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DarkBASIC Professional Discussion / [Question]Dark basic Pro. Code converted to C++ Or a differant language?[/Question]

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burneriza
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Posted: 12th Jul 2010 18:04
Title shows my Q,
I am just wondering for if anyone could ever make something remarkable in DBPRO, Or Fpsc (I hope FPSC Gets Source Code Functionality) And wants to sell it on steam. But The thing with Steam is, You would have to add in The STEAM Cloud. Thank you for reading my post, Have a good Day/Night.

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Kevin Picone
23
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Posted: 12th Jul 2010 18:33
Quote: "Code converted to C++"


Nope. The compiler takes the source code and produce machine code. There's no C step.

burneriza
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Posted: 12th Jul 2010 18:41
Thank you anyway =).

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Kevin Picone
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Posted: 12th Jul 2010 19:03 Edited at: 12th Jul 2010 19:34
If it's really important, You could always write a translator (DBpro to C/C++).. There's not much to it.

burneriza
User Banned
Posted: 12th Jul 2010 19:18
How does write translator (Grammar intended)

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Hawkblood
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Posted: 12th Jul 2010 19:53
It would be a bit more complicated than KP suggests. You would write a program that takes the text of your DBP files and convert it to a line-for-line C++ version. This would have to take into account all the DBP specific commands like "make object" and you would insert the C++ version (which would be long). Some commands such as "x=x+y" would be "x=x+y;" (note the semicolon). If you could come up with a program that would do that, it would be worth it's lines in gold.... lol.

BTW, why would you need to convert it to C++? What's the STEAM cloud?

The fastest code is the code never written.
burneriza
User Banned
Posted: 12th Jul 2010 20:44
STEAM Cloud is what powers The Steam Store, If you don't know what STEAM Is then you don't understand any of this.

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Hawkblood
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Posted: 12th Jul 2010 20:49
I understand that STEAM is a VALVE app for downloading games, but I don't know what that has to do with the game you are trying to put on there. Does it have to be C++? Once compiled, DBP is in the same "language" as C++ (once it's compiled).

The fastest code is the code never written.
burneriza
User Banned
Posted: 12th Jul 2010 21:35
Well I just assume that the steam cloud is coded in C++ And you need to program it in. I may be entirely wrong, I will never know until I finish my game :3.

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Hawkblood
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Posted: 12th Jul 2010 21:42
Let us know how it turns out. I would like to eventually upload a game to some big-name website for publication. Do you have to upload the source code? Because I still don't understand how it could make a difference if it's already compiled.

The fastest code is the code never written.
Ernst Rolf
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Posted: 12th Jul 2010 21:49
Quote: "It would be a bit more complicated than KP suggests. You would write a program that takes the text of your DBP files and convert it to a line-for-line C++ version. This would have to take into account all the DBP specific commands like "make object" and you would insert the C++ version (which would be long)."


If you're "allowed" to use DGDK it wouldn't be very hard

O ja
burneriza
User Banned
Posted: 12th Jul 2010 21:51
This gives me a idea. A Published Games section of this forum to showcase the members who got a game published

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Hawkblood
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Posted: 12th Jul 2010 21:53
Now that beggs the question: Are you going to publish it here first? I'm sure if it's good enough for steam, then TGC would love to be the first to play-- as would I.

The fastest code is the code never written.
Mobiius
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Posted: 12th Jul 2010 21:54
You mean like This

My signature is NOT a moderator plaything! Stop changing it!
Hawkblood
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Posted: 12th Jul 2010 21:59
No. I think what he means is a board for published games. Sure, he can put it on the Program Announcements board, but that's not exclusively for completed and published games.

The fastest code is the code never written.
Neuro Fuzzy
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Posted: 12th Jul 2010 22:09
Quote: "This gives me a idea. A Published Games section of this forum to showcase the members who got a game published "

http://forum.thegamecreators.com/?m=forum_read&i=5, http://forum.thegamecreators.com/?m=forum_read&i=8, and in the newsletter.


I think you don't know how computers run programs...

Basically, it all boils down to writing to memory, reading from memory (handled by RAM), math and binary operations (handled by the graphics card and processor), and output (handled by the sound card and a bunch of other lil' things. Basically, a computer reads machine code, binary, that has commands like read this, change that, send this command to this place, receive this command, etc. (not that I have any experience with machine code... correct me if I'm wrong). Things on computers became really complicated, so people wanted to abstract stuff to a higher level. Instead of having to type in "72004A406" or whatever, one can type "if a=1 then b=2", and this will be *compiled* back down to machine code.

