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DarkBASIC Professional Discussion / DarkBASIC Professional 6.0 Suggestions

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Darkbasic MADPSP
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Posted: 9th Nov 2005 18:07
.max support would be nice i think

Scraggle
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Posted: 9th Nov 2005 18:33 Edited at: 9th Nov 2005 18:34
I would like Sprite Priority to be set at a higher initial default level. Having it at zero (as it is now) means you can't set a sprite at a lower priority unless you increase the priority of EVERY other sprite!

Also, staying with sprites and priorities. It would be very helpful if we could Set Sprite Priority on a sprite that has not been created yet. That priority is then applied to the sprite at the time of creation. The reason? ... sprites are often created within the main loop, at the time of positioning. It is not efficient to set the priority of the sprite every loop. So, what I do is create all sprites at the beginning of my code and position them off screen. Then set the priority of them ready for when they are used. Not a great way to do things but the only way I know of with the way sprites work now.

Thanks for listening


Great Britain would be Amazing Britain if it wasn't for idiots like you bringing down the average!
Grog Grueslayer
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Posted: 9th Nov 2005 20:50 Edited at: 9th Nov 2005 20:50
Quote: "So, what I do is create all sprites at the beginning of my code and position them off screen. Then set the priority of them ready for when they are used."


You could combine the creation of the sprite and the sprite priority in a function.

FINN MAN
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Posted: 9th Nov 2005 21:11
Quote: "Maybe something like in C++, where you can load up the command set that you use. Would speed up the program alot

Oh, and get rid of the work 'basic', makes it sound like a toy
"


What, why would they make Dark Basic Pro into a C++ like language, It is called Dark Basic Pro for a reason it is based off of the BASIC language you know the "Beginners' All-purpose Symbolic Instruction Code".
Zotoaster
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Posted: 9th Nov 2005 21:20 Edited at: 9th Nov 2005 21:24
@Finn man

no, it still uses BASIC Syntax, it wouldn't exactly turn it into c++ to load up the command set.. besides, what's wrong with concentrating on performance a little

@david iz cool

to get the ground height just send a raycast (using the intersect object command) from your players position down to 0, and go from there


mousequik
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Posted: 9th Nov 2005 22:39
ok,i currently just want one small command:

get ground height for an xfile.==> Return Float=INTERSECT OBJECT(Object Number, X, Y, Z, ToX, ToY, ToZ)

David iz cool
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Posted: 10th Nov 2005 18:50
"to get the ground height just send a raycast (using the intersect object command) from your players position down to 0, and go from there"


i dont understand.how do i get the xfile ground position where my player is with just this command??
Me!
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Posted: 10th Nov 2005 19:24
put in the number of the ground model where it says object number
put in the player object x,y and z
put in the player x and z and a position well below the player eg
x,y-300,z
the number returned is the distance from your player to the ground
so if the player is 2 units tall and the value returned is 2.34
then

1/2 player height (where position is calculated from) =1

so

2.34 - 1 = 1.34

so the ground is 1.34 units below the player

so decrease his y by 1.34, and he follows the ground

easy



if there is one thing I can NOT tolerate, it`s intolerant people.
David iz cool
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Posted: 10th Nov 2005 23:16 Edited at: 11th Nov 2005 01:37
thank you Me!!

i got it working finally! thank you so much for your help!

Advancement Games
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Posted: 10th Nov 2005 23:51
I will be editing the first post again with the good suggestions we have gotten.
Grog Grueslayer
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Posted: 11th Nov 2005 02:45
Quote: "I will be editing the first post again with the good suggestions we have gotten. "


Thanks for adding my command requests.
David iz cool
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Posted: 11th Nov 2005 03:24
one more suggestion:

multiple mirrors
Advancement Games
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Posted: 11th Nov 2005 16:03
You can already do everything you have asked David iz cool.
Jess T
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Posted: 11th Nov 2005 16:14
David, please, please stop posting in this thread. All you are doing is showing how very, very little you know about programming.

If you want to suggest something, find 25cent and call someone that cares, until then, please learn something of your own acord rather than getting people here to hold your hand through life!

Team EOD :: All-Round Nice Guy
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David iz cool
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Posted: 11th Nov 2005 18:17
well,that was going to be my last reply here,since everything else i suggested seems to already be possible with dbp.

i dont see how my last reply was ignorant.ive tried to make a mirror floor,4 mirror walls & ceiling.doesnt work,so i think this is a decent suggestion.
Advancement Games
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Posted: 11th Nov 2005 18:58
Look at the manuel, get the book from the library, and post in Newbie corner first to get to the point where you can make games fully with DBP. Don't take it as an insult, but you really need to learn more about DBP before posting.
Scraggle
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Posted: 17th Nov 2005 10:09
Quote: "You could combine the creation of the sprite and the sprite priority in a function."


