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DarkBASIC Professional Discussion / So is DarkBasic dead?

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Darkhog
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Posted: 29th Nov 2014 03:44
I've noticed that last version of DarkBASIC is from 2011 (there seems to be upgrade from may 2012, but hadn't luck installing it, when I go to about DarkBASIC Professional it still says that version is 1.xxx and not 7.62).

So is it dead and not worth using/buying anymore? Also, since I plan to upgrade my Windows box to Win10 once it is released, does IDE/game executables run on newer systems?
wattywatts
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Posted: 29th Nov 2014 04:27
Depends what you mean by dead.
My understanding is that once FPSC Reloaded is finished we'll get some sort of final DBP update, with that likely being the last one.
However, it's still possible to make very nice looking games with, I would go so far as to say you could make a game that's graphically competitive to anything out there right now. The tricks to doing so will get more complex as the years roll on however.

No idea if it will be win 10 compatible - I hope so!
James H
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Posted: 29th Nov 2014 05:33
Its now free for home users http://www.thegamecreators.com/?m=view_product&id=2000&page=free
Also the version info isn't as you might expect, I use version 7.7 from here http://forum.thegamecreators.com/?m=forum_view&t=180294&b=1 which is release candidate and almost just as old. This is reported as 1.077 from the "About" option as I have just now checked. This falls in line with your "1.xxx" description so yours should read 1.076??
As for its future, well none of us know for sure but I think most of us expect FPSCR to provide us with a new version on its completion or not long after as already suggested by wattywatts, but whether we will have to fork out some cash for it would be another question. Personally I would make a purchase if it is the case, it may turn out that its free, who knows, guess we will have to wait to find out.
gamerboots
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Posted: 29th Nov 2014 05:45
The current version has a rather wide range of compatibility range to. It works on xp,vista, win 7 and win 8 so it still has some life in it.
If there is another update it would be nice, but if not then that is ok with me as I am more than satisfied with all the hard work that they have put into this.
I look forward to seeing more great tools from TGC in the future.

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Sph!nx
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Posted: 29th Nov 2014 18:15
For me it's still the best choice. I don't pretend I can compete with AAA titles, but it's a great tool for indie games. With the (Free or Paid) Libraries out there, the possibilities are endless.

Regards Sph!nx
TheViking
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Posted: 29th Nov 2014 18:44
I don't think it's "dead"... firstly, its a matter of opinion.

What makes something dead is lack of forum activity and or usability. ie: XNA forum is pretty dead and useless, so community assistance is null. Also, with the new XBOX one out, XNA is even less useful.

With regards to DBP, you can still produce and publish games that fully function on PC's, which makes it still useful, not to mention the community assistance on issues is phenomenal. I've tried other languages and I keep coming back to DBP, it's simple and yet powerful enough to do anything you can put your mind to. Some being harder than others to accomplish obviously.

But, this is all just my opinion. I love DBP, and I've tried other languages and so forth, but DBP was the first that I've tried and the one I keep returning to every time I try something new. Must say something for it.
Burning Feet Man
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Posted: 29th Nov 2014 22:08
It's very competitive out on the Indie Dev market. Recently, I was weighing up my future as a hobbyist programmer, and what direction to take.

I think one of the most important things about any programming language is the community. I'm constantly trawling all over the forums through some really old threads, finding lots of broken code and only nuggets of gold after hours of searching... But there are some very smart individuals here. Really-really talented group of people. Like any community, people stay or people move on. If the good ones stay, then the community is far from "dead" and thus so is the language.

My programming skills... heh, my skill set is pretty simple. My largest project is currently 1,200 lines of code after 5 years here on the forums. But, I've learnt a lot. Before I started with DBPro, I hardly knew anything about programming. What I thought I knew, did not turn out so in practice, and thus I have DBPro to thank for that!

But as an indie game designer... Well, I don't know if it's me, or DBPro, but I'm absolutely failing to get my skills across into "a" game. I keep getting lost in the most tiny insignificant programmatic problems, such as accessing the material index of my .DBO model that when my model's loaded into RAM that I can access the material to change the colour of the vertices and then reloading my model. I've spent YEARs thinking about this problem... and it's only yesterday that I finally sat down and started reading about the .DBO format (in the DBPro help folder on C:\ ). I still don't think I'll solve it either, and that's when I get stuck, then realise I'm stuck, and move onto either other programming ideas, or lose interest complete.

