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Tile Engine (tiler,res change,wav & midi player)

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Submitted on: 8/1/1999
By: Mike Miller  
Level: Not Given
User Rating: By 101 Users
Compatibility: VB 4.0 (32-bit), VB 5.0, VB 6.0
Views: 27867
 
     This will make it easy for someone to make a cool tile game. The coding on their part will take basicly nothing and produce a quality game. It also has a wav player, midi player and some other stuff. Check it out! The reason I made this is because every place i went to look for a tile engine, either didn't have one or the code was all in the form and was really jacked up. With the engine that I made(rattyrat13@aol.com) it is all in a moudle and very easy to understand. It currently supports up to 35 diferent tiles but that can be changed to make it more. MAKE SURE THAT AUTO-REDRAW IS ON! If autoredraw isn't true then you will have to make sure that all the picture boxes that are being used as the input are still visable to the user. 'Newly updated ---- I forgot to add about a transparent bitmap in here, so people who want just that, just steal that and take it. Also I want everybody to know that this engine is fast, because it uses BitBlit ( Bit Blit or Bitmap Blaster) not paintpicture. There is no reason that I can see to use direct-x for a tile engine, BitBlit is fast enough.
 

Windows API/Global Declarations:

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'**************************************
'Windows API/Global Declarations for :Tile Engine (tiler,res change,wav & midi player)
'**************************************
'''''''''''''''''''''''TM
'''Funky Tile Engine'''
'''Mike Miller '''
'''1999'''
'''''''''''''''''''''''
'autoredraw must be true!
'RattyRat13@aol.com
Declare Function BitBlt Lib "gdi32" (ByVal hDestDC As Long, ByVal X As Long, ByVal Y As Long, ByVal nWidth As Long, ByVal nHeight As Long, ByVal hSrcDC As Long, ByVal xSrc As Long, ByVal ySrc As Long, ByVal dwRop As Long) As Long
Declare Function mciSendString Lib "winmm.dll" Alias "mciSendStringA" (ByVal lpstrCommand As String, ByVal lpstrReturnString As String, ByVal uReturnLength As Long, ByVal hwndCallback As Long) As Long
Declare Function mciGetErrorString Lib "winmm.dll" Alias "mciGetErrorStringA" (ByVal dwError As Long, ByVal lpstrBuffer As String, ByVal uLength As Long) As Long
Declare Function GetShortPathName Lib "kernel32" Alias "GetShortPathNameA" (ByVal lpszLongPath As String, ByVal lpszShortPath As String, ByVal cchBuffer As Long) As Long
Declare Function sndPlaySound Lib "winmm" Alias "sndPlaySoundA" (ByVal lpSound As String, ByVal flag As Long) As Long
Public Declare Function CreateBitmap Lib "gdi32" (ByVal nWidth As Long, ByVal nHeight As Long, ByVal nPlanes As Long, ByVal nBitCount As Long, lpBits As Any) As Long
Public Declare Function SetBkColor Lib "gdi32" (ByVal hdc As Long, ByVal crColor As Long) As Long
Public Declare Function SelectObject Lib "gdi32" (ByVal hdc As Long, ByVal hObject As Long) As Long
Public Declare Function CreateCompatibleBitmap Lib "gdi32" (ByVal hdc As Long, ByVal nWidth As Long, ByVal nHeight As Long) As Long
Public Declare Function CreateCompatibleDC Lib "gdi32" (ByVal hdc As Long) As Long
Public Declare Function DeleteDC Lib "gdi32" (ByVal hdc As Long) As Long
Public Declare Function DeleteObject Lib "gdi32" (ByVal hObject As Long) As Long
Private Declare Function EnumDisplaySettings Lib "user32" Alias "EnumDisplaySettingsA" (ByVal lpszDeviceName As Long, ByVal iModeNum As Long, lpDevMode As Any) As Boolean
Private Declare Function ChangeDisplaySettings Lib "user32" Alias "ChangeDisplaySettingsA" (lpDevMode As Any, ByVal dwflags As Long) As Long
Const CCDEVICENAME = 32
Const CCFORMNAME = 32
Const DM_PELSWIDTH = &H80000
Const DM_PELSHEIGHT = &H100000
 
