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Geek Culture / Remake project: Carrier Command

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Philip
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Posted: 11th Jul 2006 00:42
Kenjar I agree with you.

Personally, and without intending any discourtesy to anyone, I'm not going to respond to rhetorical posts by non-participants in this project about its structure / aims. As far as I am concerned, all the project team members are as one on these issues. We know what we are doing and are going to do it.

In the meantime, Kenjar, comments on scale?

Cheer if you like bears! Cheer if you like jam sandwiches!
"I highly recommend Philip's Vector Tutorials" (RiiDii)
Carrier Command remake project
Van B
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Posted: 11th Jul 2006 10:53
Well why not make a post in the WIP forum then?

This is Geek Culture, expect people to comment here regardless of the 'worthyness' of their opinion.

Aegrescit medendo
Kenjar
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Posted: 11th Jul 2006 16:10 Edited at: 11th Jul 2006 16:21
well for starters you get flamed to death if you don't have screenshots and source code to demonstrate. Seems a bit odd to me seeing that it is a WIP thread, but never mind eh?

@Philip

Yes the scale looks good to me for the island size and ship size, I feel there needs to be alot more ocean between islands however.

I've also fixed the DBPRO file, it was giving an absolute path for one of the source files.

Van B
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Posted: 11th Jul 2006 16:27
Yeah, it's not ideal .

I just think you guys would get more peace and quiet in a WIP thread than here, because at least with a WIP thread people tend to consider the whole thing in it's complete form, not just discuss how they would do a particular aspect.

Aegrescit medendo
Kenjar
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Posted: 11th Jul 2006 16:31
I personally don't have a problem with people making comments on the work. No one here is trying to force their opinion down our throats and isn't objecting when one or more of us decide against it. As far as I'm concerned people taking an interest is a good thing.

Philip
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Posted: 11th Jul 2006 19:34
@VanB

My point isn't that I don't like comments. People can comment all they want. My point is that I won't necessarily respond.
Over and out.

Kenjar, please re-post the fixed *.dbpro file.
Thanks also for confirming that the scale looks ok. I'll now start work on the distance between islands etc.

Cheer if you like bears! Cheer if you like jam sandwiches!
"I highly recommend Philip's Vector Tutorials" (RiiDii)
Carrier Command remake project
Kentaree
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Posted: 11th Jul 2006 19:50
I haven't read the complete thread, so apologies if this has been answered recently, but are you still looking for people to help?

Kenjar
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Posted: 11th Jul 2006 21:07
Always.

xtom
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Posted: 12th Jul 2006 01:07
Guys, I'm very busy at the moment and have little spare time but I'll try to get some stuff done soon. I have to reinstall DBPro and I'm going to update to the 6.2 patch. Anyway just letting you know I'm still here.

Kenjar
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Posted: 12th Jul 2006 01:21
Okey Dokey.

Philip
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Posted: 12th Jul 2006 23:41
@Kentaree

I'd be delighted if you joined in.

Cheer if you like bears! Cheer if you like jam sandwiches!
"I highly recommend Philip's Vector Tutorials" (RiiDii)
Carrier Command remake project
Kenjar
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Posted: 13th Jul 2006 01:06
I apologise sincerely for leaving you in the lurch for the moment, but the BBC has shown some interest in one of my scripts, and asked me to do a re-write so I'm going to be sending the next couple of weeks making it perfect. I've got a two week deadline on this, so I can't really afford to spend time on my other projects. Rest assured, I will return! And I will keep an eye on this thread.

Nicholas Thompson
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Posted: 13th Jul 2006 01:25
Quote: "but the BBC has shown some interest in one of my scripts"

Show off Good luck!

[center]
Kenjar
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Posted: 22nd Jul 2006 00:20 Edited at: 22nd Jul 2006 00:23
Over the last two days I've been working to catch up with Carrier Command, I know I left for a week to finish the script which I have, so I spent the last 2 days working to catch up, I've written 2937 lines of code, some taken from older projects of cause not all was written in one go, I've been working on many projects in the background including a flight sim which I've incoperated. I've created three new islands, remake all the craft, and even added an FX shader to produce water effects. I thought I'd come back, and announce all this work, and post it up. But what do I discover?