That's not a good idea because of this :
Quote: "It is not efficient to set the priority of the sprite every loop."


using your function to position the sprite would mean setting its priority every loop ... not good


Great Britain would be Amazing Britain if it wasn't for idiots like you bringing down the average!
Mac
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Posted: 17th Nov 2005 12:31
The thing I would really like to see is the ability to hide objects per camera, it's a selfish want I admit, it would make something I have been trying to do so much easier.
CPU
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Posted: 17th Nov 2005 15:55
@Mac - True, but if it were possible to independently sync the cameras you could show the object when syncing the first camera and then hide it when updating the second camera, which is definatly something I would like to see implemented.

CPU

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Mac
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Posted: 17th Nov 2005 16:36
Either way works for me, that would be pretty cool actually, in theory you could have different cameras running different sync rates, that has some nice possibilities for increasing performance by syncing less important camera views less frequently.

/\/\@<
Matinuker
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Posted: 17th Nov 2005 21:27 Edited at: 17th Nov 2005 21:29
I think that it would be nice to be able to compile .Dll's with functions that you have coded in it but that's really low priority and may not even be possible
Grog Grueslayer
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Posted: 17th Nov 2005 22:34
Quote: "using your function to position the sprite would mean setting its priority every loop ... not good"


It's not made to position the sprite every loop... it's to be used only when the programmer wants to initially create the sprites. It has the x and y coordinates so the sprite can be positioned during creation. Moving the sprites from their starting location is the job of other functions and/or do/loops because once the priority has been set (during creation of the sprite) there's no need to reasert the priority every loop.
ZtEaLmAx
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Posted: 19th Nov 2005 11:37
I would like to se an Autoupdate function!



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Magic Marker
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Posted: 22nd Nov 2005 14:45
Just two things.

1. Documentation.
2. Make the obvious stuff work

Documentation
When I look up how to use a command and click Example, I just want to see that command in use. To demonstrate collisions two object colliding is enough. I don't need Multiple Balls and blocks bouncing around paying sounds in a textured world.

If there are multiple commands to be demonstrated each should be demo'd in a small 5 line program, rather than cramming them all into a 5 page program.

I'm pretty sure there are Example programs in DBPro that don't even include some of the commands that they are supposed to be demonstrating.

I've invested in the Hands On book, and I hope that helps. But I'm also looking at alternatives like Torque and Blitz because I'm really not sure I'll be shelling out for DB Pro 6. It would have to be a serious step up.

2. Make the obvious stuff work.

There are two types of programming languages. Ones that constantly surprise you with the things you can do. When you are learning a programming language your first instinct is to try intuitive things.
In good programming languages the intuitive way more often than not will work. Delphi was one of the best examples of a language that constantly surprised me.

Then there are tools and languages that constantly underwhelm you. They dissapoint. The obvious way of doing something doesn't work.
I love Visual Basic and have used it for years, but it constanly frustrates me. I'd put DarkBASIC defintiely in the frustrating camp.

A simple example is I recently tried to pass an Array to a function as a parameter and it didn't work. Perhaps it's possible, perhaps it's not, but it doesn't work the obvious way. And the documentation doesn't mention it at all one way or the other.

-MM
Italy Portugal
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Posted: 24th Nov 2005 23:01
Maybe this hasn't already been mentioned,
How about support for files from DirectMusic Producer?

I know that the Producer can create MID and WAV files, but it would be really cool to be able to have interactive music in a game, and be able to add in and change different instruments.

Some people confuse issues in order to not understand them
Sergey K
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Posted: 5th Dec 2005 15:17
hey all, i have a new suggersion for dbp

i've used visual basic .net/.net2 for a while and im impressed of one command called "Try/End Try"

it used in that way:
Try
`Your Code Here
Catch
`Other Code here
end try

so basiclly, this command will stops the program crash..
when u puting a command that might crash at "Try" and if its gonna crash, so the TRY will catch the crash...


BlueLightOnline Coming Soon. (95%)
wh1sp3r
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Posted: 5th Dec 2005 15:24
and what Advanced terrain, which can be modified realtime ?

command:
Set advanced terrain height
Get advanced terrain height

and

Texture advanced terrain ( base texture )
Texture advanced terrain tile (detail)

or by mask, and layers ? max layers is 8, isnt it ?

