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		<title>Novice Questions and Answers (new threads)</title>
		<link>http://gamedesign.wikidot.com/forum/c-6092/novice-questions-and-answers</link>
		<description>Threads in the forum category &quot;Novice Questions and Answers&quot; - Have a novice question? We&#039;d be glad to help. Just ask.</description>
				<copyright></copyright>
		<lastBuildDate>Tue, 17 Mar 2026 03:06:45 +0000</lastBuildDate>
		
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				<guid>http://gamedesign.wikidot.com/forum/t-834844</guid>
				<title>.exe to .gmk?</title>
				<link>http://gamedesign.wikidot.com/forum/t-834844/exe-to-gmk</link>
				<description>how convert?</description>
				<pubDate>Sun, 30 Mar 2014 13:16:12 +0000</pubDate>
				<wikidot:authorName>xiironix233</wikidot:authorName>								<content:encoded>
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						 <p>i wan't convert .exe file to .gmk 'cause i wan't to see some rooms, sprites&#8230; but how?</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-728838</guid>
				<title>Game Design Document help</title>
				<link>http://gamedesign.wikidot.com/forum/t-728838/game-design-document-help</link>
				<description>I have an assignment for the college I am attending that I need help with regarding the Game Design Doc.</description>
				<pubDate>Mon, 18 Nov 2013 15:38:42 +0000</pubDate>
				<wikidot:authorName>Ethosulex</wikidot:authorName>				<wikidot:authorUserId>1773685</wikidot:authorUserId>				<content:encoded>
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						 <p>I have the idea for the game planned out already, and the assignment is that I have to write the first part of my Game Design Document and it needs to be 2-3 pages long. I prefer that it were three pages. I've looked all over the Internet, but haven't been able to find one that I believe will help me. Is there anything that anyone using this site knows that will help me?</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-384650</guid>
				<title>TiltedHouse Community Online Gaming Project</title>
				<link>http://gamedesign.wikidot.com/forum/t-384650/tiltedhouse-community-online-gaming-project</link>
				<description></description>
				<pubDate>Tue, 23 Aug 2011 19:31:25 +0000</pubDate>
				<wikidot:authorName>TiltedTopher</wikidot:authorName>				<wikidot:authorUserId>1158252</wikidot:authorUserId>				<content:encoded>
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						 <p>Have you had a ton of ideas on what YOU would do or change in a video game you played? As avid gamers, developers, and artists, we came up with the first ever Community Gaming Project. As a Community we will shape all aspects of the storyline, art, and mechanics of a video game. Did I mention great prizes?</p> <p>Join our community at <a href="http://tiltedhouse.net">http://tiltedhouse.net</a> in making the next great adventure.</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-288747</guid>
				<title>game design at wakefield collage</title>
				<link>http://gamedesign.wikidot.com/forum/t-288747/game-design-at-wakefield-collage</link>
				<description></description>
				<pubDate>Thu, 02 Dec 2010 00:05:19 +0000</pubDate>
				<wikidot:authorName>deathheart16</wikidot:authorName>				<wikidot:authorUserId>636966</wikidot:authorUserId>				<content:encoded>
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						 <p>i need to know the basics of map design like CSG,something to impress in my interview,any help please?</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-34275</guid>
				<title>Automatic Scrolling</title>
				<link>http://gamedesign.wikidot.com/forum/t-34275/automatic-scrolling</link>
				<description>Why can&#039;t it scroll?</description>
				<pubDate>Tue, 08 Jan 2008 00:45:31 +0000</pubDate>
				<wikidot:authorName>Anonymous</wikidot:authorName>								<content:encoded>
