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Author Topic: Just For Kids  (Read 2034 times)

LINUXQB64gltester

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Just For Kids
« on: March 05, 2013, 09:24:43 PM »
In this topic Need Help With Sounplay I started getting some ideas, that went on into using images too,
 OldDoslover was also helping, and it got as far as  being called "4kids". It was so long ago, and now what I have is more related to the animations, background images, etc, but of course the sounds will be important too, So anyway now I decided rather then bump the old topic, to start a new topic,
"Just For Kids",
 This is sort of a "starter" or introduction, animation. The artwork is very simple, not real good, and I need to  get what we had in the previous thread, and add that on,..if I can,.. anyway,..
here it is:
Code: [Select]
REM Much thanks to Unseen, and his "useing a sprite sheet" tutorial, so it code I used to do this.
REM This is being worked on and compiled with qb64 sdl version 0.94 for linux
SCREEN _NEWIMAGE(600, 400, 32)
WINDOW SCREEN(200, 100)-(420, 250)
volume = 1 '
gamestart = False '
'http:////No music or sound at this time.
'intromusic = _SNDOPEN("walking_1.wav", "VOL") '
'_SNDVOL intromusic, volume '
'_SNDLOOP intromusic '
PRINT " JustForKids"
_DELAY 1
PRINT " MY DRAWINGS "
_DELAY 1

TYPE Rectangle
    X AS INTEGER
    Y AS INTEGER
    Width AS INTEGER
    Height AS INTEGER
END TYPE
Sprite& = _LOADIMAGE("justforkids.png")
'http:// GARY SAYS The sprite we are using has 49 frames, it has 10 frames on the X axis and 5 on the Y axis.
'http:// As we are dealing with an equally spaced sprite sheet we can load all the x/y points in a set of for loops.
'http:// IN This case 18 frames
DIM SpriteImageRect(50) AS Rectangle
FOR j% = 0 TO _HEIGHT(Sprite&) - (_HEIGHT(Sprite&) / 2) STEP (_HEIGHT(Sprite&) / 2)
    FOR i% = 0 TO _WIDTH(Sprite&) - (_WIDTH(Sprite&) / 9) STEP (_WIDTH(Sprite&) / 9)
        SpriteImageRect(rectcnt%).X = i%
        SpriteImageRect(rectcnt%).Y = j%
        SpriteImageRect(rectcnt%).Width = _WIDTH(Sprite&) / 9
        SpriteImageRect(rectcnt%).Height = _HEIGHT(Sprite&) / 2
        rectcnt% = rectcnt% + 1
    NEXT
NEXT
'DO
'http:// I decided not to loop
'http:// Draw the images in turn.skip the last image as it is blank.
FOR i% = 0 TO 18
    _PUTIMAGE (200, 100)-(420, 250), Sprite&, , (SpriteImageRect(i%).X, SpriteImageRect(i%).Y)-(SpriteImageRect(i%).X + SpriteImageRect(i%).Width, SpriteImageRect(i%).Y + SpriteImageRect(i%).Height)
    _DISPLAY
    _DELAY .5 'http:////this is the _delay, can be changed to fit the music or change speed
    kb$ = INKEY$
    IF kb$ = CHR$(27) THEN SYSTEM
NEXT
'http:// I added this to have the las image "pause" a while, I guess the "backround"
'http://could alos be added here ?
FOR i% = 17 TO 17
    _PUTIMAGE (200, 100)-(420, 250), Sprite&, , (SpriteImageRect(i%).X, SpriteImageRect(i%).Y)-(SpriteImageRect(i%).X + SpriteImageRect(i%).Width, SpriteImageRect(i%).Y + SpriteImageRect(i%).Height)
    _DISPLAY
    _DELAY 5 'http:////this is the _delay, can be changed to fit the music or change speed

NEXT
'LOOP
'http:// The next image would be the "background", I still need to do that,
'http://That will be on a different sprite sheet, which also would have the animals that make the sounds
'http://(I think,) what is your opinion ?