Sod all has been done by anyone else. Nothing, nudda, not even a single post has been made in the last 9 days! So I've asked myself a serious question. Is the DarkBASIC Programming langauge worth bothering with at all? And purly judging the community, and what I see I see here, no it isn't. I'm never going to be able to find a team who will put in any kind of real work. I know damn well that real games and software aren't produced by a single person, and never will be, to produce anything of value a team is needed. However every time a project is setup, there is alot of inital discussion, then sod all happens. This community is just full of small time inderviduals with no drive, commitmant or dedication. It has no interest in helping out beyond a post now and then. You might say "well you did piss off for a week" but I'm seeing a definate pattern with Open MMORPG, OpenSF, ST Trader, and several other privet projects. It's not the langauge that is at fault, it's the people who are purchasing it! There are too many yes men, flamers, and short cutters unwilling to devote any real time, and work within a group on a larger project.

Anyway, the long and sort of it is, I've ordered a copy of Visual C, a ton of manuals and enrolled on a programming course. Time to leave the kiddies and hobbiests behind an join a community of adults where I'll start working on various real open source projects.

Nicholas Thompson
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Posted: 22nd Jul 2006 00:53
Kenjar - dont take this the wrong way - but do you have a job which requires you to get up at 7am, commute on a hot and sticky train for over 30 minutes, walk for another 20 then require you to work from 9am to 5:30, then repeat the commute home?

I know you're not aiming this at me - but I really get the impression you have far more time on your hands than most people do.

If you wanna go off and find new friends because you feel like your current ones are ignoring you - go for it. Maybe you're current friends have lives outside of dark basic and community games.

At the end of the day - DBPro is and always has been "a bit of fun" for me. I've never really considered it a language you can seriously do anything huge with. That plus the precious few hours I get to myself everyday - I just dont have time for things like this.

[center]
Van B
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Posted: 22nd Jul 2006 01:33
Shame.

But then what else could possibly happen to a thread like this in geek culture?, did you think it'd be a hot topic for it's entire course?

Sorry but it get's tiring to hear how much this community sucks everytime someone has a bad day. As for 3,000 lines of code, well I thought you guys had a team project going on, it sounds to me like anyones input would be a secondary consideration over how you've decided it should work.

Fair enough to take charge of a project, which is what you did, but you can't possibly expect everyone to just provide a load of work without real direction, artists especially appreciate a lot of input. It's carrier command, and you stated that the plan was to remake first - well I fail to see where the major workload is apart from the code, which you got a good way into.

Aegrescit medendo
Mike Johnson
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Posted: 22nd Jul 2006 03:53
Kenjar, do you really believe it will be any different just because you move to another language? You are very much mistaken in believing the language is the key to everything. Just because you are moving to C / C++ doesn't necessarily mean you are moving to a more mature group. It would not surprise me in the least to find you have exactly the same problems when using C / C++. How many open source projects do you see that actually succeed? None of these things happen overnight and you have to realise that everyone who wants to get involved has other commitments. It takes a great deal of time and effort no matter how small you perceive the project to be.

I can make models for you like I said I would do originally and this is something I'm still trying to do. But like I said at the start I'm just getting into this. I see it as something different to programming at evenings and weekends when I get the opportunity. It takes time and you have to realise that. I can and will produce something for you but don't expect it instantly.

I expect everyone else who has offered to assist is in the same situtation. Just like you we have distractions that means we cannot spend all our time on things like this. It happens and we have to expect it.
Nicholas Thompson
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Posted: 22nd Jul 2006 04:04
Quote: "Just like you we have distractions that means we cannot spend all our time on things like this."

I'm starting to wonder if he does!

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Cash Curtis II
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Posted: 22nd Jul 2006 06:43
Quote: "community is just full of small time inderviduals with no drive, commitmant or dedication."

Speak for yourself, Kenjar. That is a very broad and insulting statement. I'm sorry that you can't complete a game by yourself.

How quickly do you think you'll be able to learn C++ well enough to make a professional game, or to be able to lead a C++ team? Good luck with it.


Come see the WIP!
Kenjar
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Posted: 22nd Jul 2006 13:40 Edited at: 22nd Jul 2006 13:41
Quote: "Sorry but it get's tiring to hear how much this community sucks everytime someone has a bad day. "


More than a bad day. My comments are made in direct relation to almost 2 years observing DarkBASIC users, and meeting it's community members. Every single project always, ends up boiling down to one determined user.

Quote: "As for 3,000 lines of code, well I thought you guys had a team project going on, it sounds to me like anyones input would be a secondary consideration over how you've decided it should work."


It's called getting on with it. It's not a matter of "I wrote this, and this is how it's going to be" it's a matter of "I wrote this, what do you think needs changing? Is this accurate to what you've all seen in the game?”