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						 <p>Hey people. I was wondering how to make the view scroll to the top of the screen and then stop, display a message, and go to the next level. The game I'm making is called <strong>bold text</strong>Shuriken Ninja<strong>bold text</strong> and the main problem is scrolling to the top of the screen, then stopping. I've checked a different game for an answer (<strong>bold text</strong>1945<strong>bold text</strong>) but got nothing. I want to do this using an object but if there is a way to code the room to do that then please tell me.</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-25852</guid>
				<title>Making a battle tanks clone?</title>
				<link>http://gamedesign.wikidot.com/forum/t-25852/making-a-battle-tanks-clone</link>
				<description></description>
				<pubDate>Tue, 06 Nov 2007 14:50:22 +0000</pubDate>
				<wikidot:authorName>webfaction</wikidot:authorName>				<wikidot:authorUserId>41828</wikidot:authorUserId>				<content:encoded>
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						 <p>Hey guys,</p> <p>I decided that i would like to try and make a clone of tanks. My one problem is i'm not sure about the best way to make the bullet rise and then fall. i have tried a few different ways that are useable but they just seem alittle &quot;stiff&quot;. Any ideas?</p> <p>Thanks<br /> -Webfaction</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-25334</guid>
				<title>Help with  simple collision error</title>
				<link>http://gamedesign.wikidot.com/forum/t-25334/help-with-simple-collision-error</link>
				<description></description>
				<pubDate>Fri, 02 Nov 2007 12:46:12 +0000</pubDate>
				<wikidot:authorName>webfaction</wikidot:authorName>				<wikidot:authorUserId>41828</wikidot:authorUserId>				<content:encoded>
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						 <p>HI,</p> <p>I am am having trouble with a small game that i am working on. The problem lies with the collision of the bullet and the enemy. For some reason i can only get the enemy to delete when the collision is detected, if i place in the command to delete the curBullet when the collision is detected i recieve a memory access error and the program ends. I don't understand why the error occurs, i am assuming that i need to place the delete command in a different place but so far i have not been successful,</p> <p>Thanks to all</p> <p>-Webfaction</p> <p>ps: Im am using blitz3d by the way</p> <div class="code"> <pre><code>;Creates variables to represent screenwidth and screenheight Global sh=480 Global sw=640 ;Sets Graphics Mode Graphics sw,sh,0,0 ;Include Files Include &quot;Spark.bb&quot; ;Sets the buffer that we are currently writing on to be the &quot;BackBuffer&quot; SetBuffer BackBuffer() Global star=LoadImage(&quot;star.bmp&quot;) Global shipl=LoadImage(&quot;ship4.bmp&quot;) Global shipr=LoadImage(&quot;ship3.bmp&quot;) Global r1=LoadImage(&quot;r1.bmp&quot;) Global r2=LoadImage(&quot;r2.bmp&quot;) Global r3=LoadImage(&quot;r3.bmp&quot;) Global name$ Global enum=1 Global h=0 ;Create Types Type obj Field x,y,i,h,f,w,hi End Type Type bullet Field x,y,i$,h,f End Type Type enemy Field x,y,i$,h,w,hi End Type Global x=0 Global y=0 ;Create Player Global player.obj = New obj player\x=100 player\y=100 player\i=LoadImage(&quot;ship3.bmp&quot;) player\hi=15 ;Spark inverse position(s) Global sparkx= player\x+8 Global sparky=player\y+11 ; Function to draw everything Function draw() TileBlock star,x,y ; Draw player DrawImage player\i,player\x,player\y ; Draw bullets For curBullet.bullet = Each bullet DrawImage curBullet\i, curBullet\x, curBullet\y Next ; Draw enemies For curenemy.enemy = Each enemy MaskImage curenemy\i,0,0,0 DrawImage curenemy\i,curenemy\x,curenemy\y Next x=x-2 End Function ;------------------------------------------------------------ ; Borders for plane Function border() If player\x&gt;= sw-player\w Then player\x=sw-player\w If player\x=&lt;0 Then player\x=0 If player\y&gt;=sh-player\hi Then player\y=sh-player\hi If player\y=&lt;0 Then