The sprite sheet is attached.
Edited: I have changed the sprite sheet to a .png image, also edited the code accordingly
Also NOTE: On this I am using qb64 SDL version 0.94 for linux to write and compile
Edited:  I did mention this here, before, but perhaps, was not very clear,. so here we go again,
IMPORTANT NOTE  Please read this, and I suggest reading the entire thread, so that when you get to the most recent changes or mods, and code you understand what is going on, (hopefully  ;D) The main thing is
ALL of the source code, and demos, in this thread is being written, and when compiled, using the QB64 SDL V.094 and please keep the results, or comments, related to if it works, or dosen't, in this version,  I have started another thread, where I have been trying to do some with this using the GL version,
http://www.qb64.net/forum/index.php?topic=10816.msg90702#msg90702 
 That would be the appropriate place to post any results, that one has if they are using the GL version, thank you , and thank you all for your interest.
« Last Edit: March 18, 2013, 11:19:56 AM by LINUXQB64gltester »
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OlDosLover

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Re: Just For Kids
« Reply #1 on: March 05, 2013, 11:19:05 PM »
Hi all,
    Garry thats great stuff. That would make a wonderful intro to a game for kids. Perhaps we could make it a continuing theme until a key is pressed. May pay you to add some music that we could play continuously also.
OlDosLover.
 

Mrwhy

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Re: Just For Kids
« Reply #2 on: March 06, 2013, 01:13:12 AM »
We do not do enouch to ATTRACT kids to qb64!
I would like to help any way I can
For example I have two grandchildren.

fluffrabbit

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Re: Just For Kids
« Reply #3 on: March 06, 2013, 01:46:06 AM »
Quote from: Mrwhy on March 06, 2013, 01:13:12 AM
We do not do enouch to ATTRACT kids to qb64!
I would like to help any way I can
For example I have two grandchildren.
QB64 lacks the advertising of a product like DarkBASIC. There is nobody saying it's a "great easy way to make cool 3D games". When I was a child, I was not interested in programming at all. Kids like visual game-making tools. Kids like games. Programming isn't a game, is it? Maybe one of us will make a good RPG Maker clone in QB64.

Mrwhy

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Re: Just For Kids
« Reply #4 on: March 06, 2013, 02:12:41 AM »
Great food for thought, Fluffy

I have struggled mightily with Harvey age 13 next week. More intelligent than I.

His mad keen favourites are things like Swarm - he has risen there from Amoeba to Master of Many Universes. It is the CHALLENGE that attracts, yes even more than the graphics.

If we could get HIM to animate a Dalek of his own design, THAT might get him interested!
All we need is a WAY to get him STARTED ::)

fluffrabbit

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Re: Just For Kids
« Reply #5 on: March 06, 2013, 03:16:33 AM »
Quote from: Mrwhy on March 06, 2013, 02:12:41 AM
Great food for thought, Fluffy

I have struggled mightily with Harvey age 13 next week. More intelligent than I.

His mad keen favourites are things like Swarm - he has risen there from Amoeba to Master of Many Universes. It is the CHALLENGE that attracts, yes even more than the graphics.

If we could get HIM to animate a Dalek of his own design, THAT might get him interested!
All we need is a WAY to get him STARTED ::)

Oh, jeez. He is going to have to learn how to program, then, unless he uses some visual editor like Construct Classic, but even then it's not easy to learn. Animation for games has never been an easy process, because the animation has to both loop and be in a format compatible with the game. It's not freeform art. Now, if the animations were already done and he was just drawing a picture (or a series of pictures), it would be a lot easier.

One could make a simplistic yet challenging game that depended on graphic assets (PNGs) and include in the game a visual editor for those graphics (just a simple paint thingy, that's it). So, from the menu you can access the game or the graphics editor. The game logic and animation timing would be out of the player's hands, they simply draw the pictures. Would that line up with what you're thinking of?

OlDosLover

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Re: Just For Kids
« Reply #6 on: March 06, 2013, 05:12:59 AM »
Hi all,
    Funny you say that fluffrabbit i was thinking the other day that thats what QB64 needs is a gamebuilder. Interesting url. Perhaps we could do a community project on a simple one.
OlDosLover.

fluffrabbit

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Re: Just For Kids
« Reply #7 on: March 06, 2013, 08:17:12 AM »
Quote from: OlDosLover on March 06, 2013, 05:12:59 AM
Hi all,
    Funny you say that fluffrabbit i was thinking the other day that thats what QB64 needs is a gamebuilder. Interesting url. Perhaps we could do a community project on a simple one.
OlDosLover.
Simple is right. To make anything meaningful there would have to be at least a level editor. I was just talking about a sort of game template that lets you modify the art assets, not a full-blown game builder.