Its my suggestion.

PS: Real programmers aren't afraid of math!.

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OSX Using Happy Dude
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Posted: 5th Dec 2005 15:31
As DX10 apparently wont be backwards compatiable with DX7-9, it may mean Lee & Mike will need to do a new version of DBPro whether they like it or not - unless DX9 will be able to be run under emulation.

Sergey K
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Posted: 5th Dec 2005 17:26
@general: its already exists..


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games coder
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Posted: 5th Dec 2005 22:43 Edited at: 5th Dec 2005 22:44
I don't believe anything similar to this has been posted, but how about a directx video capture command? Perhaps it could be used to set a video source to an image. Sample commands:

PERFORM CHECKLIST FOR CAPTURE DEVICES (fills checklist with a unique number attached to each device as well as possibly a name)

SET CURRENT CAPTURE DEVICE number
SET CAPTURE TO IMAGE [number], image number
SET CAPTURE TO SCREEN [number], x, y

I could see commands like these being useful for interesting screensavers, webcam programs (with FTP), or possibly a simple video chat coupled with the new multiplayer commands.

Edited for clarity


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Lost in Thought
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Posted: 5th Dec 2005 22:45
The biggest request I have for DBP 6.0 is please, please ... do not break what you already have working this time

OSX Using Happy Dude
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FPS Mastermind
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Posted: 14th Jan 2006 22:07
Hey, this is a nice thread and should be kept going. Bump.

Hah! Updated my sig now!

Check out my new game: Dawn of the War on the WIP board.
wh1sp3r
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Posted: 15th Jan 2006 00:50
when will be U6 out? iam looking forward to U6

PS: Real programmers aren't afraid of math!.

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FPS Mastermind
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Posted: 15th Jan 2006 01:07
I would really like some support for milkshape models and intergration with MySQL.

Hah! Updated my sig now!

Check out my new game: Dawn of the War on the WIP board.
Epimetheus
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Posted: 16th Jan 2006 04:15
Static variables!!

And mabye some way to put arrays in types.

Also, changing variable visibility from within functions would be nice
Milkman
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Posted: 16th Jan 2006 04:25
Quote: "And mabye some way to put arrays in types."


yes! please!

"Genius is 1% inspiration and 99% perspiration"
IBOL
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Posted: 16th Jan 2006 06:43 Edited at: 16th Jan 2006 06:43

please
just
FIX
ALL
BUGS


re faze
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Posted: 16th Jan 2006 08:19
Quote: " Static variables!!"

yes


Quote: " And mabye some way to put arrays in types."

yeah, fixed length arrays in types is all we're asking it would be a great convience

Quote: "Also, changing variable visibility from within functions would be nice "

no. that's what globals and return types are for.

Lukas W
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Posted: 16th Jan 2006 10:20
Quote: "And mabye some way to put arrays in types."

i have allready requested this, but someone told me that i should buy DarkGameSDK or C++


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PowerSoft
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Posted: 16th Jan 2006 11:17
I dont know if this has been asked but the ability to do this:


Type MyGreatType
name as string
age as integer
sex as integer
Endtype

Person as MyGreatType
Person[0] = "John Smith"
Person.age = 145
Person.sex= 1

print Person[1] rem prints out the persons age

Milkman
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Posted: 16th Jan 2006 17:49
i think that kind of defeats the purpose of types

"Genius is 1% inspiration and 99% perspiration"
OSX Using Happy Dude
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Posted: 16th Jan 2006 17:52
I would like to see the ability to load all media (graphics, music etc) from a resource DLL

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PowerSoft
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Posted: 16th Jan 2006 18:06
Quote: "i think that kind of defeats the purpose of types "


I disagree. It would prove a most useful feature. It would be easyier to create more generic functions for using types. An example is the ability to perform operations on types where you dont want to pass the field name.

eg:
for x=0 to Person.TypeFieldCount
Person[x].Value = ""
next x


Looking slightly OO

Matt McFarland
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Posted: 16th Jan 2006 18:06 Edited at: 16th Jan 2006 18:11
I think a physics engine being added to DBPRO would be a wise decision. I've read a few disturbing posts discouraging folks from using a physics engine with their games and that's plain wrong. For one, if you have even ever heard of an SDK, there are hundreds of C++ SDK's that add physics. Newton, TMAK, Torque, etc, etc, etc. You'd be a fool not to add physics into any game engine these days.

I was reading from many people saying that "if you want physics then get FPSC" - thats rediculious.