player\y=0 End Function ;------------------------------------------------------------ ;Creates HUD Function HUD() Text 0,0,&quot;X Position:&quot;+player\x Text 0,10,&quot;Y Position:&quot;+player\y Text 125,0,&quot;Player Name:&quot;+ name$ End Function ;------------------------------------------------------------ Function CreateBullet() newBullet.bullet = New bullet newBullet\x = player\x+15 newBullet\y = player\y +10 newBullet\i = LoadImage(&quot;bullet.bmp&quot;) newBullet\h = 0 newBullet\f = 1 End Function ;------------------------------------------------------------ Function CreateEnemy() If enum &lt; 5 Then enemy.enemy= New enemy enemy\x=Rand(1,4) enemy\y=Rand(1,5) enemy\i=Rand(1,3) If enemy\i=1 Then enemy\i= r1 If enemy\i=2 Then enemy\i=r2 If enemy\i=3 Then enemy\i=r3 ;Sets A Rand Y If enemy\y= 1 Then enemy\y=10 If enemy\y =2 Then enemy\y=134 If enemy\y =3 Then enemy\y=271 If enemy\y= 4 Then enemy\y=304 If enemy\y =5 Then enemy\y=567 ;Sets A Rand X If enemy\x=1 Then enemy\x=745 If enemy\x=2 Then enemy\x=700 If enemy\x=3 Then enemy\x=680 If enemy\x=4 Then enemy\x=800 enum=enum+1 End If End Function ;------------------------------------------------------------ Function MoveBullets() For curBullet.bullet = Each bullet curBullet\x = curBullet\x + 5 Next End Function Function MoveEnemy() For curenemy.enemy = Each enemy curenemy\x=curenemy\x-3 Next End Function ;------------------------------------------------------------ Function CheckCollisions() For curBullet.bullet = Each bullet ; Delete bullet If it has passed screen If curBullet\x &gt; sw Then Delete curBullet Else For curEnemy.enemy = Each enemy If ImagesCollide(curenemy\i,curenemy\x,curenemy\y,0,curBullet\i,curBullet\x,curBullet\y,0) Then Delete curEnemy End If enum=-enum - Rand(1,2) Next End If Next End Function ;------------------------------------------------------------ ;name$=Input(&quot;Enter Your Name &quot;) ;Main Game Loop While KeyDown(1)=0 Cls ;Scan for input If KeyDown(200) Then player\y = player\y - 2 If KeyDown(208) Then player\y = player\y + 2 If KeyDown(203) Then player\x = player\x - 2 ;sparkx=(playerx+18) If KeyDown(205) Then player\x = player\x + 2 player\i=shipr ;If Spacebar is pressed then fire a bullet If KeyHit(57) Then CreateBullet() CreateEnemy MoveBullets MoveEnemy CheckCollisions border draw HUD createspark renderspark ;Flips everything from the backbuffer to the front buffer Flip Wend</code></pre></div> 
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				<guid>http://gamedesign.wikidot.com/forum/t-24227</guid>
				<title>Rewind bug</title>
				<link>http://gamedesign.wikidot.com/forum/t-24227/rewind-bug</link>
				<description>Has me stumped.</description>
				<pubDate>Wed, 24 Oct 2007 06:33:05 +0000</pubDate>
				<wikidot:authorName>Linkage2</wikidot:authorName>				<wikidot:authorUserId>29081</wikidot:authorUserId>				<content:encoded>
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						 <p>Ok, I've come across a weird bug with the Rewind function in my game and I don't quite get how it's going wrong.</p> <p>Anyway, the problem is that when I have more than one enemy and then try to Rewind them, they all kind of join together position-wise and then start switching between each others' positions in their Rewind data. Basically, for each of them their data for where they have been is getting screwed up somehow. By outputting the Y position stored in the first part of the array at different intervals, I've pinpointed the code that's the problem, although I was pretty sure it was that anyway.