Mrwhy

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Re: Just For Kids
« Reply #8 on: March 06, 2013, 11:33:18 AM »
That's GREAT Guys.
It is ALL ABOUT motivation

Give them INTERESTING "stepping stones"
Make them realise that WITH QB64 jargon-nonsense keyword "abracadabra" THEY will be able to JOIN UP those stepping stones in THEIR way.
Hey "I did it myself"! ;D

Why else should my Harvey "give a damn" about qb64! ::) ::) ::) ::) ::)
Same applies to his little brother Sterling.

LINUXQB64gltester

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Re: Just For Kids
« Reply #9 on: March 06, 2013, 08:02:09 PM »
 I modified the previous pitchure and sound code that Old Doslover wrote. and added it to the "starting" animation, I made, (Hope you don't mind , OldDoslover :) )
Code: [Select]
REM Much thanks to Unseen, and his "useing a sprite sheet" tutorial, so it code I used to do this.
REM This is being worked on and compiled with qb64 sdl version 0.94 for linux
SCREEN _NEWIMAGE(600, 400, 32)
WINDOW SCREEN(200, 100)-(420, 250)
'volume = 1 '
'gamestart = False '
'http:////No music or sound at this time.
'intromusic = _SNDOPEN("walking_1.wav", "VOL") '
'_SNDVOL intromusic, volume '
'_SNDLOOP intromusic '
PRINT " JustForKids"
_DELAY 1
PRINT " MY DRAWINGS "
_DELAY 1

TYPE Rectangle
    X AS INTEGER
    Y AS INTEGER
    Width AS INTEGER
    Height AS INTEGER
END TYPE
Sprite& = _LOADIMAGE("justforkids.png")
'http:// GARY SAYS The sprite we are using has 49 frames, it has 10 frames on the X axis and 5 on the Y axis.
'http:// As we are dealing with an equally spaced sprite sheet we can load all the x/y points in a set of for loops.
'http:// IN This case 18 frames
DIM SpriteImageRect(50) AS Rectangle
FOR j% = 0 TO _HEIGHT(Sprite&) - (_HEIGHT(Sprite&) / 2) STEP (_HEIGHT(Sprite&) / 2)
    FOR i% = 0 TO _WIDTH(Sprite&) - (_WIDTH(Sprite&) / 9) STEP (_WIDTH(Sprite&) / 9)
        SpriteImageRect(rectcnt%).X = i%
        SpriteImageRect(rectcnt%).Y = j%
        SpriteImageRect(rectcnt%).Width = _WIDTH(Sprite&) / 9
        SpriteImageRect(rectcnt%).Height = _HEIGHT(Sprite&) / 2
        rectcnt% = rectcnt% + 1
    NEXT
NEXT
'DO
'http:// I decided not to loop
'http:// Draw the images in turn.skip the last image as it is blank.
FOR i% = 0 TO 18
    _PUTIMAGE (200, 100)-(420, 250), Sprite&, , (SpriteImageRect(i%).X, SpriteImageRect(i%).Y)-(SpriteImageRect(i%).X + SpriteImageRect(i%).Width, SpriteImageRect(i%).Y + SpriteImageRect(i%).Height)
    _DISPLAY
    _DELAY .5 'http:////this is the _delay, can be changed to fit the music or change speed
    kb$ = INKEY$
    IF kb$ = CHR$(27) THEN SYSTEM
NEXT
'http:// I added this to have the las image "pause" a while, I guess the "backround"
'http://could alos be added here ?
FOR i% = 17 TO 17
    _PUTIMAGE (200, 100)-(420, 250), Sprite&, , (SpriteImageRect(i%).X, SpriteImageRect(i%).Y)-(SpriteImageRect(i%).X + SpriteImageRect(i%).Width, SpriteImageRect(i%).Y + SpriteImageRect(i%).Height)
    _DISPLAY
    _DELAY 5 'http:////this is the _delay, can be changed to fit the music or change speed

NEXT
'LOOP
'http:// The next image would be the "background", I still need to do that,
'http://That will be on a different sprite sheet, which also would have the animals that make the sounds
'http://(I think,) what is your opinion ?
'http:/// added