Public Type RECT
 Left As Long
 Top As Long
 Right As Long
 Bottom As Long
End Type
Private Type DEVMODE
 dmDeviceName As String * CCDEVICENAME
 dmSpecVersion As Integer
 dmDriverVersion As Integer
 dmSize As Integer
 dmDriverExtra As Integer
 dmFields As Long
 dmOrientation As Integer
 dmPaperSize As Integer
 dmPaperLength As Integer
 dmPaperWidth As Integer
 dmScale As Integer
 dmCopies As Integer
 dmDefaultSource As Integer
 dmPrintQuality As Integer
 dmColor As Integer
 dmDuplex As Integer
 dmYResolution As Integer
 dmTTOption As Integer
 dmCollate As Integer
 dmFormName As String * CCFORMNAME
 dmUnusedPadding As Integer
 dmBitsPerPel As Integer
 dmPelsWidth As Long
 dmPelsHeight As Long
 dmDisplayFlags As Long
 dmDisplayFrequency As Long
End Type
 Dim DevM As DEVMODE
code:
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By using this code, you agree to the following terms...   
  1. You may use this code in your own programs (and may compile it into a program and distribute it in compiled format for languages that allow it) freely and with no charge.
  2. You MAY NOT redistribute this code (for example to a web site) without written permission from the original author. Failure to do so is a violation of copyright laws.   
  3. You may link to this code from another website, but ONLY if it is not wrapped in a frame. 
  4. You will abide by any additional copyright restrictions which the author may have placed in the code or code's description.
				
'**************************************
' Name: Tile Engine (tiler,res change,wav & midi player)
' Description:This will make it easy for someone to make a cool tile game. The coding on their part will take basicly nothing and produce a quality game. It also has a wav player, midi player and some other stuff. Check it out! The reason I made this is because every place i went to look for a tile engine, either didn't have one or the code was all in the form and was really jacked up. With the engine that I made(rattyrat13@aol.com) it is all in a moudle and very easy to understand. It currently supports up to 35 diferent tiles but that can be changed to make it more. MAKE SURE THAT AUTO-REDRAW IS ON! If autoredraw isn't true then you will have to make sure that all the picture boxes that are being used as the input are still visable to the user. 
'Newly updated ---- I forgot to add about a transparent bitmap in here, so people who want just that, just steal that and take it. Also I want everybody to know that this engine is fast, because it uses BitBlit ( Bit Blit or Bitmap Blaster) not paintpicture. There is no reason that I can see to use direct-x for a tile engine, BitBlit is fast enough.
' By: Mike Miller
'
' Inputs:The map file, if it isn't self explanitory, email me. And the PictureBoxes. Other than that there is some stuff if you want to use the non-engine part of the moudle. The File Name For the WAV, Or MIDI, and the requried inputs for the transparent bliter.
'
' Returns:A BitBlited Form of a large picture produced by many tiles, or even just 1 tile, it doesn't really matter.
'
' Assumes:TURN AUTOREDRAW ON!!!!!!
If something is wrong, just try refreshing the form, in a timer with intraval of about 500 do
me.refresh
timer1.enabled = false
end sub
This will make everything better if it doesn't work.
'
' Side Effects:Beware of an extreamly cool game made by you with this engine. None Other than that though, if you find one, e-mail it to me and I will correct it and send you the corrected code along with everyone else who reads it, and you shall get some credit for helping me.
'
'This code is copyrighted and has' limited warranties.Please see http://www.Planet-Source-Code.com/vb/scripts/ShowCode.asp?txtCodeId=2747&lngWId=1'for details.'**************************************