</p> <p>Here's the code of what I do to all the enemies each loop:</p> <div class="code"> <pre><code>//here we adjust the enemies- all the AI stuff + scroll and check for hit with player for (g = 0; g &lt; 100; g++) { if (enemy[g].used) { enemy[g].coll = false; if (tim_body.hitTest(enemy[g].sp)) { if (hurt == 0) { health -= 5; jumping = true; dir = enemy[g].dir; yVel = 10; xVel = 15 * dir; hurt = 50; } coll = true; enemy[g].coll = true; } if (tRewind &gt; 500) { enemy[g].Rewind(tRewind); } if (tPause &lt; 250) { enemy[g].walk(lvl); if (tRewind &lt; 500) { enemy[g].memorise(g); //trace(&quot;Post-Memory&quot; + g + &quot;:&quot; + enemy[0].rY[249]); } } enemy[g].sp._x += XOff; enemy[g].sp._y += YOff; enemy[g].XOff += XOff; enemy[g].YOff += YOff; } }</code></pre></div> <p>And here's the Enemy class which has the function that's the problem, memorise():</p> <div class="code"> <pre><code>class Enemies { public var sp:MovieClip, used:Boolean, eType:Number, XOff:Number = 0, YOff:Number = 0; public var j:Number = 0; public var coll:Boolean = false; private var rX:Array = new Array(250), rY:Array = new Array(250), rF:Array = new Array(250); private var rD:Array = new Array(250); private var dir:Number = -1; public function Enemies(eUsed, eSp, eeType) { this.used = eUsed; this.sp = eSp; this.eType = eeType; } public function walk(lvl) { if (lvl[int((this.sp._y - this.YOff) / 50)][int((this.sp._x + (30 * this.dir) - this.XOff) / 50)] &lt; 9 &amp;&amp; lvl[int((this.sp._y - this.YOff + this.sp._height) / 50)][int((this.sp._x + (30 * this.dir) - this.XOff) / 50)] &gt;= 9) { if (!this.coll) { this.sp._x += 3 * this. dir; } }else { this.dir = -this.dir; } this.sp._xscale = 100 * this.dir; } public function memorise() { for (j = 0; j &lt; 249; j++) { this.rX[j] = this.rX[j + 1]; this.rY[j] = this.rY[j + 1]; this.rF[j] = this.rF[j + 1]; this.rD[j] = this.rD[j + 1]; } this.rX[249] = this.sp._x - this.XOff; this.rY[249] = this.sp._y - this.YOff; this.rF[249] = this.sp._currentframe; this.rD[249] = this.dir; } public function Rewind(tRewind) { this.sp._x = this.rX[tRewind - 501] + this.XOff; this.sp._y = this.rY[tRewind - 501] + this.YOff; this.sp.gotoAndStop(rF[tRewind - 501]); this.dir = this.rD[tRewind - 501]; } }</code></pre></div> <p>From what I was outputting with the trace right after running the enemy.memorise() function, I found that the same variable of one of the enemies was coming out different after running the memorise() function of the OTHER enemy. However, since I'm using &quot;this&quot; with all my references (except j), I don't see how this is happening.</p> <p>I also outputted all of the previous Y positions of both enemies at one point, and got this:</p> <div class="code"> <pre><code>0: 252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352 1: 252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352,252,352</code></pre></div> <p>You'll notice that both of the arrays are exactly the same (although considering the Rewind results I probably should have guessed that). It's almost as though the rY, rX and so on arrays are being static, but I didn't declare them that way so I don't see why they would be.</p> <p>Anyway, any help on this would be appreciated.</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-23295</guid>
				<title>Problem with collision in text game</title>
				<link>http://gamedesign.wikidot.com/forum/t-23295/problem-with-collision-in-text-game</link>
				<description></description>
				<pubDate>Tue, 16 Oct 2007 13:57:41 +0000</pubDate>
				<wikidot:authorName>Anonymous</wikidot:authorName>								<content:encoded>
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						 <p>hi,</p> <p>I am having trouble with a text game I am working on. I am creating it using blitz basic.<br /> the game is basically a space invaders clone.<br /> i am going to paste my code below my question</p> <p>heres my problem, i have created two type statements, one for bullets and one for enemies(blocks). i the used to seperate functions to create them both and draw them to the screen. I want to check for collisons between the two but when i try to check for any collision between the two i get a memory access violation so i am assuming that they are both not in existance at the same time? i know this is a really vague description but i am having trouble understanding the problem. Thank you for any help.