Sometimes I start to wonder if the grass is greener;

- Unity
- Game Maker
- Godot
- Phaser
- Construct 2
- Fusion 2.5

Then I realise, that all these other programming languages (and communities) will offer me the identical problems that DBPro throws at me already. The main offender being "How do I code my way from A to B to make my indie game without getting stuck in some abstract minute detail".

So I like to think that the question really isn't "Is DarkBASIC Dead?", but rather, "Is my time better spent elsewhere?". I'm not too sure what the answer is. I think part of the answe...*STOP TYPING AND GO READ SOME PROGRAMMING BOOKS BFM!!!

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basjak
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Posted: 29th Nov 2014 22:10
No it's not dead but you can say that the language is very well developed in a way that its not easy to get more.

The beauty about dbpro is it still within dx9. Which means that you will be able to transform your program to multi platform by using an application currently developed by Microsoft.

Mage
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Posted: 30th Nov 2014 03:20
Sill here!

wattywatts
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Posted: 30th Nov 2014 03:32
Quote: "The beauty about dbpro is it still within dx9. Which means that you will be able to transform your program to multi platform by using an application currently developed by Microsoft."

What's this?
Dar13
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Posted: 30th Nov 2014 07:07
Quote: " What's this? "

I imagine he's referring to DX11/DX12 compatibility profiles, but I'm not sure if that's what he means. The only way I've seen a DX9 app go multiplatform (aka OpenGL) is by using ToGL as a shim layer, and that's supposed to be used a layer below DBP (in the C++ code rather than the BASIC code).

Green Gandalf
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Posted: 30th Nov 2014 12:03
Quote: "What's this?"


Me too.



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Seditious
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Posted: 30th Nov 2014 14:58
Quote: "Which means that you will be able to transform your program to multi platform by using an application currently developed by Microsoft."


Still not as multi-platform as some of the competitors, though.
WickedX
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Posted: 30th Nov 2014 19:09
I still find DBPro very useful. I'm still running a few 16-bit apps on my system. The Windows API hasn't change much, just new funtions added. As long as DirectX 9.0c can be installed on the Windows OP, DBPro is still alive.

Quote: "
I keep getting lost in the most tiny insignificant programmatic problems, such as accessing the material index of my .DBO model that when my model's loaded into RAM that I can access the material to change the colour of the vertices and then reloading my model.
"


Hey, Burning Feet Man

Thought this may help. You will obviously need to adjust for loaded objects with bones and limbs. Since this is just a cube the normals may not be as clean with other objects. For loaded objects you could use the existing diffuse poperty and alter it.

29 games
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Posted: 30th Nov 2014 20:57
I don't know if DBPro is dead or not but I wouldn't buy it and wouldn't recommend anyone did as it's future is so uncertain.

On a personal level, when I was using DBPro this started affecting my motivation with the thinking that if it's going to take a year or two to finish a game is it still going to work on people's computers. In hindsight this feels a little extreme, liked WickedX said: it's all tied into directX 9c.

Moving to other tools may or may not give the developer the motivation or piece of mind needed to finish a game. I've had a brief go at gamemaker, downloaded unity and never used it, spent an afternoon with Java and gave up. I just couldn't be bothered with the learning curve for any of it, it seemed a bit too much effort to me.

AGK V2 came at just the right time for and I'm really happy with it, it's pretty much the same as DBPro - I don't care about pluggins (the only one I ever used was Sparky's), better 3D is coming (hopefully before I die), I've started to dabble in shaders and I like being able to put games on my phone/tablet, which is a much more socially acceptable way to share my hobby.

Van B
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Posted: 1st Dec 2014 17:52
I think that AGKv2 will make DBPro pretty much redundant for most people - but languages and platforms simply never die... I mean as PC's get better and better, and DBPro stays pretty much as it is, it'll become more and more capable until the point where we can throw anything at it and it'll simply cope.

Besides, I used to use GFA Basic a lot on the Atari ST, and I'd like to make a demo, with GFA - a good 25 years later. All DBPro users in the world would have to die for DBPro to die, and that (fingers crossed, touch wood) won't ever happen (apart from maybe in a bad Nicholas Cage movie).

I am the one who knocks...
Green Gandalf
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Posted: 2nd Dec 2014 14:26
Quote: "I mean as PC's get better and better, and DBPro stays pretty much as it is, it'll become more and more capable until the point where we can throw anything at it and it'll simply cope."