REM
DEFINT A-Z

CONST True = -1, False = 0

'CHDIR "Images"

CONST MaxPics = 3, PicWide = 100, PicHigh = 100, MaxScrWidth = 640, MaxScrHeight = 480

TYPE Coords
    x1 AS INTEGER
    y1 AS INTEGER
    x2 AS INTEGER
    y2 AS INTEGER
END TYPE
DIM PicCords(1 TO 3) AS Coords

DIM SHARED PicNames$(3)
DIM SHARED PicHandle(1 TO 3) AS LONG
DIM SHARED mx%, my%, mbl%, mbr%
DIM Locales(1 TO MaxPics) AS INTEGER

DIM SoundFX(1 TO 3) AS LONG
DIM SomeSoundPlaying AS INTEGER
DIM SomeSoundPlayingHandle AS LONG
DIM Playing(1 TO 3) AS INTEGER
DIM Played(1 TO 3) AS INTEGER

Video& = _NEWIMAGE(640, 480, 32)
SCREEN Video&
_FULLSCREEN
'http:///added this here
FOR i% = 17 TO 17
    _PUTIMAGE (0, 0)-(820, 450), Sprite&, , (SpriteImageRect(i%).X, SpriteImageRect(i%).Y)-(SpriteImageRect(i%).X + SpriteImageRect(i%).Width, SpriteImageRect(i%).Y + SpriteImageRect(i%).Height)

NEXT

_MOUSESHOW
GOSUB MakCoords
GOSUB LoadPics
GOSUB LoadSoundFXs
GOSUB DisplayPics

DO
    _LIMIT 30

    MousePoll
    GOSUB PollPics
    PRINT
    COLOR _RGB32(255, 255, 255)
    LOCATE 1, 1
    'http:/// I remarked these 2 lines to eliminate the mouse cordinate windows
    'PRINT "X="; mx%, "Y="; my%, "LB="; mbl%, "RB="; mbr%
    'LOCATE 2, 1: PRINT "Selected Picture="; PicSelected%
    GOSUB HighlightSelection
    GOSUB AnySoundFXStillPlaying
    IF AnyFXPlaying = True THEN
        'do nothing till current soundFX is finished playing
    ELSE
        IF PicSelected% <> OldPicSelected% THEN GOSUB ResetPlayed
        IF PicSelected% <> 0 THEN GOSUB Chek4SoundFXNowPlaying
        OldPicSelected% = PicSelected%
    END IF
    _DISPLAY
LOOP UNTIL _KEYDOWN(27)
SLEEP
SYSTEM
'---------------------------- GOSUBS
AnySoundFXStillPlaying:
'Are any SFX currently playing
AnyFXPlaying = False
FOR t% = 1 TO 3
    AnyFXPlaying = _SNDPLAYING(SoundFX(t%))
    IF AnyFXPlaying = True THEN EXIT FOR
NEXT t%
RETURN

Chek4SoundFXNowPlaying:
'Is the wanted sound already playing
Playing(PicSelected%) = _SNDPLAYING(SoundFX(PicSelected%))
IF Playing(PicSelected%) = True THEN
    RETURN
ELSE
    GOSUB Chek4SoundFXBeenPlayed
END IF
RETURN

Chek4SoundFXBeenPlayed:
' Has this sound been played before while in this selected state
IF Played(PicSelected%) = True THEN
    RETURN
ELSE
    GOSUB PlaySoundFX1
END IF
RETURN

ResetPlayed:
FOR t% = 1 TO 3
    Played(t%) = False
NEXT t%
RETURN

PlaySoundFX1:
SELECT CASE PicSelected%
    CASE 1
        _SNDPLAY SoundFX(1)
        Played(PicSelected%) = True ' <--- workd but needs to be toggled when new selection occurs
    CASE 2
        _SNDPLAY SoundFX(2)
        Played(PicSelected%) = True ' <--- workd but needs to be toggled when new selection occurs
    CASE 3
        _SNDPLAY SoundFX(3)
        Played(PicSelected%) = True ' <--- workd but needs to be toggled when new selection occurs
END SELECT
RETURN

PollPics:
IF mbl% = -1 THEN
    'button is down check x and y coords
ELSE
    RETURN
END IF

SELECT CASE my%
    CASE 100 TO 200
        'we in correct range up and down the screen
    CASE ELSE
        PicSelected% = 0
        RETURN
END SELECT