Quote: "Kenjar, do you really believe it will be any different just because you move to another language? You are very much mistaken in believing the language is the key to everything. Just because you are moving to C / C++ doesn't necessarily mean you are moving to a more mature group."


Anyone who has taken the time and effort to learn C demonstrates a certain level of dedication. DarkBASIC is a short cut language targeted at users always looking for a short cut, and worse still, game making wanna-be's with more dreams than talent. The ONLY WAY A PROFESSIONAL GAME WILL EVER BE WRITTEN IN DARKBASIC IS IF A LARGE TEAM COMES TOGETHER. This is never going to happen because apparently no on has the time.

Quote: "How many open source projects do you see that actually succeed?"


Lets start with games:

http://en.wikipedia.org/wiki/List_of_open_source_games

and more serious software packages:

http://en.wikipedia.org/wiki/List_of_free_software_packages
http://en.wikipedia.org/wiki/Category:Free_office_suites
http://en.wikipedia.org/wiki/Category:Free_word_processors

That's how many.

Now how many have succeeded within the DarkBASIC community:

Zero, zip, zitch, zippo. Bugger all.

Quote: "None of these things happen overnight and you have to realise that everyone who wants to get involved has other commitments."


No e-mails, comments, posts, submissions. Nothing in 9 days. It's not as if I posted the very next day, 9 days is enough time for someone to do something. Philip who so keenly started this thread was working on his own analysis of CC, he was also going to write some code that last I heard from him, no one has even bothered to cut up the icons as requested. I'm not saying I expected a lot, if there had been but two or three posts, or an e-mail from someone I'd have submitted the code I created. As it is, seeing as it's basically going to end up being me and no one else doing anything of value, I might as well really do something of value somewhere else.

Quote: "How quickly do you think you'll be able to learn C++ well enough to make a professional game, or to be able to lead a C++ team? Good luck with it. "


I'm perfectly capable of producing games myself in DBP. Pacman, space invaders, blah blah blah. Something everyone has to master before they can seriously start thinking bigger. Of cause there's so many out there it's pointless to release them. But nothing worth while is going to come out of this community until teams form up.

As for "how quickly do I think I can learn C?" years, and years to become a reasonable programmer, and many more years to become an expert. Unlike most that holds no fear for me. As for leading a team, I honestly don't plan too, but there are more than enough open source projects to join, Open Office, loads of linux distributions, dozens of game projects such as MMORPG games, and of cause the chance to sell plugin's for DBP users who are too lazy to bother learning how to program in the language and always look to the next magical plugin that will solve all there needs. No, I'm too old now to sit here and play with kiddies, hobbiests and yes men. I want to achieve something before I die, and I ain't going to do it here. I'm 26 now, I don't want to look back at 40 or 50 with nothing to my name, which is whats going to happen if I stick around here wasting my time.

Van B
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Posted: 22nd Jul 2006 14:03
Be sure to buy Teaching You Touch Typing - it'll have like 10 games written by solo developers, you'll probably be able to pick it up in Woolworths.

Not saying you need to learn to type, I'm saying you need to realise that relying on other people in hobbyist development is something you save for other peoples projects, you need a survivalist attitude for your own projects. If CC is your project then that's how it has to be. One person has to be in total charge, your right - then people will contribute.

So my question is why not continue developing CC yourself, let people help you from the sidelines but I think you should continue it and use it as a blueprint for a C++ version. This is what a lot of pro's do anyway. It would be much easier would it be to get C++ people involved in CC if there's already working prototype they can try.

Aegrescit medendo
Kenjar
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Posted: 22nd Jul 2006 15:46 Edited at: 22nd Jul 2006 15:49
Because poor RiiDii has been doing that very thing over on the Open MMORPG project with almost no help. Now my own skills are up to a reasonable level, and I can read and understand his source code I was planning to rejoin him, but even two of us are not going to produce anything really worth while, so I think my time will be better spent getting started on this course.

Also, if I'm going to end up solo anyway I might as well do something worth while. I'm currently experimenting with linux distributions to see which fits my needs best, and as everyone knows linux is a good platform to learn C. With Microsoft tightening up their support for things like Direct X 10 for Windows Vista only, in an effort to force people to upgrade, I feel it's time to start investigating the OpenGL libaries rather than restricting myself to a single platform and brand name. Also the linux community is well known for it's vast range of open source projects, and the relitive ease of joining such projects.

