Results for "Author: jimcamel"
Just a simple program which uses the FileSystemObject and Recursion to output a complete directory/file structure of your computer to a file. I was originally gonna use this as a sort of snooping thing a while ago, you could run it on someones computer, and then read the text file to see what they had on their computers. The text files come out quite large, but when zipped up they're usually only about 50k. Uses a good example of recursion.
This was just a little test program I wrote to see how hard it is to use Direct3D. Basically all you can do is load in a plane (there's 1 supplied), and then "fly" it round. It can rotate in X,Y and Z axis's (although rotating it too much sometimes stuffs the alignment up) and move it towards and away from camera. The DX init code was used from one of the contest winners examples on this site, thanks to that person, but most of the rest is mine. If you have any comments please post them
Rotates an image in a picture box. The code is fairly well commented, and may be of some use to someone out there.
This was a test of DirectDraw for a game I am creating (www.aeonlegend.com). The zip contains has the game, a map editor, a texture maker (the idea was used from a submission to PSC, but the code is all my own). The game uses DirectX 7, so you must have that. It supports collision detection (sort of), music, and sound effects (although currently quite limited). The character and table graphics were borrowed off Graalonline (www.graalonline.com) with permission, until I get my own graphics made up. See the readme.txt for other details, and keys.txt for the controls. For transparencies to work, the colour depth of your monitor must be set to 32 bit, I do have the code to fix this in my new version, but I can't be bothered updating this. Jim
A while ago I found Richard Clarks example on sprite rotation in Visual Basic using DirectX on PSC. I thought about how easy it would be to make a really crappy rip off of Grand Theft Auto. So I sat down for half an hour, and using Richard Clarks code, and my own coding, I wrote this very basic engine. Due to something screwing up in the upload process, I had to cut over half the graphics out to upload it to PSC. If you're interested in seeing this code go towards making something, or you want the full graphics file, drop me an email on jimcamel@aeonlegend.com BTW, you can make your own maps (not that they are much of a map, only 1 screen) by editing the map.txt file. The code is xy, where x is the x-coord of the tile, and y is the y-coord. The values are from 0-z. *UPDATE* Over a year after submitting this code I finally updated it. I haven't added anything, just tidied it up and included the graphics, as I'm deleting the site they were held on. Thanks. Jim
For some reason about a month ago I felt this urge to suddenly start playing Ultima 8 again. For those of you who don't know, Ultima 8 is one of the Ultima series of games (most recently Ultima Online), which was a Dos game around in 1994/1995. Anyways, this program allows you to view the graphics (or some of them at least, it seems to have problems decoding some files) which come with it. I got the format from http://members.iinet.net.au/~garydep/ultima8.html, and there is some other borrowed code in here. Oh yeah, this program is essentially useless if you don't have Ultima 8, unless you feel like reading the well commented code to get a better understanding of low level file reading.
******************* UPDATED 10/10/02: I removed the requirement for a DLL as well as tidying up the code and removing a few minor memory leaks. If you're using an older version I highly recommend swapping it for this one, the changes which need to be made are minimal. ******************* I spent a long time sourcing the net looking for code to read the information out of gifs. I finally found the code thanks to Stephen Lebans (www.lebans.com). So I set about writing this dll and module to utilise his code in DirectX7. I think the results speak for themselves. Please read the readme.txt file before opening the code. Oh, and by the way, the graphics are from my game at www.aeonlegend.com. They are only concept graphics, which is why the guy doesn't have a head =) Thank you
Okay, this is the second and probably final source code for my online RPG game (original code at http://www.planet-source-code.com/xq/ASP/txtCodeId.14023/lngWId.1/qx/vb/scripts/ShowCode.htm) Aeon Nexus. It's got a lot new features, including: -Loading from GIF files -Transparency in both 16 and 32 bit colour -All new graphics (Thanks to Kraken) -Easy character and GUI editing You can now make your own skins for the game by editing TOP.GIF, GUI.GIF and GUI.map. Please remember to comment and vote for this code. The more good feedback I get, the faster the game will get made. And check out the website at http://www.aeonlegend.com
I am making an online RPG game (view my other submissions to see it). I decided I'd use GIF files instead of BMP's for their size. But I had a problem. I wanted to use the GIF files transparency, but I didn't know any way to find out what that colour was. So I searched the net, read article after article on the GIF file format, and eventually I just opened a GIF file with a hex editor and decoded the data on my own. Then I wrote this module to find out the information I needed. This program can read from the GIF file: Version Height & Width Number of Colours Palette data (IE, all of the colours) If it is transparent, and, if so, what the transparent colour is I would like to thank Dan Redding from Blue Knot Software for giving me the idea to open the file with a hex editor to decypher the code. * Update, fixed the file so that it works now. The gif reading bas always worked, just the program itself. But it's fixed now.*
Just a simple program which uses the FileSystemObject and Recursion to output a complete directory/file structure of your computer to a file. I was originally gonna use this as a sort of snooping thing a while ago, you could run it on someones computer, and then read the text file to see what they had on their computers. The text files come out quite large, but when zipped up they're usually only about 50k. Uses a good example of recursion.