Physics goes way beyond FPSC, and TBH the physics used in FPSC are sub-par in comparison to what's already out there on the market. Instead of assuming that programmers like to make their own physics engine you should really do your research!!

There's literally dozens of physics engines out there and some are available on multiple platforms and languages!!

Have you ever played the game "BreakQuest" !?!?
That game was made using a physics engine, but was mainly done with CODE. The physics engine isn't point and click, but its a library of highly flexible functions that you have to learn and then use to make just about anything happen and ESPECIALLY make your programming easier and FASTER.

I'm willing to wager that most of you who pride yourselves in "making your own physics engine" would be shocked at the power of already made engines that simply put yours to shame.

There is nothing wrong with making your own engine, I know there are benefits. But if you want to be all proud of yourself about making your own engine you might as well drop DBPRO and buy yourself Visual Studio .NET and have a nice day

For what its worth, competitors of DBPRO are putting physics in their dev-kits, so I would suggest TGC to do the same. It's sad to read posts from kids that don't know much about the programming world and assume that everyone makes their own physics engine.. It's really sad actually..

I dont want to sound too rough with you guys, but when I read about that I just had to post my 2 cents on the matter. It's really important that some of you do know that a physics engine would be very good for DBPRO and not the opposite.

All the best,
Matt

David T
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Posted: 16th Jan 2006 18:09
Quote: "I think a physics engine being added to DBPRO would be a wise decision. I've read a few disturbing posts discouraging folks from using a physics engine with their games and that's plain wrong. For one, if you have even ever heard of an SDK, there are hundreds of C++ SDK's that add physics. Newton, TMAK, Torque, etc, etc, etc. You'd be a fool not to add physics into any game engine these days."


There's already ODE Physics built in. And there's another one coming along soon. It's awesome.

Matt McFarland
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Posted: 16th Jan 2006 18:18 Edited at: 16th Jan 2006 18:20
@ David T:

That's awesome!! ODE is truly a great physics engine

Here's my suggestions for the next DBPRO:

#1) Object Oriented Programming (OOP)
#2) Portability to Mac and Linux

-- If these are already in there, then thanks! If not, I humbly offer up my suggestions

blanky
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Posted: 16th Jan 2006 18:21
Matt, AFAIK both of those points would require a complete re-design of DBPro from scratch. DBP generates Windows-only code and relies on DirectX as it is, and Object-Oriented Programming (while possible) is pointless considering the current nature of DBP.

Imho DBP is a rapid application development language targeted towards games. Adding OO support would add complexity for very little benefit.

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Matt McFarland
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Posted: 16th Jan 2006 18:26 Edited at: 16th Jan 2006 18:36
blanky: I find OOP way easier than using arrays. In fact, I've found it way faster, easier, and more powerful then the other style of programming... If there was a DB version that had OOP I'd buy it in a heartbeat and I know I'm not alone. I know at first hand, that OOP is quite "rapid" and works well in "rapid" game languages.

As far as portability, that would require a rewrite but it is probably something TGC should look into and probably resell as a new DB product. That's mainly because there are other programming langauges out there that allow portability with ease (providing that you own a mac or linux os to compile the same code on)

The type of people that would purchase something with portability would be shareware developers - people that are in the "indie" game business and are serious about game development. They're the people that already own mac's linux, and PC operating systems and are very serious about porting their games so they can maximize their sales. If you dont believe me, then ask anyone over at www.indiegamer.com

Another thing TGC probably considers daily is finding new customers. That is in fact the way you continue doing business. If you keep tending to people that purchased your game many moons ago without upselling, and not try to go out there and make something more appealing to potential buyers then you simply go out of business.

What I'm trying to say is, I think it's great that TGC updates DBPRO, and fixes bugs and works with an active community to make it better. I'm also saying that they should think about making something more appealing to those who are looking for something else. Like OOP and Portability. There are already "rapid game development" BASIC based languages that offer this, and I think this would be both a wise and competitive step for TGC..

Grog Grueslayer
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Posted: 16th Jan 2006 20:36
Quote: "I disagree. It would prove a most useful feature. It would be easyier to create more generic functions for using types. An example is the ability to perform operations on types where you dont want to pass the field name.

eg:
for x=0 to Person.TypeFieldCount
Person[x].Value = ""
next x


Looking slightly OO"


That's one of the reasons why I don't use UDTs in every situation. The way UDTs are cause us to make a whole lot of code for things that could be placed in a simple for/next loop with a normal dim statement.

And if your UDTs are huge... you may get carpal tunnel before you finish your game.

Less code = very good


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