Seriously, DarkBASIC isn't going to get me anywere I keep saying over and over again, a properly commerical and quaility game will never be produced with DarkBASIC, not because of the language but because of the personality types it appeals too, and at least there's a chance, even if slight, that I might get a future job programming in C. There is no possible way of getting a job from someone to program in DarkBASIC.

I'll leave DBP to the hobbiests and forum huggers. I want to get somewhere, and it ain't going to be here.

Jess T
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Posted: 24th Jul 2006 11:02
Hahaha, you've got high ambitions!
I like that, but being stubborn about them isn't going to get you anywhere.

I know DBP pretty well, and I also know C++ pretty well (probably better, since there's more to know).

If you're making a game that's an open-source project, you have to be able to PLAN.

I've currently got one running right now, and it was a total flop until I realized that planning is essential. So, I drew up a few basic documents, and suddenly everything was about 10 steps closer to being complete than it ever was.
Next step is to do a massive task break-down and delegate those tasks to the people suited to them.

You're going to need to plan a project. It's all very good and well pointing out that there aren't any massively popular commercial games that have been created in DBP. But, it's a hobbiest language... It's not FOR those kinds of projects. The people that make those kinds of projects spent years doing planning and design courses/field work simply so that they could then spend a full year writing up documents before even one line of code was written by their programmers.

So, unless you are willing to spend all that time documenting your thoughts on the project, and getting together some decent game-plan, you're not going to be any better off no matter what language you choose to write the game in.

At any rate, good luck in your endevour to learn C/++, it's quite a neat language, and definatly my first choice

Jess.

Nintendo DS & Dominos :: DS Dominos
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Kenjar
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Posted: 24th Jul 2006 12:02 Edited at: 24th Jul 2006 12:13
For a single person project you are absolutely correct. However I have attempted before now, many times before now, to organize programming and mod making projects. My usual standard was thus:

Game Design/ Mod Design document listing goals, story line, and discribing game in detail.

Collecting of project members skills and amount of time information, i.e.

Name:Jack
Age: 17
Skills: Model making, programming.
Amount of time availible: 4 hours on week ends.

Once I had that, I worked up a list of tasks, the amount assigned based on the users time, and skills.

Then I produced a website with project management software on it, and assigned tasks according to the project members stated time and skills. Each user could log in, and report that the task was complete, and upload the code/ model data, which I then intergrated into the main project.

I put up forums for project members to chat to each other, each time the forums underwent heavy use for a few weeks. But no work was ever, ever done for weeks and months, aside from a few low grade, un-UVW'ed models. Oh there was alot of "wouldn't this be nice, and I think this should go into it talk" but sod all was ever done no matter how many tasks I assigned. (and yes, I was doing tasks myself to provide an example, I wasn't just barking out orders, but requesting that they do the task assigned).

I would ask you Jess, how many projects you have managed to run with more than 2 members? Were the projects ever completed? And if you managed to do this, what the hell am I doing wrong?

I've tried so many different ways, the most effective frankly has been to let people choose a task from a list, and even that didn't get anywere after the firsrt week.

Even here, I've posted a request for someone to cut up the icons for CC, 12 days l ater no sod as bothered. It's hardly a taxing task either.

No, in my experiance trying to orgaze a bunch of hobbiests, yes men, and forum huggers into a project is like trying to hurd one thousand cats, it can't be done except perhaps with alot of chicken wire made into a corridor with a dog barking at the end of it! Alais, I can't actually go to peoples homes, log them in a small room with just a computer with DBP installed on it, and not let them out until the task has been done! Nor would I want too. Hell I have even gone so far as too offer free DarkBASIC plugin's to project members who get off their ass and do something. On two occassions I've actually offered £200 to a few programmers, two of them accepted, a month later STILL NOTHING WAS DONE!

There's alot of talk about why DarkBASIC Professioanl has not lived up to the professional in it's title, and I've come to the conculsion that while the langauge has flaws, the biggest lays in the fact that no bugger will work with anyone else for more than 30 seconds. Mostly they just want to sit around dicussion concepts with no drive to do any work. After six failed projects with 4 different approches, it's clear to me that mostly everyone just wants to dream of being a game maker rather than sitting down and becoming a game maker.

Nicholas Thompson
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Posted: 24th Jul 2006 12:10
Quote: "it's clear to me that mostly everyone just wants to dream of being a game maker rather than sitting down and becoming a game maker."

Or maybe some people actually leave the computer and go out with friends? Or maybe they have lives other than programming? Or maybe after getting up early, spending most of the day commuting or working at a computer, maybe - JUST MAYBE - the last thing they wanna do is program?!