</p> <p>- webfaction</p> <div class="code"> <pre><code>Graphics 640,480,0,0 Set graphics mode and denote resoultion SetBuffer BackBuffer() ;Set the backbuffer ;------------------------------------------------------------------------------------------------------------------------------------- Global ship$=&quot;}&quot; ;The string that will be used to represnt the ship Global shipx=0 ;The ships x cord variable Global shipy=0 ;The ships y cord variable Global xspeed=2 ;The ships x speed variable Global yspeed=2 ;The ships y speed variable Global bspeed=10 ;The bullets speed variable ;------------------------------------------------------------------------------------------------------------------------------------- Type block ;Start The block type Field x ;The blocks x variable Field y ;The blocks y variable Field i$ ;The blocks image placeholder variable Field h ;The variable that represents weather the block hit an object End Type ;End type statement ;------------------------------------------------------------------------------------------------------------------------------------- Type bullet Field x Field y Field h Field i$ Field s Field f End Type ;------------------------------------------------------------------------------------------------------------------------------------- Function ship() ;Function that handles all ship actions If KeyDown(208) Then shipy=shipy + yspeed ;If the down arrow is pressed move ship down If KeyDown(200) Then shipy=shipy - yspeed ;If the up arrow is pressed move ship up If KeyDown(203) Then shipx=shipx - xspeed ;If the left arrow is pressed move ship left If KeyDown(205) Then shipx=shipx + xspeed ;If the right arrow is pressed move ship right End Function ;Close Function ;------------------------------------------------------------------------------------------------------------------------------------- Function draw() ;Function that draws everything to the screen Text shipx,shipy,ship$ ;Draws the player to screen End Function ;Close Function ;------------------------------------------------------------------------------------------------------------------------------------- Function createblock() ;Function that handles the creation of the blocks block.block= New block ;Create new block block\x=400 ;Set blocks x variable block\y= block\y+10 ;Set blocks y variable block\i$=&quot;[]&quot; ;Set the blocks Image placeholder value block\h=0 For block.block = Each block ;Starts loop that goes through each block created block\y=block\y+15 ;Adds 15 to the block\y value Text block\x,block\y,block\i ;Draws the block at its new position t=t + 1 ;Temp value = temp value + 1 If block\y&gt;300 Then ;If the blocks hit bottom screen restart at the top block\x=block\x-20 block\y=0 ;Move the starting x position over 20 End If ;Ends the current statement Next ;Ends the loop for the blocks End Function ;Close Function ;------------------------------------------------------------------------------------------------------------------------------------- Function bullet() ;Function that Handles all bullet aspects bullet.bullet= New bullet bullet\x=0 bullet\y=shipy bullet\i$=&quot;.&quot; bullet\h=0 bullet\s=5 bullet\f=0 If KeyHit(57) Then bullet\f=1 For bullet.bullet = Each bullet If bullet\f=1 Then bullet\x=bullet\x+ bullet\s Text bullet\x,bullet\y,bullet\i$ End If Next if bullet\x &gt; block\x then end ****( the above is the line i am using just to see that both are recognized if the bullet passes the block, i have tried placing it in several places but with no luck, i think its because the variables are both local and not global but they are in functions so i can't make them global. is there a way i can get a collision test to work without getting rid of the functions and making everything global? End Function ;Close Function ;------------------------------------------------------------------------------------------------------------------------------------- Function collide() ;Function that handles all collisions End Function ;Close Function ;------------------------------------------------------------------------------------------------------------------------------------- While KeyDown(1)=0 ;Start the Main Game Loop(MGL) Cls ;Clears screen createblock ;Calls the Function to create blocks ship ;Calls the Function that controls all ship aspects draw ;Calls the Function to draw the game bullet ;Calls the Function that handles the bullet collide ;Calls the Function that handles game collisons Flip ;Flip everythingthe backbuffer to the front and draw to screen Wend ;End the MGL ;-------------------------------------------------------------------------------------------------------------------------------------</code></pre></div> <p>edit : hartnell : code formatting fixed.</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-21085</guid>
				<title>Flipping in AS</title>
				<link>http://gamedesign.wikidot.com/forum/t-21085/flipping-in-as</link>
				<description></description>
				<pubDate>Thu, 27 Sep 2007 10:47:25 +0000</pubDate>
				<wikidot:authorName>Linkage2</wikidot:authorName>				<wikidot:authorUserId>29081</wikidot:authorUserId>				<content:encoded>
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						 <p>Well, I've come to working a bit more on the player animation, and as usual I've made the animation for one direction only. Natrually, my first impulse is to just horizontally flip the sprite when it needs to face the other direction. However, from what I've seen, it doesn't look like AS has any sort of &quot;movieClip.flip&quot; function or anything similar. I've tried duplicating all the frames and flipping them individually to get some animation for the other direction, but for some reason it's unaligning them on the X axis which makes the animation look weird.</p> <p>So yeah, my question is, is there any easy way to flip a Movie Clip in AS?</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-20608</guid>
				<title>palette fading to black and back again</title>
				<link>http://gamedesign.wikidot.com/forum/t-20608/palette-fading-to-black-and-back-again</link>
				<description></description>
				<pubDate>Sun, 23 Sep 2007 12:46:30 +0000</pubDate>
				<wikidot:authorName>Daxter</wikidot:authorName>				<wikidot:authorUserId>36787</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi, I have been working through qbasic tutorials provided on petesqbsite (using freebasic though) and have been trying to work things out for myself rather than ask questions for every little thing, but I've finally hit a brick wall. One of the programs in the tutorials teaches about palettes and provides an example to fade the screen to black. I am trying to modify it so it fades to black, then back to the original color again. It works SOME of the time, but other times will not END or will suddenly switch to a random color after the fade-up (the fade to black works fine every time).<br /> Can anybody see anything wrong with my code? I've also posted this on the freebasic forums, I think some of you guys use both, any help is much appreciated!</p> <div class="code"> <pre><code>Cls Screen 20 Print &quot;Specify a color to fade&quot; Input Col Cls Paint (1, 1), Col Sleep Out &amp;H3C7, Col R = Inp(&amp;H3C9) G = Inp(&amp;H3C9) B = Inp(&amp;H3C9) SR = R SG = G SB = B Do If R &gt;= 1 Then R = R - 1 If G &gt;= 1 Then G = G - 1 If B &gt;= 1 Then B = B - 1 Out &amp;H3C8, Col Out &amp;H3C9, R Out &amp;H3C9, G Out &amp;H3C9, B For PAUSE = 1 To 1000000: Next Loop Until R = 0 And G = 0 And B = 0 Sleep Do If R &lt;= SR Then R = R + 1 If G &lt;= SG Then G = G + 1 If B &lt;= SB Then B = B + 1 Out &amp;H3C8, Col 'Go To Port To Write Palette Information Out &amp;H3C9, R 'Change Red Value to R (our variable) Out &amp;H3C9, G 'Do the same with Green Out &amp;H3C9, B 'And with Blue For PAUSE = 1 To 1000000: Next Loop Until R = SR And G = SG And B = SB End</code></pre></div> 
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				<guid>http://gamedesign.wikidot.com/forum/t-19852</guid>
