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DarkBASIC Discussion / Beginner - Need Help!

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Bond 007
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Joined: 16th Jul 2005
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Posted: 17th Jul 2005 02:35
I got a copy of dark basic when i was 14 and now i'am 16 but still i can't use this programming language possibly because i kept on messing around with hard tutorials...

Now what should i do first and what about the graohics of my game?
Ooska
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Posted: 17th Jul 2005 11:17
What do you mean, "and what about the graphics of my game?" ?

Weird = Unique. Unique = Human.
Im human.
NanoBrain
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Posted: 17th Jul 2005 12:15
Bond 007,

Well, if you have DarkBasic, then you have the help files and step tutorials that came along with it. It is quite common sense to start with simple subjects if the intermediate or advanced subjects are not touched by your understanding. Therefore, start with the simpilest tutorials which came with the language. The ones that speak about variables. Start simple.


+NanoBrain+
Bond 007
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Posted: 17th Jul 2005 13:24
i mean .... i try this thing for few days and the leave it ... thats how 2 years passed ... and i know a lot about basic languages .. i'am a good programmer of the little gw basic so i don't need help with those variables and small things .. i was talking about something better .. like the game Limit Rush ... and where will i get graphics for my game?? if i never created any before?
Zotoaster
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Posted: 17th Jul 2005 20:49
you can ask people in the forums

Your signature has been erased by a mod because it's larger than 600x120...
Grog Grueslayer
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Playing: Green Hell
Posted: 17th Jul 2005 21:30 Edited at: 17th Jul 2005 21:35
Start with a 2D game... then go into 3D games. Make a game that uses 2D sprites. Look at the help files under the catagory bitmap commands (or image commands if you use Pro) to load bitmaps to work with and sprite commands to create sprites from those images. Move them around the screen with some simple for next loops.

Practically everything you've programmed in GWBasic will be a googleplex times better and easier in Darkbasic (you could even copy GWBasic files into Darkbasic and debug for a couple of days, weeks, months, forever).

Just make sure to save as a text file when you're in GWBasic.

SAVE "WHATEVER.TXT",A
HWT
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Posted: 17th Jul 2005 22:31 Edited at: 17th Jul 2005 22:39
Hi there
I understand EXACTLY how you feel. Following is my advice. Forgive me if this lengthy repertoire . If you need any specific help, please do ask.

ADVICE
First start with learning how to make graphics (unless you can get people to help you with that). Don't worry Graphics making is pretty easy. I used to be really bad too but with practice I got better. Have a look at this C4 I recently modeled and textured. All thanks to a concept map I found on Google. "Google is your friend". Use Google to search for tutorials for whatever paint software package you are using (Photoshop is best for tutorials but I use PSP6 which I believe is easier but has less game oriented tutorials). If you can't get on the web for this stuff, find out if Psionic can help you with stuff. Check out his site (search for "Psionic" on Google).

Second, TAKE AS LONG AS NECESSARY to design your game in-side-out-side-in (literally and figuratively). For example, designing an RPG with many NPCs, you would have to consider:
a) how many NPCs?
b) any special talents?
c) what do they do? what is their objective?
d) where will they be?
e) how do they fit in to the whole perspective of the game?
et cetera....

Third, first consider HOW you will actually accomplish any your goals. HOW will you make the GUI - think it out, make some dummy programs to test things etc... HOW will you do some neat explosions etc...

Fourth, slowly come into the creation stage. But before this make sure you don't want to adjust any thing majorly before you actually start. Major adjustments are a hinderance to progress. Start the creation but considering the structure of the game. Try splitting the whole game into fragments - engine, graphics, AI, enemies, shooting, movement etc... Whatever suits your game.

Finally, remember to be consistent. Work at your project frequently so you don't forget it all. If you have to leave, remember to keep a note of your progress. In fact, try keeping a log book about your progress so that you'd understand where you should continue from.

"Patience is a virtue, but unlike others it is attainable. Gain patience, gain power, gain knowledge and you can have the world in the palm of your hand" - HWT

TIPS ON MAKING A GAME IN GENERAL
It's true. A good game maker never gives up until the job is done. But since we can't pay ourselves to do the job, and since there isn't any real 'job' to be done, we tend to get depressed especially when the game looks shoddy. I am guilty of this crime - it's true
However, many commercial games focus on rendering and perspective rather than reality. The GOD-send classic Deus Ex 1 actually uses this principle. If anybody still has it, try turning off lighting - just edit the "DeusEx.ini" in the System folder. Where it says NoDynamicLights=False just change it to NoDynamicLights=True and try running the game. Visit your favorite spots in the game. See how simple the graphics really are. For example, at UNATCO HQ, where the CommVan is, check out the handle of the gate - very low poly - not even textured I believe. Inside the CommVan, the table and stuff is pretty simple. I hail the Deus Ex creators for their ingenius use of lighting to darken these things and hide it from the user's perspective. It's all about perspective.

MY STORY
I got the DB demo (first one out) when I was only 11 (or 12) years old - I left it for 4 years after a NUMBER of failed projects (bad graphics, or something got in the way). Now, after 4 years, I'm still failing at most projects. But one day, I got out of my bed late at night and thought, "Simple? Can't I do simple? I can!!!". So I started on a very simple RPG, made it successfully with satisfactory graphics, and now, I have better confidence and face tougher projects.

Later, however, I got depressed when my graphics skills went rotten. So, I stopped game making all together and (which is what I'm doing now) started practising graphics making (quite easy once you get the hang of things). After my graphics sabaticle, I intend to make games again.

HelloWorld Tommorrow

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Bond 007
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Joined: 16th Jul 2005
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Posted: 18th Jul 2005 02:24
ok i have Photoshop thing , dark basic thing ... which 3d modeler should i use?
True space 3.x
or something else
HWT
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Posted: 18th Jul 2005 04:38
Whichever you feel comfortable with is okay. It should basically have the following things. Some are pretty obvious but I've included them anyway
1) You know where EVERYTHING (ALL the features) is AND how to use them.
2) It should be able to ANIMATE (depending on your game this is optional), TEXTURE and do the BASIC modelling (like cutting, edge/face editing etc...).
3) It should be able to EXPORT to any supported format (.3ds, .x etc...) ALONG WITH animations, textures and object information.
4) It should be able to SAVE/LOAD your previous work.

The real question is not WHAT you have and HOW can you use what you have. I've had PSP6 for quite some time, but until recently, I didn't know how to do anything with it

So, before you embark on a serious project, learn all the tools of your packages. Photoshop, DarkBasic, what ever modeller, you must know how to use them efficiently. You can test your efficiency simply by trying to copy models (the best way to learn in the computer art world ). You can try it right now. Try something simple, like a laptop or a phone or something. Continue until the point where you find your current skills are useless in modelling at that point. And, always try to get opinions from SEVERAL people . Average ratings are better than just 1 or 2 friends saying "that looks great!!!". It's okay to have encouragement but you need to be professional too and take the criticism. Of course, I believe the TGC community won't kill you if your model is bad but will tell you so and, maybe, tell you how to fix it (enlarge this, make this less boxy etc...).

Also, remember to keep your polygon count as low as possible. Try using lighting to hide the bad bits like Deus Ex does. Also, keep textures to 128x128 dimensions. Size and speed matter almost as much as quality - we're making games - not movies
Hope this helps

HelloWorld Tommorrow

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