Hate to break it to you Kenjar - but you cant just shout jump at people and expect them to reply "How high?"

People have expressed that they're willing to help - people are just busy!

I know I personally have not had time to even load DBP up for the last 2 to 3 weeks, let alone do anything constructive with it.

I've also noticed a lack of attendance over in the Challenges thread. Maybe because its summer people prefer to leave the computer and go outside?! Who knows?!

Now stop moaning!

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Kenjar
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Posted: 24th Jul 2006 12:16 Edited at: 24th Jul 2006 12:26
Quote: "Or maybe some people actually leave the computer and go out with friends? Or maybe they have lives other than programming? Or maybe after getting up early, spending most of the day commuting or working at a computer, maybe - JUST MAYBE - the last thing they wanna do is program?!"


Then why the **** do you have a copy of DarkBASIC at all? you've spent, what? £49.99 + X amount on plugins and upgrades, just so you can go out with friends? Or is it just a blagging peice for your mates "look everyone, I'm a game maker!" because you managed to make a rotating cube?

And I wasn't moaning, I was responding to Jesses comments.

P.S. No it's not just a summer thing, I thought that at first, but it's really, really not. People just start up all excited about an idea, decide it's too much work then go chat on the forums.

Quote: "Hate to break it to you Kenjar - but you cant just shout jump at people and expect them to reply "How high?"

People have expressed that they're willing to help - people are just busy!"


Like I say, I've tried several methods of organisation including just posting up a list of tasks, and waiting for people to do one or two of them. Jesses statement made it look like I simply wasn't trying to organise anyone, or plan anything. I'm merely trying to point out that I've tried many systems to organise project members, and several different approches to planning. None of them work within a community with all the drive of damp ginger bread.

Also, quite often when people say they DO have time to help, and really, really want to, honest, they actually do sod all. With the exception of RiiDii and Tinkergirl. Two people in a community of hundreds.

Frankly it's down to RiiDii that the project website hasn't been taken down yet, and that I'm footing the bills for the SVN system. It's not Open MMORPG anymore it's RiiDii's MMORPG.

Nicholas Thompson
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Posted: 24th Jul 2006 12:39
Quote: "Then why the **** do you have a copy of DarkBASIC at all? you've spent, what? £49.99 + X amount on plugins and upgrades, just so you can go out with friends? Or is it just a blagging peice for your mates "look everyone, I'm a game maker!" because you managed to make a rotating cube?"

Because I enjoy programming in DBP in my spare time? I like it because anything I do in it is for FUN - if I wanted a regimented programming experience I'd just work late at the office. For me, DBP is a release from deadlines and targets and pressure from multiple people wanting their thing done first.

And I've never claimed to be a game maker I'm actually a web developer/webmaster by trade.

[center]
Cash Curtis II
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Posted: 24th Jul 2006 13:08 Edited at: 24th Jul 2006 13:11
Kenjar, you have to right to complain about everyone else when you're no better. If you can't make good games in DBP, then you won't be able to in C++. It's not everyone elses responsibility to make your games for you, it's your own. I find DBP quite suitable for making a large, complex game. Any problems can be worked around, and are quite clearly outweighed by the time that DBP saves in developing said project.

Quote: "Also, quite often when people say they DO have time to help, and really, really want to, honest, they actually do sod all. With the exception of RiiDii and Tinkergirl. Two people in a community of hundreds."

I've fulfilled every obligation that I've ever created.

Anyway, I hope that this project continues. It looks interesting. Kenjar just likes to complain, and blame his own shortcomings on everyone else. It shouldn't bring everyone else down.


Come see the WIP!
Van B
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Posted: 24th Jul 2006 13:40
Quote: "None of them work within a community with all the drive of damp ginger bread."


Quote: "After six failed projects with 4 different approches, it's clear to me that mostly everyone just wants to dream of being a game maker rather than sitting down and becoming a game maker."



After 6 failed projects perhaps you should take a look at yourself Kenjar, because there's 1 reason why CC will never be done, and it's not this community.

Let's look at post 1 from Kenjar:

Quote: "lol, looks like no one is interested. Trying to organize anything on these forums is often next to impossible. Even when users say they are interested 90% of them never bother to do anything about it, 5% sit in the forums dicussing it, and the last 5% get so discouraged that you end up with one or two programmers only. This really isn't the way to go about building a team, no one takes these kinds of posts seriousally anymore."