That's why I stick with it. It does 99.9% of what I need and I just don't have the time or patience to bother with anything else. I guess it might become difficult to get working when we're forced to move on from 64bit computers in much the same way that it's currently a pain to get old 16bit programs working on 64bit machines. But is that event likely in the near future?



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TheComet
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Posted: 2nd Dec 2014 17:39
DBPro still remains the best entry point for newbies wanting to write games. I recommend it to anyone I can. A lot of noobs thesedays prefer to use Unity, though, which is sad because it doesn't teach programming concepts that well.

I like offending people. People who get offended should be offended. -- Linus Torvalds
Digital Universe
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Posted: 2nd Dec 2014 18:16
Quote: "A lot of noobs thesedays prefer to use Unity..."


This is probably because Unity has a built-in level editor...Dark Basic Pro does not. Most entry level people will want to have a level editor to work with.
Chris Tate
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Posted: 2nd Dec 2014 21:14 Edited at: 2nd Dec 2014 21:15
I've got all of TGC's products because I like their stuff; and will definately get a copy of AGK2; however DarkBASIC is still my baby.

Burning Feet Man
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Posted: 2nd Dec 2014 21:58
Thanks for the help WickedX. I didn't want to hi-jack this thread, but running that code snippet produces a Limb does not exist at line 49 Error.

I've found a good starting point to part of my learning puzzle, and have been reading this over the past 2 days;

http://www.directxtutorial.com/LessonList.aspx?listid=9

Back on topic, I'm curious as to why DarkBASIC Pro isn't actively developed in the face of the competition... My guess is that TGC are pumping their resources into AGK2. But is AGK2 in the same space as say, Unity? What I also find odd, is that we've heard about DarkBASIC Pro being worked on in conjunction with FPSC Reloaded, but why don't TGC market it as being so? A bit of a teaser would go a looong way for this community.

I miss the days of TGC newsletter where they'd have a few articles on DarkBASIC Pro. I think I'll download a bunch of the old newsletters and re-read them on the train.

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Van B
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Posted: 2nd Dec 2014 22:30 Edited at: 2nd Dec 2014 22:30
I don't think Unity, or any of the big development systems are designed for us. I use Cryengine, and that's certainly not designed for solo developers - it's designed to be used by groups or people with distinct experience in each area. It doesn't matter if the editor is awesome, if you need a degree in 3D modelling to make media for it. It doesn't matter how awesome the language is, if you have to jump through hoops to create any sort of media for it. The designers of these systems imagine software houses using them, not hobbyists, not even small indie groups.

I mean, without being specifically unkind, a lot of Unity projects look like crap. There might be oodles of polygons to display, but they're displaying some really trashy models. Any sensible game developer who is in control of the project (pro, indie, hobbyist, whatever) develops their project within their means... and it's the only way to get things finished. I try to treat every project as a learning experience but be realistic about what is involved in finishing it. It's the same no matter what you meddle in.

I think DBPro provides a great middle ground platform, and AppGameKit is providing the same platform - where average normal people can actually get things done, learners can learn, and experienced users can branch out from. It's not too difficult to produce media for DBPro and AppGameKit because it's not abstracted away in a fancy GUI or completely game-coder unfriendly rigmarole.

Like you know whats better than those flowchart, joiny pipe interfaces?... programming, any kind of programming - please no more with the coding for managers style interfaces. Give me plain old dirty code any day of the week.

I am the one who knocks...
29 games
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Posted: 2nd Dec 2014 22:54
I'm going to ask a really dumb question here as I've never used Unity or Cryengine, every so often I see someone saying that they have been made for teams but I've never really understood what that means. VanB implies that there's some kind of faffing around with the creation of media - I'm guessing that's just one of the issues and is more to do with getting it to work in the game. I'm curious to know a more about this.

Van B
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Posted: 3rd Dec 2014 00:38
I guess my main gripe is that things have to be done to the Cryengines exacting methods (HA! get the name now), any tutorial that they publish requires Maya or 3DS Max, both very expensive - meanwhile the free Blender plugin goes largely ignored by them. They could collaborate just a little bit to improve it, instead of bolstering Autodesks monopoly on 3D modelling software. I'd love to buy Mudbox and Max, but they're prohibitively expensive. A hobbyist developer shouldn't need a re-mortgage in order to use software they already paid/pay for. The reason I like Cryengine is the quality of environments you can create, like puts BF4 to shame in an instant... but it's a high price to pay, because getting down to an actual code level seems miles away - and all I can see is little boxes with lines connected to them, looks like my brains spread thinly on a coffee table... GAH!

