Quote: "Make a demo version if you plan to sell it."
I did, i made 4. Anyways, BENOJ, if your reading this, please give diggsey the link.
Quote: "you might want to head to the nearest store and buy yourself 234234234 cans of beer"
Thats quite abit of beer, are you sure any one man can drink it all (or woman).
Anyways, yeah, im not about to give up on this, not on my life.
GAMEDEVELOPER HISTORY:
Originally started to work on a game for someone, it started out poorly. In the earlier versions, when you created an object, you had to select it by entering in its object id. Very bad movement of objects with keys was implemented. The executables ran off of a runtime. Certain parts of the physics code wasnt even done by myself. There was about 8 editors for differant types of games (Action, RPG, FPS, Racing, etc), and another 8 for the runtimes. I only did the racing one.
After i realised that that sucked, i started on a new one. This one was the first version seen publicly (EasyEdit v0.1), it obviosly sucked, so then camera 0.2 which was just a few bug fixes, then v0.3 which was more bug fixes, and v0.4 which consisted of features being added. There seemed to be a problem with installation (because it was the first version to use a .ini file), so i created a patch, and an updated ini file. People are still having problems testing that version out, and i am sorry for the difficultys. After a little bit, i decided to stop working on that altogether, and started a fresh-new one. EasyEdit v0.5, it had gotten quite far, it had a GUI, object naming, some nice, GUI functions. It was pretty nice, but not nice enough, after an accident (which actually helped me), i lost 2/3rds of the written data to the editor. This made me pretty mad. But at the same time, i was glad because this gave me reason to work on another one. I took 1 day to examine FPS-Creator, and another day to design. After that, was born DarkGE.
DarkGE takes advantage of FPS-Creators design, and a speedy GUI. It may still be in beta version, but it is the first to allow true control with the mouse, layers, and a 50*50*10 grid. When exporting DBP code, it creates a .dbo file consisting of correctly placed segments, and correct entity placement. However, the problem with object angles will always be there, this will be fixed very, very, very soon because i think i know why the angles are messed up.
THE COMPILER:
Version 0.0a
8 Runtime environments for differant categorys (RPG, Action, Racing, FPS, etc). However only 1 was half-created. The racing. The main code wasnt mine, and the parser was very bad and slow.
Version 0.0b
A quicker parser, no runtime needed, however, the parser only used the left$, and right$ functions, and wasnt exactly "precise". This was created in DBP
Version 0.1
Supports exports for C++, and DBP. It was created in DBP, and executables follow a "runtime" styled environment. It had certain functionality
Version 0.2-0.4.5
Same as 0.1, however more features were added. No billboarding was ever acheived.
Version 0.5
Completely rewritten, supports C++ code export, DBP code export, and executable generation. I nice parser, and rendering capabilities of OpenGL, & DirectX, as well as OS exports for Windows and Linux (WIN32 Platforms only, Linux tests are all performed on Linspire, it all seemed to work).
IN THE FUTURE
Will DarkGE change? Undoubtedly. It will support OpenGL, and DirectX, as well as differant platforms. It might work a little differantly, but thats fine, because im sure its what you all want.
Also the compiler, will no doubtedly change as well. For the better.
LET ME EXPLAIN PS2, XBOX, AND OTHER SYSTEMS
These systems have been decided to require runtimes. In other words, i will buy licenses from them to create the runtime software. You can test the software with emulators such as cxbx, ps2emu, and others. The runtimes might be a little slow, but completely customizable, with full source. The SDKS i will use are: ps2dev for linux, OpenXDK (Or, possibly XBDEV), and i will attempt to buy the psp sdk. This will all cost me quite abit of money, so please respect my doing this. However, fullsource code will be given for these. (If they allow me to).
if TGC does sell this, this will be the only product they have that works on Linux, MacOSX, and can create games for consoles. If they dont, im not worried. Anyways, that little consoles bit should answer a lil' bit of questions.
Speaking of selling:
@Richard
What are you looking for in game creation software? Will you even sell software which can take advantage of all these systems? Anything you want to tell me? Thanks.