So why have you taken this project over as your own - this was Philips idea, why are you all of a sudden the big cheese, doing lots of code, then throwing hissing fits the second things get the slightest bit dodgy. This project is a knats pubic hair compared to the life of other DBPro projects, this never failed at the first hurdle, because it never got that far.

You basically took it round back and shot it in the head with your attitude Kenjar.

Plenty of people get things done in DBPro, don't blame the community just because you don't have the skills to get a single game off the ground. But please feel free to hand out some more of those incepid comments, as you can see everyone agrees 100% with your standpoint. I'd call you a noob but a lot of noobs have finished projects, so that'd be unfair.

Aegrescit medendo
Kenjar
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Posted: 24th Jul 2006 15:16
Quote: "So why have you taken this project over as your own - this was Philips idea, why are you all of a sudden the big cheese, doing lots of code, then throwing hissing fits the second things get the slightest bit dodgy. This project is a knats pubic hair compared to the life of other DBPro projects, this never failed at the first hurdle, because it never got that far."


Read the first post again m8, this all started when I started an Atari ST Game remake thread, the discussions there lead to the conclusion that a remake of carrier command was a good idea. Philip who was a little over enthusiastic started this thread on his own and the discussions moved over hear now it had been decided that CC would be a great game for the remake.

Quote: "After 6 failed projects perhaps you should take a look at yourself Kenjar, because there's 1 reason why CC will never be done, and it's not this community."


Six failed community based projects aimed at something a little larger than a space invaders remake. As for my own personal projects, model viewer, Dark AI based pacman, space invaders, and an active flight engine for Star Trek: Trader as well as the trade and galaxy system generation system used in Elite for which I was going to use for another remake. All these things have been done off my own back, the same is true with several websites. www.openmmo.co.uk, www.darkbasichelp.co.uk, I provide a website for www.blackoutgame.co.uk (noticec the kenjar works in the corner?) I'm not sitting there saying do all the work for me, and I think I've prooven my ability to carry out my own projects by now. The bit where it all falls down is when I try to introduce the open source concepts or community projects into play. The fact is DarkBASIC appears to be a very active language when first you look, but the number of reasonabily talanted programmers is actually very limited, that is, reasnabily talanted programmers who are willing to work together with other reasonabily talanted programmers. DarkBASIC is constantly hindered, not my it's engine but the type of person it constantly appeals too. Alot of people who will say "yes this is a great idea I've love to help!" then don't do anything about it. I hold no problems with people who say they'd love to help but don't have the time, that is fair enough, it's the people who say they do have the time then do bugger all. The whole point of my open source concepts is to provide free code to the community to help other programmers develope their own games that much faster. However this only works with communities with an attention span greater than a goldfishes.

Quote: "You basically took it round back and shot it in the head with your attitude Kenjar."


No it died as soon as I was called away to finish that script. As soon as I left, the project completely stopped. Not a single post, message, model or anything was posted. No e-mails were sent. Nothing, nudda.

The fact is I'm not activly engaged in any DBP project any more. This isn't the 1980's/ 1990's anymore, you need more than one person to produce a quaility product, today real game programming is about building teams, and the DBP community has all the team building potential of damp gingerbread.

Quote: "Kenjar, you have to right to complain about everyone else when you're no better. If you can't make good games in DBP, then you won't be able to in C++. It's not everyone elses responsibility to make your games for you, it's your own. I find DBP quite suitable for making a large, complex game. Any problems can be worked around, and are quite clearly outweighed by the time that DBP saves in developing said project."


I have every damn right to complain, and as I've stated before there is plenty to my name. I don't expect things to be done for me, on the other hand, what is the point of making my work open source when no one else can be bothered. It's just me releasing my code than, not open souce.

Quote: "Anyway, I hope that this project continues. It looks interesting. Kenjar just likes to complain, and blame his own shortcomings on everyone else. It shouldn't bring everyone else down."


And you just like to say something pointless, and follow it up with a face smoking a pipe, because frankly you don't like to really think about anything, nor observe reality as it is.

Quote: "Because I enjoy programming in DBP in my spare time? I like it because anything I do in it is for FUN - if I wanted a regimented programming experience I'd just work late at the office. For me, DBP is a release from deadlines and targets and pressure from multiple people wanting their thing done first.

And I've never claimed to be a game maker I'm actually a web developer/webmaster by trade."


