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Senior Member
Your longest Script...
So ive been coding my latest project 'felony', and i realised its getting quite big - over 1200 lines of code so far...
I was wondering what is the most coding other people have had to do for a game and can you post the game up?
fracture2 - the sequel
fracture - retro shooter
blog - games, design and the rest
"2D is a format, not a limitation" -Luis Barriga
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Not my longest - but my nicest idea and posibly best coded is the rumour engine i'm doing, it's very small for what you get out of it!
http://www.mastersystem.org/projects/rumour/rumour.html
(not coded well to some people of course):
Code:
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////
// Set number of characters
_global.char = 5;
// Set the max distance to activate chat
_global.chatDist = 50;
// Set rumour 1=kill, 3=stab, 2=slap,
_global.rumour = 1;
// Set badness level of the rumour!
rumourProp = [5, 3, 1];
// Resting time after walk in ms
_global.restTime = 0;
// Set character speed
_global.speed = 1;
speed = 1;
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
// Add the characters
function addchars(num) {
for (i=1; i<=num; i++) {
rand = random(5);
// Set random character positions
randX = random(530);
randY = random(300)+20;
// Job array
job = ['Warrior', 'Wizard', 'Apprentice', 'Witch', 'Goblin'];
// Set level of anger/influence by Job
angLev = [4, 3, 2, 3, 1];
// Attach the characters and specify properties & x/y position
t = attachMovie("hero", "hero"+i, d++);
t._x = t.x=randX;
t._y = t.y=randY;
t.rest = restTime;
t.speed = speed;
t.player = i;
t.dist = null;
t.talking = null;
// Assign the characters job
t.job = job[rand];
// Set the anger level
t.anger = angLev[rand];
//
for (j=1; j<=num; j++) {
// Set hatred level 50 = neutral 100 = Good friends - (friend or foe)
t["p"+j] = new object();
t["p"+j].hatred = 50;
}
//
//
///////////////
// Set the rumour
// Initiate the first movement function for each clip
moveChar(t);
// Set first movment property to start learning
t.moved = true;
}
}
addChars(char);
//
function getJobs(num) {
for (i=1; i<=num; i++) {
j = _root["hero"+i];
info = "P"+i+" is a "+j.job+"\n"+info;
}
}
getJobs(char);
//
function moveChar(clip) {
clip.talking = false;
clip.xWalk = true;
clip.yWalk = true;
clip.walking = true;
clip.x = random(530);
clip.y = random(300)+20;
}
// Find the distance between the clips
function getDistance(clip) {
tempStor = 5000;
for (i=1; i<=char; i++) {
t = _root["hero"+i];
if (i != clip.player && t.walking == false) {
var delX = clip.x-t.x;
var delY = clip.y-t.y;
b = int(clip.dist[i]=Math.sqrt((delX*delX)+(delY*delY)));
if (b<tempStor) {
tempStor = b;
numb = i;
}
}
}
if (tempStor<chatDist && _root["hero"+numb].talking != true) {
clip.talking = true;
j = clip.player;
if (clip["p"+numb].hatred<100) {
clip["p"+numb].hatred += clip.anger;
}
if (clip["p"+numb].hatred>100) {
clip["p"+numb].hatred = 100;
}
if (_root["hero"+numb]["p"+j].hatred<100) {
_root["hero"+numb]["p"+j].hatred += _root["hero"+numb].anger;
}
if (_root["hero"+numb]["p"+j].hatred>100) {
_root["hero"+numb]["p"+j].hatred = 100;
}
_root["hero"+numb].talking = true;
info = "P"+clip.player+" chats to P"+numb+" and likes him/her "+clip["p"+numb].hatred+"%\n"+info;
}
}
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w00t
Little Soldiers: (sure its not a script, but its the entire code in one frame, so no MC's have stop commands or anything)
http://members.optushome.com.au/chri.../soldiers.html
1607 lines of code for the game.
There a stack more for the menu/password system.
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gotta love that game
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Timetravelling Superhero
I've never gotten beyond 2000.
From here to infinity,
A J I N F I N I T Y
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SaphuA
:)
Haha
For my ISO game I currently have about 300 lines
Almost all the code is in frame 1 in different layers... also no MC on stage...
But dude... 1500 linez... weh
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Hype over content...