Sub ChangeRes(iWidth As Single, iHeight As Single)
'Just Call Changeres(1600,1200) or whatever you want in load
 Dim a As Boolean
 Dim i&
 i = 0
 Do
 a = EnumDisplaySettings(0&, i&, DevM)
 i = i + 1
 Loop Until (a = False)
 Dim b&
 DevM.dmFields = DM_PELSWIDTH Or DM_PELSHEIGHT
 DevM.dmPelsWidth = iWidth
 DevM.dmPelsHeight = iHeight
 b = ChangeDisplaySettings(DevM, 0)
End Sub
Public Sub TilePicture(frmDest As Form, source As PictureBox, X, Y)
'This is not the sub that you want to use, it may be a good one to modify though
'If you think you need Direct-X or just want to see what will work.
 Dim pw As Integer
 Dim ph As Integer
 Dim fw As Integer
 Dim fh As Integer
 Dim rst As Integer
 source.ScaleMode = 3
 pw = source.ScaleWidth
 ph = source.ScaleHeight
 fw = frmDest.Width / Screen.TwipsPerPixelX
 fh = frmDest.Height / Screen.TwipsPerPixelY
iResult = BitBlt(frmDest.hdc, X, Y, iPicWidth, iPicHeight, picSource.hdc, 0, 0, vbSrcCopy)
End Sub
Public Sub LoadMap(InvisText As TextBox, mapname As String)
'maps constists of numbers like
'
'00012301
'12321455
'51000102
'and so forth, if anyone wants to make a map editor, that would be cool,
'but I don't got the time(5:00 - 9:00pm) in football practice
 Dim lFileLength As Long
 Dim iFileNum As Integer
 iFileNum = FreeFile
 Open mapname For Input As iFileNum
 lFileLength = LOF(iFileNum)
 Text1.Text = Input(lFileLength, #iFileNum)
 Close iFileNum
End Sub
Public Sub OpenMidi()
'dont call this, it needs a few mods
 Dim sFile As String
 Dim sShortFile As String * 67
 Dim lResult As Long
 Dim sError As String * 255
 sFile = App.Path & "\midtest.mid"
 lResult = GetShortPathName(sFile, sShortFile, Len(sShortFile))
 sFile = Left$(sShortFile, lResult)
 lResult = mciSendString("open " & sFile & _
 " type sequencer alias mcitest", ByVal 0&, 0, 0)
 If lResult Then
 lResult = mciGetErrorString(lResult, sError, 255)
 Debug.Print "open: " & sError
 End If
End Sub
Public Sub PlayMidi()
'see above
 Dim lResult As Integer
 Dim sError As String * 255
 lResult = mciSendString("play mcitest", ByVal 0&, 0, 0)
 If lResult Then
 lResult = mciGetErrorString(lResult, sError, 255)
 Debug.Print "play: " & sError
 End If
End Sub
Public Sub CloseMidi()
'again see above, i am sorry I will update soon
 Dim lResult As Integer
 Dim sError As String * 255
 lResult = mciSendString("close mcitest", "", 0&, 0&)
 If lResult Then
 lResult = mciGetErrorString(lResult, sError, 255)
 Debug.Print "stop: " & sError
 End If
End Sub
Sub PlayWave(sFileName As String)
 On Error GoTo Play_Err
 Dim iReturn As Integer
 If sFileName > "" Then
 If UCase$(Right$(sFileName, 3)) = "WAV" Then
If Dir(sFileName) > "" Then
iReturn = sndPlaySound(sFileName, 0)
End If
 End If
 End If
 Exit Sub
Play_Err:
 Exit Sub
End Sub
Function TileWalkable(Tilesize As Integer, LoadedMap As TextBox, X As Integer, Y As Integer, LineWidth As Integer) As Boolean
'Funky Tile Engine Note:
'Most pic boxes use twip, so divide pic.width by screen.twipsperpixelx and same for height, execpt for y insted.
'I also suggest that you modify this if you are tring to make a more customized
'engine, because this at this time gives you 18 unwalkables
Dim xx As Integer
Dim yy As Integer
Dim temp As Integer
Dim a As String
Dim b As String
xx = X / Tilesize
yy = Y / Tilesize
If Y < Tilesize Then
 a = Left(LoadedMap, xx)
 b = Mid(a, xx, 1): GoTo 1
End If
temp = yy * LineWidth + 2
a = Left(LoadedMap, xx + temp)