SELECT CASE mx%
    CASE PicCords(1).x1 TO PicCords(1).x2
        PicSelected% = 1
        AnimalName$ = "APE"
    CASE PicCords(2).x1 TO PicCords(2).x2
        PicSelected% = 2
        AnimalName$ = "BEAR"
    CASE PicCords(3).x1 TO PicCords(3).x2
        PicSelected% = 3
        AnimalName$ = "CAT"
    CASE ELSE
        PicSelected% = 0
END SELECT
RETURN

HighlightSelection:
FOR t% = 1 TO 3
    IF PicSelected% = t% THEN
        FOR tt% = 0 TO 2
            LINE (PicCords(t%).x1 - tt%, PicCords(t%).y1 - tt%)-(PicCords(t%).x2 + tt%, PicCords(t%).y2 + tt%), _RGB32(255, 255, 0), B
        NEXT tt%
        COLOR _RGB32(255, 255, 255)
        _PRINTSTRING (PicCords(t%).x1 + 10, PicCords(t%).y2 + 10), AnimalName$
    ELSE
        FOR tt% = 0 TO 2
            '     LINE (PicCords(t%).x1 - tt%, PicCords(t%).y1 - tt%)-(PicCords(t%).x2 + tt%, PicCords(t%).y2 + tt%), _RGB32(0, 0, 0), B
        NEXT tt%
        COLOR _RGB32(0, 0, 0)
        BlankName$ = "        "
        _PRINTSTRING (PicCords(t%).x1 + 10, PicCords(t%).y2 + 10), BlankName$
    END IF
NEXT t%
RETURN

MakCoords:
TotalPicWide% = MaxPics * PicWide
TotalBlankWide% = MaxScrWidth - TotalPicWide%
TotalNumberSpaceBetweenPics% = MaxPics + 1
IndividualSpaceBetweenPics% = TotalBlankWide% \ TotalNumberSpaceBetweenPics%
FOR Locations% = 1 TO MaxPics
    Locales(Locations%) = IndividualSpaceBetweenPics% * Locations% + Gap%
    PicCords(Locations%).x1 = Locales(Locations%)
    PicCords(Locations%).x2 = PicCords(Locations%).x1 + PicWide - 1
    PicCords(Locations%).y1 = 100
    PicCords(Locations%).y2 = PicCords(Locations%).y1 + PicHigh - 1
    Gap% = Gap% + 100
NEXT Locations%
RETURN

DisplayPics:
FOR t% = 1 TO 3
    _PUTIMAGE (PicCords(t%).x1, PicCords(t%).y1)-(PicCords(t%).x2, PicCords(t%).y2), PicHandle(t%), Video&
NEXT t%
RETURN

LoadPics:
FOR t = 1 TO 3
    READ Temp$
    Temp$ = RTRIM$(LTRIM$(Temp$))
    PicNames$(t) = Temp$
    PicHandle(t) = _LOADIMAGE(Temp$, 32)
    IF PicHandle(t) = -1 THEN
        PRINT "Image not found"
        dummy$ = INPUT$(1)
        SYSTEM
    END IF
    'PRINT Temp$, PicHandle(t)
NEXT t
RETURN

LoadSoundFXs:
FOR t% = 1 TO 3
    READ Temp$
    SoundFX(t%) = _SNDOPEN(Temp$, "VOL,SYNC")
    IF SoundFX(t%) = 0 THEN
        PRINT "Unable to load sound effect ,"; Temp$
        dummy$ = INPUT$(1)
        SYSTEM
    END IF
    'PRINT Temp$, SoundFX(t%)
NEXT t%
RETURN


'============================== CALL SUBS
SUB MousePoll ()
DO WHILE _MOUSEINPUT
    mx% = _MOUSEX: my% = _MOUSEY: mbl% = _MOUSEBUTTON(1): mbr% = _MOUSEBUTTON(2)
LOOP
END SUB

'****************************** DATA
DATA Ape1.bmp,Bear1.bmp,Cat1.bmp
DATA Ape-se.wav,Bear-se.wav,Cat-se.wav