Fair enough. So I've got Jess on one side saying "you need to regiment people!" and you on the other side saying "I don't want to be regimented!" and given that large projects with groups of people only work when planned and regimented as you put it, it's pretty damn clear why DarkBASIC Professional has hundreds of users, and almost no worth while games being produced. Though there is an extrodianty number of plugin's, and support programs for it. Face it, mostly DarkBASAIC is about selling the dream of being a real games programmer, and letting people play make beleive. Seriously, you'd be better off reading a good book. As a professional web designer, why are you looking at your screen at all when off work?

Nicholas Thompson
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Posted: 24th Jul 2006 15:32
Quote: "Face it, mostly DarkBASAIC is about selling the dream of being a real games programmer, and letting people play make beleive."


I agree compltetely - its selling the dream of making games to people who want to make games but cant/dont want to/dont have the time to learn C++ and the DX API. They're called hobbyists

Quote: "As a professional web designer, why are you looking at your screen at all when off work?"

Because I enjoy computers - I feel very lucky to be in a position where my day job is also my hobby. It means I actually enjoy and look forward to going to work... It doesn't help with the commute though. Maybe I should look into being a part-time train spotter... maybe that'd help!

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Kenjar
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Posted: 24th Jul 2006 15:46
Or just get a laptop like the Toshiba Libetto and stick a copy of DBP on it.

Van B
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Posted: 24th Jul 2006 16:07
Bad idea! - he'd miss his stop everytime!

I've thought about getting a laptop just for game-dev, but my concearn is what if it got stolen! - my codes are more important to me than any hardware, and I'm a sloppy backup-erer. My PC got stolen from the last place I worked, that was before backup solutions were affordable to small companies - damn I'd have paid good money to get that piece of crud PC back!.

Aegrescit medendo
Jess T
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Posted: 24th Jul 2006 16:27
Kenjar, my post was mainly aimed at pointing out that no matter what language you choose to write in, you'll face the same problems.

My use of the word "delegate" probably wasn't the best - The meaning I was getting at was something along the lines of;

You break everything down so that everyone knows exactly what needs doing, then people can do it.
It's easier for someone to think about a small, self-contained part at a time, than to be stuck at the start thinking "Ok, how am I going to do ALL this?".
So, when I said 'delegate', I probably have used 'leave open to those who are willing'.

Honestly, if you broke everything down, and at the end, there was a section that said "Sprite Fonts", I would instantly contribute my already written sprite font library. See how much easier that is, than if you had of had written "Interface Design"? I would have brushed that off with a "Nah, I can't do all that, too busy" (which, yes, I am).

Just don't get hot-headed because other people aren't doing things. If you are that interested in getting this game done, then you'll do the parts you want to without thought. And, after that, if the game's still going nowhere, then you may abandon it, or take my advice under your wing.

At any rate, I'm staying out of this conversation from now on

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Nicholas Thompson
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Posted: 24th Jul 2006 16:28
Quote: "Bad idea! - he'd miss his stop everytime!"

Pretty difficult considering my stop is a terminal! I end up at Canon Street which, for those that dont know, is pretty much the end of the line! Everybody gets off.

The laptop is a good idea - but a few issues:
1) I love my iBook far too much to cheat on it with a Toshiba
2) A laptop capable of anything game-dev related isn't cheap. I also cant bring myself to buy tat.

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Kenjar
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Posted: 24th Jul 2006 17:29 Edited at: 24th Jul 2006 17:33
Quote: "Bad idea! - he'd miss his stop everytime!

I've thought about getting a laptop just for game-dev, but my concearn is what if it got stolen! - my codes are more important to me than any hardware, and I'm a sloppy backup-erer. My PC got stolen from the last place I worked, that was before backup solutions were affordable to small companies - damn I'd have paid good money to get that piece of crud PC back!."


Encrypt your file system, password protect it. As for backups, use an SVN system, make sure you don't keep the password and user ID on your laptop, but memorize it. Heck, just get a fingerprint reader. There's plenty of ways to protect your work on a laptop, and lets face it a common theif is unlikely to have extensive hacking knowledge.

Quote: "Kenjar, my post was mainly aimed at pointing out that no matter what language you choose to write in, you'll face the same problems.

My use of the word "delegate" probably wasn't the best - The meaning I was getting at was something along the lines of;

You break everything down so that everyone knows exactly what needs doing, then people can do it.
It's easier for someone to think about a small, self-contained part at a time, than to be stuck at the start thinking "Ok, how am I going to do ALL this?".
So, when I said 'delegate', I probably have used 'leave open to those who are willing'.