b = Mid(a, xx + temp, 1): GoTo 1
1
MsgBox b
If b = "0" Then TileWalkable = False: Exit Function
If b = "1" Then TileWalkable = False: Exit Function
If b = "2" Then TileWalkable = False: Exit Function
If b = "3" Then TileWalkable = False: Exit Function
If b = "4" Then TileWalkable = False: Exit Function
If b = "5" Then TileWalkable = False: Exit Function
If b = "6" Then TileWalkable = False: Exit Function
If b = "7" Then TileWalkable = False: Exit Function
If b = "8" Then TileWalkable = False: Exit Function
If b = "9" Then TileWalkable = False: Exit Function
If b = "a" Then TileWalkable = False: Exit Function
If b = "b" Then TileWalkable = False: Exit Function
If b = "c" Then TileWalkable = False: Exit Function
If b = "d" Then TileWalkable = False: Exit Function
If b = "e" Then TileWalkable = False: Exit Function
If b = "f" Then TileWalkable = False: Exit Function
If b = "g" Then TileWalkable = False: Exit Function
TileWalkable = True
End Function
Sub Tilemake(LoadedMap As TextBox, MapXLength As Integer, MapYLength, PicWidth As Integer, Dest As Form, Optional pic0 As PictureBox, Optional pic1 As PictureBox, Optional pic2 As PictureBox, Optional pic3 As PictureBox, Optional pic4 As PictureBox, Optional pic5 As PictureBox, Optional pic6 As PictureBox, Optional pic7 As PictureBox, Optional pic8 As PictureBox, Optional pic9 As PictureBox, Optional pic10 As PictureBox, Optional pic11 As PictureBox, Optional pic12 As PictureBox, Optional pic13 As PictureBox, Optional pic14 As PictureBox, Optional pic15 As PictureBox, Optional pic16 As PictureBox, Optional pic17 As PictureBox, Optional pic18 As PictureBox, Optional pic19 As PictureBox, Optional pic20 As PictureBox, Optional pic21 As PictureBox, Optional pic22 As PictureBox, Optional pic23 As PictureBox, Optional pic24 As PictureBox, Optional pic25 As PictureBox, Optional pic26 As PictureBox, Optional pic27 As PictureBox, Optional pic28 As PictureBox, Optional pic29 As PictureBox, _
Optional pic30 As PictureBox, Optional pic31 As PictureBox, Optional pic32 As PictureBox, Optional pic33, Optional pic34 As PictureBox, Optional pic35 As PictureBox)
'this is what you call
'all pictureboxes are optional, so you don't have to use them all
'Put me in the form paint
'after 0123456789 comes a - z
'be creative if you want more, ~!@#$%^&*()_+
cc = 0
aa = 0
bb = 0
1
For i = 0 To MapXLength
a = Mid(LoadedMap, i + aa + 1, 1)
dd = i * PicWidth
dd = dd + 224
If a = "0" Then Call TilePicture(Dest, pic0, dd, cc)
If a = "1" Then Call TilePicture(Dest, pic1, dd, cc)
If a = "2" Then Call TilePicture(Dest, pic2, dd, cc)
If a = "3" Then Call TilePicture(Dest, pic3, dd, cc)
If a = "4" Then Call TilePicture(Dest, pic4, dd, cc)
If a = "5" Then Call TilePicture(Dest, pic5, dd, cc)
If a = "6" Then Call TilePicture(Dest, pic6, dd, cc)
If a = "7" Then Call TilePicture(Dest, pic7, dd, cc)
If a = "8" Then Call TilePicture(Dest, pic8, dd, cc)
If a = "9" Then Call TilePicture(Dest, pic9, dd, cc)
If a = "a" Then Call TilePicture(Dest, pic10, dd, cc)
If a = "b" Then Call TilePicture(Dest, pic11, dd, cc)
If a = "c" Then Call TilePicture(Dest, pic12, dd, cc)
If a = "d" Then Call TilePicture(Dest, pic13, dd, cc)
If a = "e" Then Call TilePicture(Dest, pic14, dd, cc)
If a = "f" Then Call TilePicture(Dest, pic15, dd, cc)
If a = "g" Then Call TilePicture(Dest, pic16, dd, cc)
If a = "h" Then Call TilePicture(Dest, pic17, dd, cc)
If a = "i" Then Call TilePicture(Dest, pic18, dd, cc)
