Welcome friends to our programming page. We are VERY excited about Euphoria, a FAST interpreted language for the PC. We are currently using it to prototype a number of uncomming game projects. Samples of what we are working on will be provided from time to time as programming examples and tutorials for the Euphoria community. If you have something to share, you can e-mail it to me at Pastor@BeRighteous.com
NEW GAME!!! Snack Attack!
It's been 5 years in the making -
well, I started it 5 years ago, and forgot about it until last month
when I started doing the Crash Course again. - but it's Finally
Here!!! Snack Attack! It's the most awesome game ever written in
Euphoria, at least I my mom thinks so, and who's gonna argue with
her?This version has new 3D-Look maze tiles and sprites, as well as
an all new sound engine and better controls.
Click
Here to Download the Alpha Version 300k (no source)
changes since the last alpha version:
Replaced the sfx2 sound drivers
with Liquid Nitrogen's Ecstacy sound system, which is very cool and
much more stable
Here's some awesome screen shots! It's getting prettier.
Ya wanna learn how to create cool games like this in Euphoria? Check out:
Week 1 - A
General Introduction to the Course and Anatomy of a Game Design Specification
We kick off the series with an
overview of the course, and what we're getting ourselves into when we
decide to "DO"
a game
Week 2 -
From Vague Idea to General Description - Part 1 - Project Codename
and Anatomy of the General Description
We discuss the importance of
choosing a Project Codename early in the design process, and cover in
depth what should be in a Game Design Specification's General Description
Week 2 -
From Vague Idea to General Description - Part 2 - General Description
Part A
Week 2 -
From Vague Idea to General Description - Part 3 - General Description
Part B
Week 2 -
From Vague Idea to General Description - Part 4 - General Description
Part C
Week 3 -
Screen Design and User Interface Specification - Part 1- The Basics
of Screen Design and Interface Issues
In this week's lesson we cover:
What is Screen Design, Hoow do you DO screen design, User Interface
Items, Anatomy of a Screen Design Specification, Michael's Rules Of
Thumb For User Interface Design, and more!
Week 3 -
Screen Design and User Interface Specification - Part 2- The Screen
Design and Interface Spec
Here's the Screen Design and User
Interface Spec for our course Project!
Week4 - The
Art Specification- Part 1 - The
Basics of Computer Art
In this week's lesson we cover
everything you need to know about computer graphics in order to
design the art for a game on the PC. included are Computer Graphics,
Video Modes, Resolution, Aspect Ratio, Pixels, Palettes, RGB values,
Masking, Sprites, Backgrounds, and Anti-aliasing.
Week4 - Q&A
Sprite masking explained a little
more, with examples.
Week 4- The
Art Specification - Part 2 - The Art Specification
This part gives an anatomy of the
Art Specification and documents what art you need to make each screen
in your game.
Week 4- The
Art Specification - Part 3 - Tile-Based Graphics and Maze Creation
This part discusses the general
method of reducing a large number of graphic screens into a
relatively small set of uniform graphic tiles to be used in the game
to create the images. This method is applied to designing and
creating the mazes for our course project. Be sure to download the Maze
Editor
Week
5 - Sound and Music Specification - Part 1 - The Basics of Sound
Reproduction on the Computer
In this week's
lesson we cover sound reproduction on the computer, including FM
Synthesis, Digital Sampling, and what we can do to play music and
sound effects in Euphoria.
Week
5 - Sound and Music Specification - Part 2 - Terminology and the
Sound and Music Spec
In this part we
talk about game and program sound terminology, and make
differentiations between the different types of game music and sound
effects. We also cover the ananatomy of the Sound and Music Specification.
Week
6 - A Discourse on Production Values
How much you care about your game
directly affects people's response to your game. Too often
programmers spend nearly ALL of their production time on how their
game works, and nearly NONE on how it looks or how it will be
perceived by players. This week we're taking a diversion away from
the Design Specification to talk about what I call "Production Values."
Week
7 - Artificial Intelligence and the AI Specification - Part
1 - The Basics of Game AI
Artificial Intelligence is
whenever the computer makes decisions based on available data. In
this lesson we cover the basic issues of Artificial Intelligence (AI)
as it applies to computer games. Included in the discussion are:
Physics AI, Player AI, Enemy and Opponent AI, AI scripting, and using
sequences to direct traffic.
Crash Course Project
Our course project is based on Snack Attack! See above. Download the game and from the link above and play it about 10,000 times. The lessons we're working on now form the deaign specification for this game. Once we get through the design we will be writing the code for this game. NOTE: You can look at all the art in the game by viewing Contact2.gif
Instead of cryptic data files or 150 image files, I'm storing all the game images in this one 640x480 image. The program loads the image and cuts the sprites out of it to use. So if you want to change all the artwork in the game to suit your tastes, you only need to edit the one image. I think this is a pretty neat idea.
NOTE: If you're dying to see what
the code for Snack Attack! looks like, Here's
The Complete Game Source and Support Files so far. 187k All
game source, art, sounds, and include files are included in this zip
, including the Ecstacy.e sound system we're using.. Please play the
game and drop me a line at pastor@BeRighteous.com
and tell me what you think. I'm pretty excited about the game.
Our Euphoria Programming Book is still available!
The OidZone Programmer's Reference is a 100+ page book which includes the complete Design Spec for OidZone, the theory behind all the routines, SOURCE CODE, and a line by line analysis of every routine. Purchasing this reference also gives you to a limited royalty-free license to use our Arcade Game Engine in your own games. This is a must for game programmers or game programmer wannabees. The cost is $20 + Shipping. click here to email me about purchasing it.
You MUST GET THIS REFERENCE! With it and the source code you can build your own games in no time. StarThief was retro-fit into the OidZone game engine to a playable form in only 2 days! Why reinvent the wheel, when you can use mine? VROOM!
All the pieces are here, 2 player games, animated sprites, collision detection, SFX management, animated displays, automated attention getter, about information, scoring, level, high-score lists saved to disk, loading multiple images from single data files, keeping track of an unlimited number of animated sprites, AI "directors", everything you need to do the "behind the scenes" stuff. Just add art, some game-specific AI code, and you can build a commerical quality game FAST. If you want to do games, you need to have this reference.
Here's an exerpt from the
theory section of "the Book"
More Euphoria Links
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