I can't comment much on Unity, as I haven't used it - but UDK is much the same as Cryengine... designed for software houses who can't afford to develop a competitive engine for themselves IMO.

For me, and I think a lot of people have been programming so long that it's part of our language, it's how we solve problems no matter if its in a program or in a supermarket! - these layers of abstraction are a distraction. Consider that if say Unity was designed for a solo developer, it would have to put actual programming at the forefront, the editors and suchlike would be secondary concerns and it would have to be functional before looking pretty. It would enforce a lot more uniqueness in projects I think, but mainly it would instil quality. It's too easy to just make do with the supplied gameplay dynamics, then every other project looks like every other project, same niggles are repeated, all the wow factor (physics and shaders) are already spent on 20 other peoples similar looking projects.
My point... at least with DBPro you start with a blank page, where genuine creativity is more likely to happen IMO.

I am the one who knocks...
The Tall Man
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Posted: 3rd Dec 2014 03:16 Edited at: 3rd Dec 2014 04:16
An Update to DarkBasic Pro from December, 2013.
https://code.google.com/p/darkbasicpro/

The latest release that Lee did in his sticky-thread in his forum was based on r85 in the source code repository, from what I can tell? (by doing a date comparison).

There were several updates checked into the repository since then, bringing it up to r101, which was extremely buggy and unusable. Last year, I corrected those bugs by rolling back several faulty revisions (including some that reduced performance before r85). I also fixed some broken functions. I did this as a DarkGDK user - I have never used DBPro. But in most cases, they share the same source code, so most of the fixes and improvements I made will likely show up in DarkBasic Pro. So I added a number of revisions in the repository since r101, bringing it up to r113.

Here is a DarkBasicPro build of r113 from the repository. This is just an update of the plugin DLLs. Again, keep in mind that I have never tested this version with DarkBasic Pro. So before you replace your older versions of these files with these newer ones, be sure to back up your old ones first!

Here is a brief summary of some of the affected functions. While these are the DarkGDK function names, as I said it will likely affect the DBPro counterparts as well. These were not the only improvements made. A more detailed list of the changes I made is included in a .txt file within the download. And you can see the changelog in the repository (the link above) for what was affected between r86 and r101.

dbLoadAnimation() - This function had been disabled for DarkGDK since before 2007. You can now load movies and videos into your DarkGDK games (without DarkVideo).
dbPlayObject(), dbLoopObject() - These haven't worked since just before the 2010 release. These help to automate animation of your objects, such as characters.
dbSetObjectSmoothing() - This creates normals for an object to allow lower-polygon meshes to appear smooth under lighting.
dbLoadObject() - specifically for .3DS objects. It used to take a half-hour to load a single higher-polygon .3DS object. Now it only takes 40 seconds!
dbSetMusicVolume() - It worked as of the 2010 release, but was broken in r69 of the open source.

Extract this to the folder that contains the subdirectories plugins and plugins-user. These are the two directories that need to be backed up before you do the extraction.
r113 - Release.zip

P.S. Let me know how this works for you. If it's an improvement, I'll create a new thread for it.

Judging what we see is the greatest blinder and self-limiter in the universe.

What we perceive is never reality. It is only a story we tell ourselves based on our current perspective, which has far more to do with our beliefs about ourselves than with anything else.

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The Tall Man
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Posted: 3rd Dec 2014 04:17
(forgot to check the receive email option)

Judging what we see is the greatest blinder and self-limiter in the universe.

What we perceive is never reality. It is only a story we tell ourselves based on our current perspective, which has far more to do with our beliefs about ourselves than with anything else.
Digital Universe
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Posted: 3rd Dec 2014 06:16 Edited at: 3rd Dec 2014 08:24
Quote: "It's too easy to just make do with the supplied gameplay dynamics, then every other project looks like every other project, same niggles are repeated, all the wow factor (physics and shaders) are already spent on 20 other peoples similar looking projects."


I do think that Dark Basic Professional gives people the ability to do pretty much whatever they want ("the sky is the limit!"; I even made a "space invaders" game with it). However a lot of users want to visually see what they are doing, not just code and check the results...code and check the results...

Sure, you can use a map editor (i.e. MapScape), but in my opinion many users will find this less than ideal, when they can just open up another gaming making software program that has a built-in level editor.