If a = "j" Then Call TilePicture(Dest, pic19, dd, cc)
If a = "k" Then Call TilePicture(Dest, pic20, dd, cc)
If a = "l" Then Call TilePicture(Dest, pic21, dd, cc)
If a = "m" Then Call TilePicture(Dest, pic22, dd, cc)
If a = "n" Then Call TilePicture(Dest, pic23, dd, cc)
If a = "o" Then Call TilePicture(Dest, pic24, dd, cc)
If a = "p" Then Call TilePicture(Dest, pic25, dd, cc)
If a = "q" Then Call TilePicture(Dest, pic26, dd, cc)
If a = "r" Then Call TilePicture(Dest, pic27, dd, cc)
If a = "s" Then Call TilePicture(Dest, pic28, dd, cc)
If a = "t" Then Call TilePicture(Dest, pic29, dd, cc)
If a = "u" Then Call TilePicture(Dest, pic30, dd, cc)
If a = "v" Then Call TilePicture(Dest, pic31, dd, cc)
If a = "w" Then Call TilePicture(Dest, pic32, dd, cc)
'If a = "x" Then Call TilePicture(Dest, pic33, dd, cc)
'If a = "y" Then Call TilePicture(Dest, pic34, dd, cc)
'If a = "z" Then Call TilePicture(Dest, pic35, dd, cc)
Next i
cc = cc + PicWidth
aa = aa + MapXLength + 2
bb = bb + 1
If bb > MapYLength Then Exit Sub
GoTo 1
End Sub
'Private Sub TransparentBlt(OutDstDC As Long, DstDC As Long, SrcDC As Long, SrcRect As RECT, DstX As Integer, DstY As Integer, TransColor As Long)
' Dim nRet As Long, W As Integer, H As Integer
' Dim MonoMaskDC As Long, hMonoMask As Long
' Dim MonoInvDC As Long, hMonoInv As Long
' Dim ResultDstDC As Long, hResultDst As Long
' Dim ResultSrcDC As Long, hResultSrc As Long
' Dim hPrevMask As Long, hPrevInv As Long
' Dim hPrevSrc As Long, hPrevDst As Long
' W = SrcRect.Right - SrcRect.Left + 1
' H = SrcRect.Bottom - SrcRect.Top + 1
' MonoMaskDC = CreateCompatibleDC(DstDC)
' MonoInvDC = CreateCompatibleDC(DstDC)
' hMonoMask = CreateBitmap(W, H, 1, 1, ByVal 0&)
' hMonoInv = CreateBitmap(W, H, 1, 1, ByVal 0&)
' hPrevMask = SelectObject(MonoMaskDC, hMonoMask)
' hPrevInv = SelectObject(MonoInvDC, hMonoInv)
' ResultDstDC = CreateCompatibleDC(DstDC)
' ResultSrcDC = CreateCompatibleDC(DstDC)
' hResultDst = CreateCompatibleBitmap(DstDC, W, H)
' hResultSrc = CreateCompatibleBitmap(DstDC, W, H)
' hPrevDst = SelectObject(ResultDstDC, hResultDst)
' hPrevSrc = SelectObject(ResultSrcDC, hResultSrc)
' Dim OldBC As Long
' OldBC = SetBkColor(SrcDC, TransColor)
' nRet = BitBlt(MonoMaskDC, 0, 0, W, H, SrcDC, SrcRect.Left, SrcRect.Top, vbSrcCopy)
' TransColor = SetBkColor(SrcDC, OldBC)
' nRet = BitBlt(MonoInvDC, 0, 0, W, H, MonoMaskDC, 0, 0, vbNotSrcCopy)
' nRet = BitBlt(ResultDstDC, 0, 0, W, H, DstDC, DstX, DstY, vbSrcCopy)
' nRet = BitBlt(ResultDstDC, 0, 0, W, H, MonoMaskDC, 0, 0, vbSrcAnd)
' nRet = BitBlt(ResultSrcDC, 0, 0, W, H, SrcDC, SrcRect.Left, SrcRect.Top, vbSrcCopy)
' nRet = BitBlt(ResultSrcDC, 0, 0, W, H, MonoInvDC, 0, 0, vbSrcAnd)
' nRet = BitBlt(ResultDstDC, 0, 0, W, H, ResultSrcDC, 0, 0, vbSrcInvert)
' nRet = BitBlt(OutDstDC, DstX, DstY, W, H, ResultDstDC, 0, 0, vbSrcCopy)
' hMonoMask = SelectObject(MonoMaskDC, hPrevMask)
' DeleteObject hMonoMask
' hMonoInv = SelectObject(MonoInvDC, hPrevInv)
' DeleteObject hMonoInv
' hResultDst = SelectObject(ResultDstDC, hPrevDst)
' DeleteObject hResultDst
' hResultSrc = SelectObject(ResultSrcDC, hPrevSrc)
' DeleteObject hResultSrc
' DeleteDC MonoMaskDC
' DeleteDC MonoInvDC
' DeleteDC ResultDstDC
' DeleteDC ResultSrcDC
'End Sub
'Dim R As RECT
' With R
' .Left = 0
' .Top = 0
' .Right = Picture1.ScaleWidth
' .Bottom = Picture1.ScaleHeight
'End With
'
'TransparentBlt Form1.hDC, Form1.hDC, Picture1.hDC, R, 20, 20, vbblack


