Chris,
> I have developed a simple video game in Dolphin Smalltalk and have released > it with source code. It is a very simple "tank shoots flying saucers" type > game. It demonstrates one way to use objects to model this type of game. > The drawing is done on a DoubleBufferedView. The download ZIP includes both > an EXE and a PAC. > > You can learn more about it here > http://www.mitchellscientific.com/smalltalk/ . This is groovy. If nothing else it shows that a complete Smalltalk application (exe, graphics, sounds*and* source no less) can be distributed in a 600K package. My only comment is regarding the "gameplay". I found that, after destroying the first few saucers, I could sit my tank towards the LHS of the screen and just hold down the space bar to get continuous firing which would kill new saucers as they entered and allow me the chance to get on with other work :-). Perhaps you need some sort of "overheat" on your gun that only allows it to launch a certain number of projectiles before waiting to recharge? Also I might like my missiles to be a different colour from those of the baddies? Great job. Best Regards, Andy Bower Object Arts Ltd. http://www.object-arts.com --- Are you trying too hard? http://www.object-arts.com/Relax.htm --- |
In reply to this post by Bill Schwab-2
In comp.lang.smalltalk Bill Schwab <[hidden email]> wrote:
: Chris, : Your game reminds me a little of a _very_ additive game involving tanks. : Basically, it crammed up to ten(??) tanks, taking turns firing; those not : controlled by players were computer controlled, using various algorithms. : The borders of the screen were at times elastic. Some of the computer : personalities were very good and very bad, respectively, at handling the : rebounding walls. Explosions had a way of erroding the ground =:0 I think that game was called Scorched Earth. One also really cool feature about this game was that earning points got you money, so between rounds you could buy cool weapons for your tank. Look out! Boy, the good old DOS days, eh? ;-) Wait! I've found a link, complete with screen shot! -Carl ------------------------------------------------------------------ Carl Gundel [hidden email] Shoptalk Systems author of Liberty BASIC, twice a PC Magazine Awards Finalist! http://www.libertybasic.com ------------------------------------------------------------------ |
In reply to this post by Andy Bower
"Andy Bower" <[hidden email]> escribió en el mensaje
news:[hidden email]... > Hey Chris, > > > I have developed a simple video game in Dolphin Smalltalk and have > released > > it with source code. It is a very simple "tank shoots flying saucers" > type > > game. It demonstrates one way to use objects to model this type of game. > > The drawing is done on a DoubleBufferedView. The download ZIP includes > both > > an EXE and a PAC. > > > > You can learn more about it here > > http://www.mitchellscientific.com/smalltalk/ . Very interesting, also to learn! Thanks!. > > This is groovy. If nothing else it shows that a complete Smalltalk > application (exe, graphics, sounds*and* source no less) can be distributed > in a 600K package. > Yes! I full agree and think that is one of the strong points of Dolphin. Regards. --- Germán S. Arduino http://www.rva.com.ar http://www.akahosting.com http://www.dimensionO.com |
In reply to this post by Carl E Gundel-2
In article <b9sbm5$kbi$[hidden email]>, "Carl E Gundel"
<[hidden email]> wrote: > In comp.lang.smalltalk Bill Schwab <[hidden email]> wrote: : > Chris, > > : Your game reminds me a little of a _very_ additive game involving > tanks. : Basically, it crammed up to ten(??) tanks, taking turns firing; > those not : controlled by players were computer controlled, using > various algorithms. : The borders of the screen were at times elastic. > Some of the computer : personalities were very good and very bad, > respectively, at handling the : rebounding walls. Explosions had a way > of erroding the ground =:0 > > I think that game was called Scorched Earth. One also really cool > feature about this game was that earning points got you money, so > between rounds you could buy cool weapons for your tank. Look out! > Boy, the good old DOS days, eh? ;-) > > Wait! I've found a link, complete with screen shot! I had that game!!! I loved it..my wife and I would compete. Fun to choose a couple of tanks apiece... -- Jay O'Connor http://www.r4h-music.com "God Himself plays the bass strings first, when He tunes the soul" |
In reply to this post by Andy Bower
"Andy Bower" <[hidden email]> wrote in message
news:[hidden email]... > This is groovy. If nothing else it shows that a complete Smalltalk > application (exe, graphics, sounds*and* source no less) can be distributed > in a 600K package. I am glad you like it. Yes, I did appreciate the relatively small size. > My only comment is regarding the "gameplay". I found that, after destroying > the first few saucers, I could sit my tank towards the LHS of the screen and > just hold down the space bar to get continuous firing which would kill new > saucers as they entered and allow me the chance to get on with other work > :-). Perhaps you need some sort of "overheat" on your gun that only allows > it to launch a certain number of projectiles before waiting to recharge? > Also I might like my missiles to be a different colour from those of the > baddies? Yes, I figured I would have to do something about the ease of shooting. I already limit the time between shots but I need to do more. I was thinking about a reload delay after so many shots or making the score something like ships destroyed divided by shots fired. I guess a hard limit is best as the score concept may be too subtle. I could also make the saucers come down from random areas of the sky and gradually increase their pace as well to make things more challenging. Thanks for the suggestions. Chris |
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