Honestly, if you broke everything down, and at the end, there was a section that said "Sprite Fonts", I would instantly contribute my already written sprite font library. See how much easier that is, than if you had of had written "Interface Design"? I would have brushed that off with a "Nah, I can't do all that, too busy" (which, yes, I am).

Just don't get hot-headed because other people aren't doing things. If you are that interested in getting this game done, then you'll do the parts you want to without thought. And, after that, if the game's still going nowhere, then you may abandon it, or take my advice under your wing.

At any rate, I'm staying out of this conversation from now on "


I politely ask you to try and organise a project.

But like I say, been there, done that. Dividing everything into tasks doesn't work within this community.

As Nicholas and I agreed, DarkBASIC is about attracting users who dream of making games but don't want to put the work into doing it. That's the whole point of the language. I think you will find that anyone who sits down and actually learns C has a lot more dedication. My only problem with entering that community is that most C programmers want to be paid. Hence why I am moving into the linux community, which is all about freeware and open source. It attracts a different kind of user, one who first of all is willing and able to use a non-microsoft operating system, and who as then taken it further still to learn C development. Let me make this perfectly clear, I am NOT moving into the community to produce games, I'm aim more towards the operating system itself. I can see several improvements that need to be made to both the KDE and GNOME interfaces. The driver support of linux isn't great, and installing both drivers and software is a royal pain in the ass under linux. There's plenty of room for improvement there. Once I am versed in C enough I may move over to the Torque engine, or use another open source engine such as crystal. Again, into communities that have not just produced good games, but well known, great games, because the communities are made up of users who are willing to put time into it. It's going to take time and effort I know that, but frankly I've spent two years in the DarkBASIC community, with nothing of value to show for it aside from a few classic game remakes. The only way I'm going to be apart of anything worth while, is to go join a larger, more professional community of programmers. Also again, if I am wasting my time on the open source front and it turns out to be as pointless as trying to organize a bunch of DBP wanna-be's at least I will have a skill set that could land me a job, or freelance work. It's a simple question of do I waste my time here flogging a dead donkey, or do I move on to a more proven system? Clearly I have no desire to be a mere hobbiest, so the choice is clear.

Quote: "
The laptop is a good idea - but a few issues:
1) I love my iBook far too much to cheat on it with a Toshiba
2) A laptop capable of anything game-dev related isn't cheap. I also cant bring myself to buy tat."


Oh laptops are laptops, though I've never seen the appeal of an apple I must admit. Though mainly because their desktops are not self build systems, and you have to buy all the hardware from authorised apple vendors (I don't know if that's still true, but it was the last time I looked). But laptops are the same anyway, so no chance there.

As for a laptop capable of Game Dev, until recently I used my Toshbia Satellite pro 4310 to program, granted I couldn't run the program, I transfere the code to my desktop for that, but I can run syntax checks at least, and any mistakes are easy to fix on the desktop. Just in case you don't know, a 4310 is a 600Mhz CPU with an 8Mb Savage IX/MX card and 256Mb of ram. I can at least compile simple games like space invaders on it, and run it enough for testing purposes. You don't need a massively powerful machine to write the code, just to test it

Philip
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Posted: 26th Jul 2006 00:24 Edited at: 26th Jul 2006 00:25
Well, I'm back. Unusually for me, I've been quite ill since 12 July and I haven't logged onto the website since then but now I feel ok again and I'm back on my computer and up and running. Personally I put it down to the weather. I prefer it cooler than this. My boss said it was the first sick leave I've taken from work in 5 years. Not sure thats entirely true but for obvious reasons I didn't disagree with him.

Gotta catch up on the posts since I've been away and revisit where we've gotten to.

Cheer if you like bears! Cheer if you like jam sandwiches!
"I highly recommend Philip's Vector Tutorials" (RiiDii)
Carrier Command remake project
Philip
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Posted: 4th Aug 2006 00:22
Anyone? Hello?

Seems very empty in here.

Cheer if you like bears! Cheer if you like jam sandwiches!
"I highly recommend Philip's Vector Tutorials" (RiiDii)
Carrier Command remake project
Jess T
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Posted: 4th Aug 2006 09:35
Hi

I think a bus fell on a few people, so there's no accounting for them, unfortunatly

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Mike Johnson
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Posted: 5th Aug 2006 16:26
Sorry for the lack of response on here for a while. Been busy with all kinds of other things. Spent some more time reading manuals and books and making a little progress.

Here's an X file of a carrier model. It's very basic and not quite right but maybe a better starting point than previous ones I've attempted.

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ThomasFN
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Posted: 6th Aug 2006 20:33

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