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Posted: Wed Oct 18, 2006 8:50 am
by thamarok
CadeX wrote:Acctualy, since gamemaker allows execution in any executable, its easy enough to inject code into there to execute.

Note that there are things that can tell you what objects code are... etc.

It's awesome for learning, i've used it for 2-3 years. Don't now though.. purebasic owns it by far.
Yes but we both are advanced users (did I say "we" :wink: )
I wanted to help rinnlinn to get the product he wants, and I am sure that even how great Blitz is (I have used BlitzMax) the syntax is hard to learn and I was miserably able to make a Pong remake :wink: (It had about 200 lines of code... I think I could do it with only 100 lines in PB :roll: )

Posted: Wed Oct 18, 2006 9:08 am
by IceSoft
thamarok wrote:[(I have used BlitzMax) the syntax is hard to learn and I was miserably able to make a Pong remake :wink: (It had about 200 lines of code... I think I could do it with only 100 lines in PB :roll: )
Come on! 20 lines should be enough for a simple Pong remake!
And I belive 20 lines is the scope of a bad PB programmer :wink:

Posted: Wed Oct 18, 2006 9:22 am
by CadeX
*Note to self: Eat thamarok* :)

I wish i could make a pong game... unfortunatly i'm bad with physics, so i couldn't tell how the reverse the ball :(

Posted: Wed Oct 18, 2006 9:31 am
by thamarok
CadeX wrote:*Note to self: Eat thamarok* :)

I wish i could make a pong game... unfortunatly i'm bad with physics, so i couldn't tell how the reverse the ball :(
I don't remember quite well, but you need atleast 50 lines for a pong game. About 20 lines for the player control code, 15 lines for the ball movement code and finally 15 lines for the enemy AI, plus bonus levels, bonus balls and other extras: 100 lines :wink:

I never talk about simple stuff, I always add the extra bonus stuff to make the product complete :wink:

Re: PureBasic not for creation of games!? :(

Posted: Wed Oct 18, 2006 9:58 am
by Trond
rinnlinn wrote:PB I very much love, but the listed things stir and do not enable to do the modern (comercial) games.
http://www.restricted-area.net/

Did you try the Sprite_SpecialFX.pb example? It works in 16-bit mode.

Re: PureBasic not for creation of games!? :(

Posted: Wed Oct 18, 2006 2:20 pm
by Joakim Christiansen
But how much of that game is made just by using PureBasic's inbuilt functions, anybody know that?

Re: PureBasic not for creation of games!? :(

Posted: Wed Oct 18, 2006 5:11 pm
by thamarok
Joakim Christiansen wrote:
But how much of that game is made just by using PureBasic's inbuilt functions, anybody know that?
I don't know, but it seems that that game needed a lot of other 3rd party libs :o

Posted: Tue Oct 24, 2006 7:05 am
by robleong
I wouldn't write off Blitz Basic - I'm using it still to write my games. I don't know enough about GameMaker to comment... Am still learning to use PureBasic, but not for games. :)

Posted: Thu Oct 26, 2006 8:43 pm
by yoxola
Maybe you can try BlitzMax, except poor sound support(get FMOD instead), you have nice potential to write a working 2D game.

Posted: Thu Oct 26, 2006 10:17 pm
by White Eagle
Maybe you can try BlitzMax, except poor sound support(get FMOD instead), you have nice potential to write a working 2D game.
BlitzMax doesn't do 2D, it only "emulates" 2D. BMax also has some stability issues, compatibility issues and is still a bit "incomplete" (at least for Windows).

Posted: Fri Oct 27, 2006 12:28 am
by yoxola
You're right.

As to PB's Sprite3D thingy, BMax has some advantage, and OO, the stability issue has been fixed lot since 1.2x, worth a try.

If you like many fancy Retro effects but don't want to use DX7+, try PlayBasic, may works for you.

Posted: Fri Oct 27, 2006 12:44 am
by White Eagle
The main thing that irks me with BMax is that windowed mode is still not properly supported, and the GUI can only be used in windowed mode, which is a huge contradiction. This kind of sucks for those of us wanting to make desktop games for casual gamers (popcaps, etc) where windowed mode is a must have.