As long as Microsoft keeps supporting DirectX 9, Dark Basic Pro will have a reason for existing. When Microsoft decides to pull the plug on DirectX 9, DBP will need to either 1) Get an update for DX10, DX11, and (soon to be released) DX12 support, or 2) It will just be a legacy application that will do new (and most existing users) no real good.

My two cents.
Green Gandalf
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Posted: 3rd Dec 2014 11:28
Fortunately for us, TGC products are not the only ones which make extensive use of DX9.



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WickedX
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Posted: 5th Dec 2014 02:15
@ Burning Feet Man

Change the limb number to 0 in the call to colCube. I tested the function on a loaded limbed object and forgot to change the limb number back to zero.
Burning Feet Man
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Posted: 6th Dec 2014 06:06 Edited at: 6th Dec 2014 10:57
Which is why I keep coming back to DBPro. Such an awesome community, thanks WickedX.

What I need to figure out now is how to load an object into memory (which I can do using the .DBO format), then run a loop which scans memblocks and looks for certain colours, and then changes them (ie, when RED 0x00FF0000 is found, change it to 0x000000FF). I think you've given me enough to work with, I'll see what I can do!

EDIT: It appears that applying a random colour to the vertices removes "specular", or the object highlights, making the object lighting/shadow static as the object revolves.

Engaging the Object;
- Specular
- Diffuse
- Ambience
- Emissive

These settings flood the rainbow vertices back to one colour, losing the colour of each individual vertex. I was hoping the Alpha Chanel might let the vertices colours through, but it doesn't seem to make a difference.

EDIT: Wait, seems to work OK on a Object Cube, but not on my Load Object .DBO model! Argh! Head explode >_<

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Mage
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Posted: 25th Jan 2015 07:18
I could sit down and start writing a Framework for a game written in C# with DirectX 11 but that would take a huge amount of time. I only play around with game programming with limited free time. so having a few luxuries with DBP has been good for me. I might eventually switch to Agk if DBP does become completely redundant.

Battoad
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Posted: 26th Jan 2015 21:32
I was reluctant for ages to depart from DBPro but recently decided to take the plunge in to AGK2.
I don't regret the move. AppGameKit is actively being developed and has to be the way to go.
I still use apps that I made in DBPro but am slowly trying to "convert" them using AGK2. Well when I say "convert", it really means re-write, but AppGameKit is also a brilliant basic language for those who struggle with C.
I recommend it - give it a go, you probably won't look back.

Mdj
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Posted: 27th Jan 2015 08:20
No DBpro is not dead yet. Even when people run it in an emulator someday in the future you could still consider it alive. The old Atari 800 that I learned to program on was dead to me for a while, especially after it broke and before the internet and emulators. Now I can run all the stuff I did in 1980 in a program on Windows. To me that is not dead, just ineffective for todays uses. DBPro will one day be just as ineffective yet I am using it presently to solve problems.

I am using version 1.071. After reading this post I do not know which version is the latest and or best.

Darkhog, DBPro is highly effective and useful and relevant. It is alive but needing tlc from its' creators.

Juney, On a side note I am considering trying out the AppGameKit, and have read about it. But I still have questions, like can I do everything with AppGameKit like I do with DBPro + many commerical plugins?
Mdj
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Posted: 27th Jan 2015 08:30
Also the best forum threads that desperate programmers need are all locked. It creates the idea that a particular topic is put to rest. It would be nice to respond to those instead of making a new thread with the same topic.

To me for a while I asked the same question whether or not I should purchase Dbpro, is it dead? The only doubt I had were the locked forum threads. But I got passed it.
Burning Feet Man
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Posted: 29th Jan 2015 10:24
I couldn't agree more, as I've never understood the concept of locking a perfectly valid thread. I think TGC are the only forums that I visit that implement a default 30 day(?) locking of a thread too. In my opinion, I feel that it fragments the community, discourages discussion.

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The Tall Man
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Posted: 29th Jan 2015 12:50 Edited at: 29th Jan 2015 13:40
I completely agree. No point at all in auto-locking threads. It cripples conversation.

Judging what we see is the greatest blinder and self-limiter in the universe.

What we perceive is never reality. It is only a story we tell ourselves based on our current perspective, which has far more to do with our beliefs about ourselves than with anything else.
Adrian
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Posted: 29th Jan 2015 14:51
I agree. There's nothing more annoying that finding a thread about your current problem only to find that you can't ask a question or maybe even supply an answer.
30 days is way too short.
basjak
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Posted: 29th Jan 2015 16:50
at least they keep open the important threads.