This was just a little test program I wrote to see how hard it is to use Direct3D. Basically all you can do is load in a plane (there's 1 supplied), and then "fly" it round. It can rotate in X,Y and Z axis's (although rotating it too much sometimes stuffs the alignment up) and move it towards and away from camera. The DX init code was used from one of the contest winners examples on this site, thanks to that person, but most of the rest is mine. If you have any comments please post them
Rotates an image in a picture box. The code is fairly well commented, and may be of some use to someone out there.
This was a test of DirectDraw for a game I am creating (www.aeonlegend.com). The zip contains has the game, a map editor, a texture maker (the idea was used from a submission to PSC, but the code is all my own). The game uses DirectX 7, so you must have that. It supports collision detection (sort of), music, and sound effects (although currently quite limited). The character and table graphics were borrowed off Graalonline (www.graalonline.com) with permission, until I get my own graphics made up. See the readme.txt for other details, and keys.txt for the controls. For transparencies to work, the colour depth of your monitor must be set to 32 bit, I do have the code to fix this in my new version, but I can't be bothered updating this. Jim
A while ago I found Richard Clarks example on sprite rotation in Visual Basic using DirectX on PSC. I thought about how easy it would be to make a really crappy rip off of Grand Theft Auto. So I sat down for half an hour, and using Richard Clarks code, and my own coding, I wrote this very basic engine. Due to something screwing up in the upload process, I had to cut over half the graphics out to upload it to PSC. If you're interested in seeing this code go towards making something, or you want the full graphics file, drop me an email on jimcamel@aeonlegend.com BTW, you can make your own maps (not that they are much of a map, only 1 screen) by editing the map.txt file. The code is xy, where x is the x-coord of the tile, and y is the y-coord. The values are from 0-z. *UPDATE* Over a year after submitting this code I finally updated it. I haven't added anything, just tidied it up and included the graphics, as I'm deleting the site they were held on. Thanks. Jim
For some reason about a month ago I felt this urge to suddenly start playing Ultima 8 again. For those of you who don't know, Ultima 8 is one of the Ultima series of games (most recently Ultima Online), which was a Dos game around in 1994/1995. Anyways, this program allows you to view the graphics (or some of them at least, it seems to have problems decoding some files) which come with it. I got the format from http://members.iinet.net.au/~garydep/ultima8.html, and there is some other borrowed code in here. Oh yeah, this program is essentially useless if you don't have Ultima 8, unless you feel like reading the well commented code to get a better understanding of low level file reading.
******************* UPDATED 10/10/02: I removed the requirement for a DLL as well as tidying up the code and removing a few minor memory leaks. If you're using an older version I highly recommend swapping it for this one, the changes which need to be made are minimal. ******************* I spent a long time sourcing the net looking for code to read the information out of gifs. I finally found the code thanks to Stephen Lebans (www.lebans.com). So I set about writing this dll and module to utilise his code in DirectX7. I think the results speak for themselves. Please read the readme.txt file before opening the code. Oh, and by the way, the graphics are from my game at www.aeonlegend.com. They are only concept graphics, which is why the guy doesn't have a head =) Thank you
Okay, this is the second and probably final source code for my online RPG game (original code at http://www.planet-source-code.com/xq/ASP/txtCodeId.14023/lngWId.1/qx/vb/scripts/ShowCode.htm) Aeon Nexus. It's got a lot new features, including: -Loading from GIF files -Transparency in both 16 and 32 bit colour -All new graphics (Thanks to Kraken) -Easy character and GUI editing You can now make your own skins for the game by editing TOP.GIF, GUI.GIF and GUI.map. Please remember to comment and vote for this code. The more good feedback I get, the faster the game will get made. And check out the website at http://www.aeonlegend.com
I am making an online RPG game (view my other submissions to see it). I decided I'd use GIF files instead of BMP's for their size. But I had a problem. I wanted to use the GIF files transparency, but I didn't know any way to find out what that colour was. So I searched the net, read article after article on the GIF file format, and eventually I just opened a GIF file with a hex editor and decoded the data on my own. Then I wrote this module to find out the information I needed. This program can read from the GIF file: Version Height & Width Number of Colours Palette data (IE, all of the colours) If it is transparent, and, if so, what the transparent colour is I would like to thank Dan Redding from Blue Knot Software for giving me the idea to open the file with a hex editor to decypher the code. * Update, fixed the file so that it works now. The gif reading bas always worked, just the program itself. But it's fixed now.*
Just a simple program which uses the FileSystemObject and Recursion to output a complete directory/file structure of your computer to a file. I was originally gonna use this as a sort of snooping thing a while ago, you could run it on someones computer, and then read the text file to see what they had on their computers. The text files come out quite large, but when zipped up they're usually only about 50k. Uses a good example of recursion.
This was just a little test program I wrote to see how hard it is to use Direct3D. Basically all you can do is load in a plane (there's 1 supplied), and then "fly" it round. It can rotate in X,Y and Z axis's (although rotating it too much sometimes stuffs the alignment up) and move it towards and away from camera. The DX init code was used from one of the contest winners examples on this site, thanks to that person, but most of the rest is mine. If you have any comments please post them