 
  You will need these files also :
  4KidsTemp1.rar 
 and also the Sprite sheet,
SPRITE SHEET 
 I do plan to add a "background" image, to the sprite sheet, I think I understand now how to do that, so it will work.
 I also would like to make it clear, what I am doing with this is, intended to be as "open source" and free, to anyone,  I do not wish to get mixed up with anyone wanting to try to exploit this commercially.
Quote
From Me:
Edited: Also , please, for those that are trying to start other topics, within this thread, GO START YOUR OWN TOPIC, on "DarkBASIC", what ever that is, This TOPIC, is not about "what is lacking in qb64", either, nor is it about "Construct Classic,"'Amoeba to Master of Many Universes", and "Swarm".
 I am using QB64, and that is ALL I am intersted in.  PLEASE DO NOT TROLL ME !
OFF TOPIC  I would like to keep this thread related to QB64 and  code related to this " Just For Kids " project I am working on.
 I am trying my hardest to be polite, PLEASE DO NOT RESPOND TO this HERE, and continue posting your "troll" posts in this thread. If you do have comments, you can post them in the thread that the above link goes to, or anywhere else , but please not here,
Thank you 
« Last Edit: March 09, 2013, 08:27:00 PM by LINUXQB64gltester »
For off topic discussions :
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Also
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"QB64 has a great future!"

Mrwhy

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Re: Just For Kids
« Reply #10 on: March 06, 2013, 11:45:48 PM »
Please restrict your quotes to quoting the words of others

OlDosLover

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Re: Just For Kids
« Reply #11 on: March 07, 2013, 02:18:54 AM »
Hi all,
    What do you think about this Garry?
Code: [Select]
REM
REM This is being worked on and compiled with qb64 sdl version 0.94 for linux
DEFLNG A-Z

Intro& = _NEWIMAGE(600, 400, 32)
SCREEN Intro&

PRINT " JustForKids"
_DELAY 1
PRINT " MY DRAWINGS "
_DELAY 1

IntroSprite& = _LOADIMAGE("justforkids.bmp")
WWidth& = _WIDTH(IntroSprite&)
HHeight& = _HEIGHT(IntroSprite&)
SpritesAcross& = 9
SpritesDown& = 2
SpriteWidth& = WWidth& / SpritesAcross&
SpriteHeight& = HHeight& / SpritesDown&

DO
  x1% = 0: y1% = 0
  FOR t = 1 TO 9
    _PUTIMAGE , IntroSprite&, Intro&, (x1%, y1%)-(x1% + SpriteWidth& - 1, y1% + SpriteHeight& - 1)
    x1% = x1% + SpriteWidth&
    _DELAY 1
  NEXT t
  x1% = 0: y1% = SpriteHeight&
  FOR t = 1 TO 9
    _PUTIMAGE , IntroSprite&, Intro&, (x1%, y1%)-(x1% + SpriteWidth& - 1, y1% + SpriteHeight& - 1)
    x1% = x1% + SpriteWidth&
    _DELAY 1
  NEXT t
LOOP WHILE INKEY$ = ""

SYSTEM

Did You want to add a piece of music for the intro only?
OlDosLover.
« Last Edit: March 07, 2013, 02:24:30 AM by OlDosLover »

Mrwhy

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Re: Just For Kids
« Reply #12 on: March 07, 2013, 02:39:26 AM »
Yes a great start.
Needs a better title than the belittling "Just for Kids"
Ask YOUR grandchildren!
A title that INTERESTS them by saying in effect that THEY could now do things that interest THEM, starting from here (with the help of qb64)

LINUXQB64gltester

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Re: Just For Kids
« Reply #13 on: March 07, 2013, 04:59:12 AM »
Quote
Did You want to add a piece of music for the intro only?
OlDosLover.
Yes, that would be nice, but off hand I still do not have the "music", if you have a song or some "theme", that we can use, that would be fine, the main thing will be the "code", to play the song,..
 I like this , because it allows the user to either keep watching the animation, or when they hat "anykey" it breaks the loop and could move on,..
Code: [Select]
LOOP WHILE INKEY$ = ""  From now on I will be posting changes and updates here:
"Just for Kids "    It is impossible to start a topic here, without being harassed.
 Guess for now that is all.
 Thanks
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Amaysim

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Re: Just For Kids
« Reply #14 on: March 09, 2013, 08:29:11 AM »
Gee thats a really good idea for early learning for kids OlDos and Mr Garry. I like the intro its like a movie.

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