I thought I'd have a quick count up of some current projects:
X: ( Asteroids Clone )
Rock Handler: 551
Baddie Handler: 632
Player: 631
1814. ( Doesn't include frontend, preloader, functions, prototypes etc. )
MJ-12: ( Space Invaders )
Baddie Handler: 515
Player: 592
Functions: 189
1296. ( Again no intro / outro code )
Ionic: ( Scroller / blaster. My baby )
Baddie Handler: 1122
Player: 555
Door and Object handlers: 329
Scroller engine: 492
2498.
I'm quite heavy with my comments though and I do like to use a bit of white space.
Squize.
PS. Hey pred nice to see you back mate
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Timetravelling Superhero
The reason my games (I know I haven't uploaded them but I don't have a website yet ) use so many lines of code is because of
!. Comments...if I die, I want someone to finish my games for me so I comment the code. Plus if I ever opensource my games the comments would help people to understand my code. Plus when I comment out lines of code like
PHP Code:
/* Uncomment this code to turn on lightmap loading and rendering
myLightMap= new LightMap(); myLightMap.loadMap(game.defaultLightmap);
myLightMap.renderLightMap();
*/
2. Long AI, pathfinding, or iso implementations.
From here to infinity,
A J I N F I N I T Y
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Senior Member
Yea, i should definatly comment my code more. Is there anywhere that shows good examples of commenting your code? I generally just put something like:
code:
// AI stuff
which is, err.. awfull. I think those 'open source' things in my sig might not have any comments in - which is annoying... Sometimes you just get carried away in the code... *cough* geek *cough*
fracture2 - the sequel
fracture - retro shooter
blog - games, design and the rest
"2D is a format, not a limitation" -Luis Barriga
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w00t
I am clinically insane, so I dont comment at all, except if I'm giving someone an example of something..
More projects:
RocketMan : 1080 lines of uncommented code for rocketman, 800-1000 lines of semi-commented and whitespaced code for each of the 4 big levels. and 250 lines for the boss levels..
Hits almost 7k... Jeesus...
My last pathfinding code: 162... (how elegant =)
Drift (My Car Game): 600 for the player/scrolling, 200 for the level parsing and creating.. 552 for the AI... 1352 all up.
Sped (My first platformer/tilebased game): 480 for the player, 259 for the scrolling. And about 150 for each of the 11 enemies..
My New Platformer (Paralax scrolling etc.): 700 lines, including map drawing/scrolling/player
Its funny to look back however, because you really do get alot better at doing things more elegantly when you code more often. (259 lines for the scrolling in Sped, to about 150 in my latest [however I the latest has been modified to handle infinite layers, so its a bit beastly])..
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Senior Member
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If a half life Mod counts...
About 15000 Lines I think ;-)
In flash... 14?
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the RPG i was working on was 3526 lines of code. But i just scrapped it to start over on a more inovative one. Clean up the code a little bit and make it better with more options. It was Codename: Runeblade and i had a site with art and stuff but my host (brinkster) doesnt allow any bandwith for it anymore so after one view it says i have exeaded my limit... so i would post a link so ya'all remember what it was but it would be a waste of time til i get my real host =) But anyhow, thats how many lines i had til i scrapped it.
BTW, anyone know how i can get brinkster to let me have bandwidth again? Id like to keep that site if possible... Thanks if you know.
Ely
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Vox
This is in VB, but 25000+
Y'all know I'm king
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Senior Member
In VB a simple loop can be 1000 words
Such a long-winded language... What was that anyway? 25,000 lines in VB - nasty.
fracture2 - the sequel
fracture - retro shooter
blog - games, design and the rest
"2D is a format, not a limitation" -Luis Barriga
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Vox
It's a kind of drag-and-drop programming language. It's hard to explain it...
Anyways, it's still not done, and it's probably be years before it is...
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Hype over content...
"This is in VB, but 25000+"
If you wanna talk assembler on the Amiga I can blow that away. Big time
Mr. Tit-for-Tat Squize
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Senior Member
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Hype over content...
There's this huge mythos around assembler, but I find it easier than AS ( Well I did. I'm a convert to mid-level coding now, it's just nice and quick ).
With assembler its just pure logic, you store whatever you want wherever you want in memory, have total control over everything and the instruction set is tiny. 20 commands in 6510 or 68000 assembler is pretty much all you'd ever need.
//68000 ( Amiga )
moveq.l #0,score
//6510 ( C64 )
lda #$00
sta score
is the same as score=0;
(And that's the first assembler I've written in well over 5 years )
Squize.
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Vox
alright, but mine's not done.
I bow down to your Assembly skills, though
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