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 Post subject: Blue Eye macro tutorial game
Thanked: 7 time(s)  Unread post Posted: Fri Oct 29, 2010 7:49 pm 
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Hey guys,

While I'm still working on Blue Eye every single day, I have also started developing a Blue Eye - Tutorial Game.

The purpose is to make a small game with 10 to 25 levels of increasing difficulty.
Which requires a wide range of the features in Blue Eye to be used to complete all levels, this will be a nice way to learn about features you might not have thought of, and get ideas for situations in which a feature of Blue Eye could be used, as well as serve as a general challenge for forum users, And trust me, I will make sure the final levels are NOT easily completed!, but obviously 100% doable.

For the first 10 levels or so, I plan on making it possible to get help from comments inside the game, in case you get stuck.

The UI, and first 4 levels have been completed already.

So, if anyone has got any nice ideas for levels that could be included in BE, to utilize specific functions, please let me know by sending me a PM or just post your idea here.

I don't expect the game to be ready for the next release of Blue Eye, since I'm extremely busy at the moment, adding support for retrieving screen dumps from the DirectX buffer for games running in true full screen mode, as well as adding features to bypass Anti-botting techniques such as GameGuard and others.

I'm very much interested in hearing your thoughts in general of such a game, do you think its a good/bad idea and why?

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 Post subject: Re: Blue Eye macro tutorial game
Thanked: 0 time(s)  Unread post Posted: Sat Oct 30, 2010 2:19 am 
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To be honest, it sounds like a great idea :)!

I for one, would love to test my Blue-Eye skills and see if I'm up to the challenge.

Plus, your reasoning seems sound, turn using Blue-Eye into a 'game' and at the same time learn new features and the contexts in which you may use them. There seems however one key thing missing; an incentive.

Although people may enjoy using Blue-Eye, it seems most of the people who come here require just a specific macro for a certain job, and therefore, may find it a less efficient use of their time.


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 Post subject: Re: Blue Eye macro tutorial game
Thanked: 0 time(s)  Unread post Posted: Sat Oct 30, 2010 5:08 am 
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I'd say some ideas for levels to incorporate the most popular macros people discuss on the forum or request, like (some easier than others, just wrote them as they came to me):

- Fishing bot: Have a level where you have to create a macro to follow a colored line, wait for specific image to pop up, then click on it (to move to next level).
- Read text/math: A level where you have to read a number from notepad, read another number from a IE, then use macro to evaluate a formula to get winning number
- Record (simple game bot): A level where you have to record some mouse movement/clicks, key presses, then change code to different timing (like 1/2 or 2x speed) to properly run macro on test screen to move on
- Investigator: A level where you have to use investigator to get get specific color and screen coordinates, then use them to click on something to move on (maybe even event triggered)
- Variable: Set a variable then pull a variable from the screen (like coordinates), use math function to evaluate new variable to click on corresponding screen coordinate
- Key Press: use macro to type specific letters into input box to move on
- Maybe some easy ones like name a macro, create a category, save a screen shot with investigator, use repository to run a macro
- Level 11: Tetris bot :D (free account upgrade to lifetime contributor); winning Tetris bot...not just moves pcs to bottom and you lose.

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 Post subject: Re: Blue Eye macro tutorial game
Thanked: 0 time(s)  Unread post Posted: Sat Oct 30, 2010 9:26 am 
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Thank you for the input guys :)

I got the idea from Cheat Engine (the best memory searcher/editor out there!)

I found great joy in completing all levels of their tutorial game, and I leaned a lot from it, like manually locating base pointers to memory addresses holding information about your HP in a game, or anything else really.

I found it to be a great reward personally, that I gained knowledge of a whole new way of getting information about what was going on inside a game, simply by reading the information from memory, and that goes very well hand in hand with Blue Eye, since I could then use these memory pointers in Blue Eye to let a value of a given address in memory, trigger some actions to be performed by Blue Eye.

Id love to have some sort of reward for completing the game, however that would be very hard to implement, since the levels would be the same for everyone, and therefore easily shared between users, meaning, it would be impossible to determine if you completed the game solo, or just followed a guide somewhere.

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 Post subject: Re: Blue Eye macro tutorial game
Thanked: 0 time(s)  Unread post Posted: Sat Oct 30, 2010 12:55 pm 
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But of course, the first to complete a difficutl question can still be rewarded as there is no source to copy :P

But, yeah, I know what you are talking about with the Cheat Engine example, I used to use it a lot back in the day :)

Regardless, it seems like a great addition to the BLue-Eye software.


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 Post subject: Re: Blue Eye macro tutorial game
Thanked: 0 time(s)  Unread post Posted: Sat Dec 11, 2010 10:28 pm 
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to avoid answer sharing etc... maybe you should organize scheduled challenge:

when one new level of the game is ready, users suscribe to the event... once enough users have suscribed (to your convenience) you open the event by posting the 'what to do' and the first people who comes with an answer get a reward.

After that let all past events accessible to newly registered people but it will be up to them to get help or not...


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 Post subject: Re: Blue Eye macro tutorial game
Thanked: 0 time(s)  Unread post Posted: Sun Dec 12, 2010 12:33 pm 
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Thank you for the proposals.

I think I will make the game download new levels from a webserver, directly from inside the game, as new "Challenges" are released.

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 Post subject: Re: Blue Eye macro tutorial game
Thanked: 0 time(s)  Unread post Posted: Mon Dec 13, 2010 9:10 am 
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I really like the idea that you can learn and play at the same time. Something the schools could learn from ;D
I'm looking forward to see what you come up with and I would love to help finding new levels etc. So that others (including myself) can start to create some more cool macros :)

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 Post subject: Re: Blue Eye macro tutorial game
Thanked: 0 time(s)  Unread post Posted: Thu Feb 10, 2011 12:31 pm 
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Definitely a cool idea.

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 Post subject: Re: Blue Eye macro tutorial game
Thanked: 0 time(s)  Unread post Posted: Thu Feb 10, 2011 1:09 pm 
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I have the first 13 levels completed at the moment, but I am still doing some changes. Hopefully I will have a version 1 of the BE game ready for release within the next couple of
months.

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