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Main forum => GLBasic - en => Topic started by: StevetS on 2013-Feb-02

Title: Hi there!
Post by: StevetS on 2013-Feb-02
Hi,

I downloaded GLBasic a while ago but have recently  spent a couple of weekends playing with it and am really surprised how easy it is to use. I knocked up part of a Defender clone and everything worked pretty much first time! Uploaded a short vid of it onto Youtube here:



It's not complete - hadn't intended making a game, more a test of the language but it came together so quickly.

I was expecting a massive slow-down with the collision detection (looping to check everything against everything else!) but it still seems surprisingly fast.

I'm using the free version at present but am wondering how well the 3D commands are implemented in the full version. I've quite a bit of experience with Dark Basic Pro - are they on a par with it?

Many thanks,

Steve.
Title: Re: Hi there!
Post by: mentalthink on 2013-Feb-02
hi Steve Wellcome to the Boards!!! :good:

The game it's very impressive for your first work whit Glbasic (I'm doing a Shot'em up too  :P)

About the question whit dark Basic, I use some time ago, but this it's absolutely perfect, it's cheaper, have C++ inline(not it's necessary, but you can add capabilities to your code), and learning Glbasic, learn another languages like C++,it's more easy.

Always it's upgrading, and new devices are incomming... in sometime I think a short time we have news Devices Html5 and Raspberry Pi, and I'm sure after a time we have another... The developer make a fantastic tool. :booze: :booze:

And well the very important, the Community it's very friendly , here we are from any point of the globe, but we are a little Big family  :-*, always you will find help from someone...

Don't think too much, sure you enjoy a lot whit GLbasic...

Wellcome
Title: Re: Hi there!
Post by: erico on 2013-Feb-02
looking good!
Title: Re: Hi there!
Post by: Ian Price on 2013-Feb-02
Hi Steve. Your game is looking pretty good, especially for a first crack of GLB's whip.

Looking forward to seeing what else you can come up with (and of course the full version of Defender) :D
Title: Re: Hi there!
Post by: matchy on 2013-Feb-02
Sweet remake but originality is much appreciated.  You would like 3D and I think it's easier for scalability than 2D.
Title: Re: Hi there!
Post by: mentalthink on 2013-Feb-02
Yes 2d to 3D very easy...  :good:
Title: Re: Hi there!
Post by: erico on 2013-Feb-02
Add a bit of choplifter and voila! :good:
Title: Re: Hi there!
Post by: bigsofty on 2013-Feb-03
It looks like you've got a good handle on GLBasic already, well done!  :good:
Title: Re: Hi there!
Post by: hardyx on 2013-Feb-03
Good job for the first project in GLBasic. This language gives you results very early. 3D commands are very easy to use too, if you know the 3D concepts.
Title: Re: Hi there!
Post by: Marmor on 2013-Feb-03
Impressive for the first glbgame!
Ive written a never released dropzone .
A similar game as yours .
To get a faster  game ive checked the collisons only every second frame .
Ive got also better fps if i splitted  the collisonscheck in two parts.
1 part i check the player shoot against enemy.
2 part i check the enemy against player sprite.
Here i also used the frame splitting method.
The collisions is now +/- 1 pixel  but this is not important for this type of game.
Ive cant remember exactly but i get 54 fps without the trick and 60 fps if i use this splitting on an iphone first generation.

The original game on atari  is using hardwaresprites  and is one of the fastest game game in 8 bit times.
Title: Re: Hi there!
Post by: spacefractal on 2013-Feb-03
even the subject could been change for more ontypic with this game, but very welcome to the forum  :good:.

That test game seen looks retro well and play cool for your first game (even its unfinished yet, but its a test)!

Good luck with your defender clone, its look ace.

Even prototyping dosent take very much time, but polising, design etc does take much longer time as excepted. That was happens with my first glbasic game (which started by a different game as well).
Title: Re: Hi there!
Post by: StevetS on 2013-Feb-05
Thanks for the comments! :)

GLB seems very intuitive to use and easy to build on. I especially like the dim options for extending and searching the arrays.