				<title>Compass for a text adventure game</title>
				<link>http://gamedesign.wikidot.com/forum/t-19852/compass-for-a-text-adventure-game</link>
				<description>Using lines and circles</description>
				<pubDate>Sun, 16 Sep 2007 16:33:20 +0000</pubDate>
				<wikidot:authorName>Daxter</wikidot:authorName>				<wikidot:authorUserId>36787</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi,<br /> I'm working on a text adventure game at the moment, its in its very early stages but something I would like to add to it would be a &quot;compass&quot; of sorts that sits in the top right hand corner of the screen and depending on your actions and movements it changes the direction it points.<br /> I can draw one using CIRCLE and LINE comands (it only has to point 4 directions) but I have the problem of refreshing it so it points a new direction. If I use CLS then redraw it then it clears all my previous text as well which is no good. I could draw a &quot;black&quot; line over the top of the unwanted 3 directions each time I want the compass to point somewhere new, but thats messy. Is there any way to clear a small section of the screen only, or un-draw a line that has been placed?<br /> Any help is much appreciated, I know this is a proper noob question!<br /> Thanks again</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-19672</guid>
				<title>Help in Scripting- 2D game, overhead, Strafe feature</title>
				<link>http://gamedesign.wikidot.com/forum/t-19672/help-in-scripting-2d-game-overhead-strafe-feature</link>
				<description>-I know how to do strafing - (direction + 90), but in this instance it won&#039;t work.  I am an intermediate coder, so this problem isn&#039;t that I just am too lazy to figure it out- it won&#039;t change direction.  Suggestions would be helpful...</description>
				<pubDate>Fri, 14 Sep 2007 16:24:24 +0000</pubDate>
				<wikidot:authorName>Anonymous</wikidot:authorName>								<content:encoded>
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						 <p>I have a script in Step event- take a step towards cursor x,y. This makes the<br /> character always face the cursor, and strafing or moving in any other direction, the<br /> character won't move in another direction. That's the major problem.</p> <p>Like I said, I know the strafing code parameters, but with the face cursor in the<br /> step event, the strafing thing won't work.<br /> Thanks, have at it, and any replys please send them to the following:<br /> <span class="wiki-email">moc.liamg|loktaknupknurD#moc.liamg|loktaknupknurD</span></p> <p>thank you.</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-19548</guid>
				<title>ActionScript Question</title>
				<link>http://gamedesign.wikidot.com/forum/t-19548/actionscript-question</link>
				<description>Yes indeedy.</description>
				<pubDate>Thu, 13 Sep 2007 07:53:45 +0000</pubDate>
				<wikidot:authorName>Linkage2</wikidot:authorName>				<wikidot:authorUserId>29081</wikidot:authorUserId>				<content:encoded>
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						 <p>Ok. Firstly, I'm trying to declare a 2D array with all its values predetermined. However, trying to declare it with the following code seems to leave all the values as undefined. Anyone know what I'm doing wrong?</p> <div class="code"> <pre><code>var lvl:Number = new Number((0,0,0,0,0,0,0,0,0,0,0), (0,0,0,0,0,0,0,0,0,0,0), (0,0,0,0,0,0,0,0,0,0,0), (0,0,0,0,0,0,0,0,0,0,0), (0,0,0,0,0,0,0,0,0,0,0), (0,0,0,0,0,0,0,0,0,0,0), (0,0,0,0,0,0,0,0,0,0,0), (0,0,0,0,0,0,0,0,0,0,0), (1,1,1,1,1,1,1,1,1,1,1));</code></pre></div> <p>Also, if I try to declare a class like this:</p> <div class="code"> <pre><code>class Walls { }</code></pre></div> <p>I get an error message saying &quot;Classes may only be defined in external ActionScript 2.0 class scripts.&quot; What does this mean?</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-19342</guid>
				<title>ActionScript Instances</title>
				<link>http://gamedesign.wikidot.com/forum/t-19342/actionscript-instances</link>