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Other User Comments
8/1/1999 5:05:00 PMMike Miller(author)

It also has a transparent bitmap maker on the bottom in 'comments, so just take that away if you need to make a transparent blit for your sprite.
(If this comment was disrespectful, please report it.)

 
8/1/1999 5:18:00 PManti

This is definitly the best engine for vb I've ever seen. Not only because of it's access, but because you can edit it to suit your needs. I hope you win the code contest with this code!
(If this comment was disrespectful, please report it.)

 
8/2/1999 3:20:00 PMZymotic

Realllyy... Really AWSOME DUDE!
This kicks ass! You just got to win that contest! :)
(If this comment was disrespectful, please report it.)

 
8/2/1999 5:35:00 PMMayor Pirkle(I wish)

Not too shabby... By the way, I'm not that advanced yet, and where did those new types, "Form", and "PictureBox", etc come from? Or is that just a dumb question?
(If this comment was disrespectful, please report it.)

 
8/2/1999 8:27:00 PMD.C.

This is an AWESOME code! I think you should win!
(If this comment was disrespectful, please report it.)

 
8/2/1999 9:34:00 PMMike Miller(Author)

That Pirkle, the types can be replaced with object, which is what most people use, but I think that using form and picturebox will be more productive by specifying what it is, so new users will know more about the code. Any question can be asked and I will awnser it. RattyRat13@aol.com if you haven't set up netscape mail or outlook. By the way, thanks for the complements everybody, as a 14 year old freshmem on the football team it feels prety good. I am going to update the code and put alot more comments and dim some stuff that I didn't dim before (if any) so they wont be declared as varible. I will soon tell everybody a link to download the code in action too. If anybody wants to put this code on their site, please do! Just
(If this comment was disrespectful, please report it.)

 
8/2/1999 9:34:00 PMMichael Miller(continue)

please don't remove the comments that say my name. E-mail me if you make a really cool game out of it. And if you can manage to sell it, please put my name as the origanal engine maker. I use Linux and belive stuff should be free so here it is, modify it, use it, and sell a program made with it. It is trademarked but don't let that bother anybody, to have a legal trade mark all you have to do is just put the TM on something and be able to prove you have been using it for a while. NO SELLING THE ENGINE IT SELF THOUGH, IT IS SPOSED TO BE FREE! IF ANYONE WANTS TO BURN THIS TO A CD AND SELL THE CD, THAT IS OK, (Thats how RedHat makes money) JUST AS LONG AS YOU ONLY CHARGE FOR YOUR WORK. (I am sure you could jack this price up pretty high, paying yourself a lot, but I don't care.) I would like an email if you do happen to sell anything from the engine, so I can see what needs improvment in my engine and improve it.

Thanks for reading this long boring letter,

Michael Miller II

(If this comment was disrespectful, please report it.)

 
8/3/1999 4:40:00 PMVbPrgmmer

Very nice tile engine, the only one that I can see that Planet Source Code has and its free.
(If this comment was disrespectful, please report it.)

 
8/6/1999 11:18:00 AMPikApIkA

Woah,really cool code. I will put it on my website if its ok with you really soon. I hope you win
(If this comment was disrespectful, please report it.)

 
8/12/1999 7:15:00 PMBob

Ne1 have this zipped up? :)
email them to me at bobseverson@hotmail.com

:) thanks!
(If this comment was disrespectful, please report it.)