I'm a fan of the old retro style games and this seems ideal for development.

Are there any books available for GL Basic (reference / programming)?

Many thanks,

Steve.
Title: Re: Hi there!
Post by: mentalthink on 2013-Feb-05
Yes you can find the MrTatoad Books,in Lulu Books, be carefull you have to search in the Uk Shop... you have it , in ebook and in physical Book... You have a few books, read the description because We have about DDGUI, the IDE and I think the important it's the reference for the programmer or somthing called like this...

I think MrTatoad will pass to this post, he can recommend the best choice...

Regards, and enjoy of Glbasic,,., Wellcome.!!!
Title: Re: Hi there!
Post by: MrTAToad on 2013-Feb-05
Yes, my books are available in paper form, but they aren't as cheap as the download version.

There are books about DDGui, User Guide and the big Programmers Reference Manual.  They are all available from the lovely people at Lulu : http://www.lulu.com/spotlight/MrTAToad
Title: Re: Hi there!
Post by: Wampus on 2013-Feb-06
Very cool first game. Bet that was FUN to code! :D

Quote from: Marmor on 2013-Feb-03
Ive got also better fps if i splitted  the collisonscheck in two parts.
1 part i check the player shoot against enemy.
2 part i check the enemy against player sprite.
Here i also used the frame splitting method.
The collisions is now +/- 1 pixel  but this is not important for this type of game.
Ive cant remember exactly but i get 54 fps without the trick and 60 fps if i use this splitting on an iphone first generation.

The collision detections for Porcupop were split like that. Actually they were split into lists. The method went something like this:-

1) Every frame after z-ordering go through the list of every object in the world and add them to lists for collision detection if needed:-
    a) Enemy objects that can hurt the player or be shot
    b) Enemy projectiles/fire that can hurt the player
    c) Worldy things that can hurt the player and be shot (trees, rocks, mushrooms, etc.)
    d) Player projectiles/fire that can hurt enemies and worldly things
2) Use the lists to cut down the number of collision detection calls to a minimum

When the game gets very busy I thought the large numbers of collision detections combined with z-ordering, large sprite textures and 3D transformed textures would kill slower machines. Nope. The game runs at full-screen 60FPS on an Intel Atom N270. If I converted the OpenGL stuff to the ES API it would run fine on mobile devices too.
Title: Re: Hi there!
Post by: spacefractal on 2013-Feb-06
or uses a square call which is pretty fast and then pixel detect it. I believe glbasic does that allready and its why its pretty fast, due its dosent pixel detect anything.

Its still a cool game and I like the explodsion of them.

howover pixel detection might not like some older android phones, but I dont believe its would been a problem in this game at all, if its either use square detection or pixel detection.....

All the game need is a cool retro 8 bit music, hehe.
Title: Re: Hi there!
Post by: Kitty Hello on 2013-Feb-07
For the first thing you did with GLBasic, that's pretty amazing! Hats off!
Title: Re: Hi there!
Post by: StevetS on 2013-Feb-17
Thanks for the tips on the collision detection sequencing guys,

I've downloaded the programmers guide from Lulu - very comprehensive for a tenner. Looking forward to running through the tutorials. Just need to sneak a reem of paper into work and print it off (all 399 pages!).

Title: Re: Hi there!
Post by: erico on 2013-Feb-17
Quote from: StevetS on 2013-Feb-17
... Just need to sneak a reem of paper into work and print it off (all 399 pages!).

:D If I was still at university, I would have probably done the same, in special paper and color! ;)

But since print came from my pocket, I got it 2 pages on a A4, front and back, B&W.
Standard laser print + those ring bound stuff and a transparent cover, it came around 15 dollars.

The programmers reference guide is a really cool book.
Title: Re: Hi there!
Post by: Marmor on 2013-Feb-17
Use Fineprint !