				<description>How to...</description>
				<pubDate>Tue, 11 Sep 2007 06:48:39 +0000</pubDate>
				<wikidot:authorName>hartnell</wikidot:authorName>				<wikidot:authorUserId>10978</wikidot:authorUserId>				<content:encoded>
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						 <p>How do you create an instance of an object using ActionScript during runtime? How do you destroy it? Think <em>bullets</em>. :)</p> <p>&#8212;hartnell</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-16842</guid>
				<title>.gmk --&gt; .exe help?</title>
				<link>http://gamedesign.wikidot.com/forum/t-16842/gmk-exe-help</link>
				<description>I need help making a .gmk into a .exe</description>
				<pubDate>Tue, 21 Aug 2007 04:48:34 +0000</pubDate>
				<wikidot:authorName>Anonymous</wikidot:authorName>								<content:encoded>
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						 <p>Ok, so i made a game in .gmk format. I want to get it to .exe format so i can upload it to yoyogames. but i dont know how to exactly. I've tried simply saving it as a .exe (using default .exe settings or whatever) and putting it in a .zip folder. When i upload it to yoyogames it doesnt work. Is there a certain way to turn a .gmk into a .exe or do you have to do something more to get it to upload bacause thats my goal here</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-10998</guid>
				<title>BAGLe question...</title>
				<link>http://gamedesign.wikidot.com/forum/t-10998/bagle-question</link>
				<description>b4gl</description>
				<pubDate>Mon, 04 Jun 2007 00:46:36 +0000</pubDate>
				<wikidot:authorName>Woad</wikidot:authorName>				<wikidot:authorUserId>19640</wikidot:authorUserId>				<content:encoded>
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						 <p>How can I get a random number between x amount and x amount? Thanks.</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-10494</guid>
				<title>Transparent Color of Sprites</title>
				<link>http://gamedesign.wikidot.com/forum/t-10494/transparent-color-of-sprites</link>
				<description>in Basic4GL</description>
				<pubDate>Mon, 28 May 2007 14:03:39 +0000</pubDate>
				<wikidot:authorName>hartnell</wikidot:authorName>				<wikidot:authorUserId>10978</wikidot:authorUserId>				<content:encoded>
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						 <p>Is there a way, in code, to declare the transparent background color of sprites in Basic4GL?</p> <p>&#8212;hartnell</p> 
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				<guid>http://gamedesign.wikidot.com/forum/t-10096</guid>
				<title>The command-prompt when running a FB-compiled program.</title>
				<link>http://gamedesign.wikidot.com/forum/t-10096/the-command-prompt-when-running-a-fb-compiled-program</link>
				<description>When you run a FB-program the commands-prompt is there by def. how do I take it away?</description>
				<pubDate>Wed, 23 May 2007 10:29:42 +0000</pubDate>
				<wikidot:authorName>Gosha</wikidot:authorName>				<wikidot:authorUserId>19971</wikidot:authorUserId>				<content:encoded>
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						 <p>F.e, if you do</p> <div class="code"> <pre><code>print &quot;hi.&quot; screen 13 print &quot;hi&quot; sleep end</code></pre></div> <br /> It creates a new window .. and there is a command-prompt thingy left .. how do i make the command-thing go away?
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				<guid>http://gamedesign.wikidot.com/forum/t-10081</guid>
				<title>Class Constructors?</title>
				<link>http://gamedesign.wikidot.com/forum/t-10081/class-constructors</link>
				<description></description>
				<pubDate>Wed, 23 May 2007 03:12:32 +0000</pubDate>
				<wikidot:authorName>Woad</wikidot:authorName>				<wikidot:authorUserId>19640</wikidot:authorUserId>				<content:encoded>
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						 <p>Does Brutus2D support class constructors?</p> 
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