 
8/13/1999 5:02:00 PMSteve

Send It Here Zipped up, I'm havin some trouble getting it together here.


Steve
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8/13/1999 9:28:00 PMmike miller

i will send it unzipped to my linux webpage, the address should be members.linuxstart.com/~tux/fte.bas
(If this comment was disrespectful, please report it.)

 
8/14/1999 7:41:00 AMWouter Steenbergen

Hi there, I didn't use this code yet, but I think the people saying you sould win the contest didn't really look at the code...
I've got one idea allready... you should for instance try to change
If b="0" Then TlWlkbl = Fls: xt fnc
If b="1" Then TlWlkbl = Fls: xt fnc
... etc
to
const cTileWalkables = "0123456789ABCDEFG"
TileWalkable = instr(cTileWalkables,b)
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8/14/1999 6:40:00 PMMike Miller

Like i said, i made this to be easy, doing if's is much easier for anybody to chamge it. And if it isn't, it still works. Amd amyways I already won.
(If this comment was disrespectful, please report it.)

 
8/18/1999 2:33:00 PMJim

:( im a new programmer and cant make sense of anything.. I dont understand anything of this.. if someone does send me simplified forms or contact me.
(If this comment was disrespectful, please report it.)

 
8/18/1999 7:30:00 PMBob

I don't understand ANY of this code. Can you send me the project in a zip file through e-mail? You can also send it to me through ICQ, my # is 35756599. Thanks in advance.
(If this comment was disrespectful, please report it.)

 
8/19/1999 9:12:00 AMDavid YaY

I am a bit rusty on using this engine.. can someone send me a
zipped up example so i can see how you use all the
functions correctly?

Thnks! YaY

p.s.
I see alot of people are having troube it might
be easier to have a exampleon the internet :-)
(If this comment was disrespectful, please report it.)

 
8/19/1999 9:09:00 PMJazzman

Quick Comment, can I get it in a ZIP file? What exactly does it DO? E-mail me!
(If this comment was disrespectful, please report it.)

 
8/20/1999 3:21:00 PMBarnabas

hello, excuse me but this is
the first tile enginge that i have seen in vb
(well actually i have not seen it yet) i have had the problem
of not getting to work becuase i do not know what
" I " am sposed to do. what controls should i put on there what do i name them
etc etc. someone please email me telling me(yes i am a beginer so please do not make fun of me

Barnabas
(If this comment was disrespectful, please report it.)

 
9/30/1999 11:47:00 AMRikiti

could you send it to me?
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12/22/1999 2:44:24 PMAlbert Nicholas

My browser didn't load all codes when I tried to look at it. Can someone send the program to me. And please do it for me becuse I'm currently developing a game and need this technique.
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5/9/2000 10:57:25 PMBigNasty

could you post a sample project or something, im lost with how to use this im still a beginner Thanks!
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8/10/2000 1:45:25 PMSlicerMan

I don't quite understand how to use the engine. Like what should be in the form load to get the engine started, how to load the map, and the tiles. Sorry, I'm new at this. Send me at SlicerMan@hotmail.com Please. Thanks!
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8/11/2000 6:49:23 PMMike Miller

Anybody want to make a roleplaying game with me(the designer of the engine). Email me. Rattyrat13@aol.com
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8/23/2000 4:03:31 AMAshlawn Kemling

I have Tile Layer (Map Editor) that I made about a year ago that saves to a format similar to the numbers, but this code will help me speed up the redrawing process of the map. I also apdapted the editor to make an engine which was basically the editor, but with movement controls.

--Ashlawn Kemling
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3/14/2001 1:16:35 PMRussell Judge

A suggestion on Sub TileMake, to allow an unlimited number of pictureboxes--in the sub, define only one picturebox and define it as a variant. When calling it, pass it an array of pictureboxes. You can use Lbound and Ubound to find the limits of the array. You'll need to refine the call to the Sub a little more to handle the lack of a hardcoded limit, but making such a change will improve the versatility of your engine. After all, a sophisticated game might easily make use of more than 35 tiles.
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3/4/2002 12:28:59 AMreml

How do you directly load an image into a hDC without any pictureboxes?
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7/24/2004 3:34:37 AMJeroen van de Ven

Hoe come it has more than 5 globes???
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