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2D All the way! / Jack Steele and the Tower of Horrors - (PlayBasic)

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Indigo
22
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Joined: 9th Mar 2003
Location: United States
Posted: 6th Aug 2005 04:44
some of you may have wondered if PlayBasic is powerful enough to make a decent quality game. well, I entered into the 72 hour programming compo with the language to find out for myself and it turned out to be a success.

the team:
Bugboy: programming
Calypson: programming, art
Moose: music, sfx

well the compo is over....our team was doing very well near the begginning, but then everything went wrong during the last 12 hours so things didn't turn out as we had hoped. We wanted the game to go further, but do to time restrictions, we couldn't. but other than that our game turned out pretty good. We will continue to work on this project and give you guys a better version.



screenshots:




Download:
http://www.insectiledonut.com/jacksteelpb.zip

the 72 hour programming compo forum:
http://www.finalredemption.com/72hourgdc/board/index.php?s howtopic=361

Shoot for the moon. Even if you miss, you'll land amongst the stars.
NanoBrain
20
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Joined: 20th Jan 2005
Location: Portland, OR
Posted: 6th Aug 2005 10:26
Calypson,

That's not too bad for just 72 hours of creation time. Good job team.


+NanoBrain+
MikeS
Retired Moderator
22
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Location: United States
Posted: 6th Aug 2005 20:56
Hey that was pretty fun.

I especially love the effects of the flame thrower.

I'd love to see you expand on this. More levels plus a storyline would be awesome. The atmosphere was well done, and I enjoyed all the sounds in the game(Give your sound guy some kudos).

I truly am a sucker for these types of games.
I might have to take a closer look at PB now.



A book? I hate book. Book is stupid.
(Formerly Yellow)
BlinkOk
21
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Posted: 8th Aug 2005 06:29
cool game. awesome effort for the time.
i'd be really interested to hear your thoughts on how playbasic made this game easier to make. which aspects of playbasic made it easier to create over using say DB, DBpro or Blitzbasic.

P4 2.8Ghz, 2Gb, 128Mb Radeon Pro, Dark Basic PRO
Indigo
22
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Joined: 9th Mar 2003
Location: United States
Posted: 8th Aug 2005 07:20
thanks, BlinkOK, and very good questions.

Me, being a DBP programmer myself and have created some pretty good games with it such as Fatuus (http://forum.thegamecreators.com/?m=forum_view&t=36739&b=8), I have found that for any 2D game - PlayBASIC is by far the better language to use.

DB uses 3d methods of creating 2d sprites which is very uneffective if you want pixel-perfect stuff. I, being a pixel artist, of course want to make sure my game looks the exact level of quality that i originally designed it to be.

One thing that i had to master with other programming languages was the 2d tile engines. I came up with algorithms to only render tiles that were present on screen and completely ignoring tiles outside. I came up with scrolling methods and pseudo cameras (which we all know you can have camera's in 2d - so i made my own) that would make it appear as if the camera was following a character around on screen while in reality - the bg was the thing that was moving. I also had to come up with editor engines as well as game engines in order to get a decent game going

...... well, in PB, all of this has been made a whole lot simpler. PB uses a true 2d engine that is compatible with alot of really old computers as well - meaning GFX quality is still there. PB also has many tile commands built into the language. It has map commands that will automatically crop tiles out of the screen boundries. another thing that truely helped the making of this game was the use of the camera commands. PB has pre-programmed pseudo cameras for you which is very simple to use and acts alot like the 3d cameras in DB. As far as dealing with editors, PB has many commands to make the job very simple and it automatically organizes the tile data for you. PB even has a simulated z depth. it will automatically draw sprites in order of their z-depth that you asssign to it and it doesn't matter which sprite you render first cuz pb will put it in it's right place. Basically - PB was perfect (especially for a 72 hour compo) - for the creation of a tile based game such as this. It also has many other advantages dispite the tile engine, but I wont get into that because it doesn't directly relate to this particular game.

dispite actual programming advantages - the IDE was extremely smooth, professional and easy to look at. As simple as it sounds, that is truely an important thing to me. I have never been fond of the DBP and especially the DBO IDE. DBP is almost to a point of being good, but its still a little tacky with the grey code screen in all. You can customize the PB editor to color code the commands, numbers, text, etc exactly how you want. One last and final thing that i liked about PB over DB is the one-word commands. Its so tacky and confusing to have commands seperated by spaces. PB does not do this. anyway - overall - if DB worked and looked like PB, it'd be much more to my liking.

one last note: PB is soon to have a 3d engine. It looks pretty promising. Once it has that - i would truely prefer PB over DB any day.

Shoot for the moon. Even if you miss, you'll land amongst the stars.
BlinkOk
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Posted: 8th Aug 2005 10:43
thanks calypson. very informative

P4 2.8Ghz, 2Gb, 128Mb Radeon Pro, Dark Basic PRO
Indigo
22
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Location: United States
Posted: 10th Aug 2005 18:28
too bad i can't post this in the showcase section. it'd probably get more attension in there.....maybe i'll post at gamedev

Shoot for the moon. Even if you miss, you'll land amongst the stars.
Kevin Picone
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Joined: 27th Aug 2002
Location: Australia
Posted: 11th Aug 2005 07:59
Well, we were wondering that also. So I asked Rich about posting PB productions into the annoucement board..

Here's his reply.

Quote: "
Hi Kevin,

Wednesday, August 10, 2005, 6:25:07 PM, you wrote:

KP> Would it be (or is it) possible to allow PB creations in the
KP> program annouce board on TGC ?

I see no reason why they aren't allowed already.

Cheers,

Richard Davey
"


Seems like a green light to me

Kevin Picone
[url]www.underwaredesign.com[/url]
Play Nice! Play Basic (Release V1.08 Out Now)
Kevin Picone
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Location: Australia
Posted: 11th Aug 2005 08:09
Quote: " one last note: PB is soon to have a 3d engine. It looks pretty promising. Once it has that - i would truely prefer PB over DB any day."


Well, that's a very nice thing to say. Although we do have a few 'hurdles' to go before PB3D becomes a reality.

The thing I'm most excited about now is next few updates, as I can finally get stuck back into the compiler/optimizations.

Kevin Picone
[url]www.underwaredesign.com[/url]
Play Nice! Play Basic (Release V1.08 Out Now)
MikeS
Retired Moderator
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Posted: 11th Aug 2005 23:18
Kevin, has Jedive added on to his 3D engine for PB recently?
(Sorry to go off topic)



A book? I hate book. Book is stupid.
(Formerly Yellow)
Kevin Picone
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Location: Australia
Posted: 12th Aug 2005 05:56
Well, apparently he's written a wrapper for Play Basic. However, since making the announcement, we haven't heard much more about it. So I dunno if 3D zone will come standard with a PB support or not. If not, we'll just add our own support library for it.

Kevin Picone
[url]www.underwaredesign.com[/url]
Play Nice! Play Basic (Release V1.08 Out Now)

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