Conjured Entertainment
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Posted: 29th Jan 2015 18:29 Edited at: 29th Jan 2015 18:44
Quote: "I think DBPro provides a great middle ground platform, and AppGameKit is providing the same platform - where average normal people can actually get things done, learners can learn, and experienced users can branch out from. It's not too difficult to produce media for DBPro and AppGameKit because it's not abstracted away in a fancy GUI or completely game-coder unfriendly rigmarole."

Agree 100%, well said

Quote: "Also the best forum threads that desperate programmers need are all locked. It creates the idea that a particular topic is put to rest. It would be nice to respond to those instead of making a new thread with the same topic."

Quote: "I couldn't agree more, as I've never understood the concept of locking a perfectly valid thread. I think TGC are the only forums that I visit that implement a default 30 day(?) locking of a thread too. In my opinion, I feel that it fragments the community, discourages discussion."

Agree 100%, well said
However, there has to be some end to a thread so that ancient stuff that doesn't really apply now will not be dug up causing confusion for newcomers.
The 30 day thing does seem a bit extreme though, so maybe that could be extended a bit.
I saw a thread just the other day in the AppGameKit forums that wasn't really that old, where someone was asking why their code wouldn't work.
They were positioning a sprite before it was created.
If they moved a few lines (the sprite creation) up in the code (above the positioning call), then it would have worked fine.
The thread has suggestions for possible fixes, but they had overlooked the simple error I saw.
Anyway, I couldn't point out any observation I had made because the thread was locked.
Too bad


Now, as far as DarkBASIC being dead ...

Quote: "All DBPro users in the world would have to die for DBPro to die, and that (fingers crossed, touch wood) won't ever happen (apart from maybe in a bad Nicholas Cage movie)."

lol @ Nicholas Cage movie
- - -


I still use DB Classic for quick pseudo code tests when working with Mersenne primes.


Coding things my way since 1981 -- Currently using AppGameKit V1 Tier 1
Rudolpho
18
Years of Service
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Joined: 28th Dec 2005
Location: Sweden
Posted: 29th Jan 2015 18:50
Just for the record I'm pretty sure it's at least 90 days before threads get locked due to inactivity. It's definately more than 30.

The Tall Man
10
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Joined: 16th Nov 2013
Location: Earth
Posted: 29th Jan 2015 19:11
3 years would be too little, let alone 30 or 90 days.

Judging what we see is the greatest blinder and self-limiter in the universe.

What we perceive is never reality. It is only a story we tell ourselves based on our current perspective, which has far more to do with our beliefs about ourselves than with anything else.
Green Gandalf
VIP Member
19
Years of Service
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 29th Jan 2015 20:26
It's still annoying though. I sometimes return to a thread of mine and find I have to start a new one quite unnecessarily. Perhaps there's a good technical reason for the limit?

Anyway, shouldn't this discussion be on the Website Board?



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Burning Feet Man
16
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Joined: 4th Jan 2008
Location: Sydney, Australia
Posted: 30th Jan 2015 06:59
No doubt that there's already a thread under the Website Discussion board discussing this very issue... that's locked!



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Fantarg
11
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Joined: 28th Feb 2013
Location:
Posted: 30th Jan 2015 08:58 Edited at: 30th Jan 2015 10:36
DBPro a good helper. Many years with him. Illustration:
http://www.desura.com/games/15-defense-underwater-battle

<a href="http://www.desura.com/games/15-defense-underwater-battle" title="View 15 Defense. Underwater Battle on Desura" target="_blank"><img src="http://button.desura.com/rating/medium/games/21899.png" alt="15 Defense. Underwater Battle" /></a>

The dead know everything...
Green Gandalf
VIP Member
19
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 30th Jan 2015 12:46
Quote: "No doubt that there's already a thread under the Website Discussion board discussing this very issue... that's locked!"


No doubt indeed.



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basjak
14
Years of Service
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Joined: 16th Apr 2010
Location: feel like signing up for mars
Posted: 30th Jan 2015 16:11
simple:

DBpro is not dead as long as windows platform is still there. the only thing is that TGC are a bit busy with agk. I like AppGameKit but it's unable to handle big projects yet.

Sph!nx
15
Years of Service
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 6th Feb 2015 23:06
I can be wrong though, but I believe FPSC Reloaded is done on an updated DBP Pro. Hope to see some sort of DBP update when FPSCR is completed.

Please correct me if I'm wrong!

Regards Sph!nx

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