A compiler compiles easier to read code into "incomprehensible" machine code. Once you compile dbpro code or c++ code, it is now a large file of stuff like "010005340544160F24E75" - the code is not contained in the executable. Good hackers can decompile a program - IE turn machine code back into a readable syntax - but it is generally very very difficult to make any sense out of it.

Basically, an executable is an executable - it is not language specific.


Is't life, I ask, is't even prudence, to bore thyself and bore thy students?
burneriza
User Banned
Posted: 12th Jul 2010 22:17
Quote: "Quote: "This gives me a idea. A Published Games section of this forum to showcase the members who got a game published "
http://forum.thegamecreators.com/?m=forum_read&i=5, http://forum.thegamecreators.com/?m=forum_read&i=8, and in the newsletter.


I think you don't know how computers run programs...

Basically, it all boils down to writing to memory, reading from memory (handled by RAM), math and binary operations (handled by the graphics card and processor), and output (handled by the sound card and a bunch of other lil' things. Basically, a computer reads machine code, binary, that has commands like read this, change that, send this command to this place, receive this command, etc. (not that I have any experience with machine code... correct me if I'm wrong). Things on computers became really complicated, so people wanted to abstract stuff to a higher level. Instead of having to type in "72004A406" or whatever, one can type "if a=1 then b=2", and this will be *compiled* back down to machine code.

A compiler compiles easier to read code into "incomprehensible" machine code. Once you compile dbpro code or c++ code, it is now a large file of stuff like "010005340544160F24E75" - the code is not contained in the executable. Good hackers can decompile a program - IE turn machine code back into a readable syntax - but it is generally very very difficult to make any sense out of it.

Basically, an executable is an executable - it is not language specific.
"

No I am not talking about a exe I was talking about how to Implement STEAM Stuffs. I do not know if it requires programming or not.

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Hawkblood
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Posted: 12th Jul 2010 22:19
Quote: "Basically, an executable is an executable - it is not language specific."

That is a very true statement..... If your post was directed at me, I think you need to re-read my posts. I was asking why burneriza would need to have a C++ compiled game vs a DBP compiled game to upload it to STEAM....

The fastest code is the code never written.
Red Eye
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Posted: 12th Jul 2010 22:21 Edited at: 12th Jul 2010 22:23
Actually there was a C++ to DBP and vice versa converter.

gonna search for the link, one sec

http://forum.thegamecreators.com/?m=forum_view&t=121201&b=22

I havnt tested this, but if it works it works... Altough i am 100% sure it will look crappy, and if u use complicated things, he wont recognize it... But thats me... Check it yourself.

Hawkblood
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Posted: 12th Jul 2010 22:26
Quote: "No I am not talking about a exe I was talking about how to Implement STEAM Stuffs. I do not know if it requires programming or not."


NOW THAT MAKES SENSE! OK, I don't know what is required to impliment STEAM on a program. I would guess that you could get a wraper from VALVE for that. It may be just as simple as installing an running a program to compress and upload.....???

The fastest code is the code never written.
jamesL
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Posted: 13th Jul 2010 05:48
"STEAM Cloud is what powers The Steam Store, "

actually the steam cloud is just saving your games on the steam server so you can play the game on a different pc without losing progress

not every game has to support the cloud

for instance, I bought Sacred Gold from steam and it is so old it definitely doesn't support the cloud

when Torchlight was first released on Steam it didn't support the cloud
Neuro Fuzzy
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Posted: 13th Jul 2010 07:42
Ohhhhhh! I see!

Well... I think you'd definitely have to code a wrapper for that in c++ if you wanted to implement it.

(also my post was directed at burneriza, hawkblood)


Is't life, I ask, is't even prudence, to bore thyself and bore thy students?
Hawkblood
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Posted: 13th Jul 2010 15:36
You may want to contact VALVE directly. They may have better info on how to do this.

The fastest code is the code never written.
burneriza
User Banned
Posted: 13th Jul 2010 20:39
Yeah but if I contact them they might think I already have a game, And I don't want to get Valve's hopes up that they'd get money XD (If this forum had reputation +1 If you get the joke :3)

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thenerd
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Posted: 13th Jul 2010 21:37
You could submit your game to steam, but it's very unlikely that they will publish it unless it is VERY well made.
Valve has a dev kit called Steamworks, which allows the game to do a lot of things, have achievements, a server list, use the vgui system, anti-cheat, and a bunch more. however, in order to use it with pure dbpro, someone would need to write a wrapper, and you'd encounter legal problems because I don't think valve would allow that...the closest really you could do would be coding your game in darkGDK, because then you can use their C++ toolkit, but even then, not just anyone can get their hands on the toolkit, you have to apply to get it. I'd recommend creating a finished game first, and then polishing it so it looks as professional as you possible can get it to be. then, and only then, should you submit it to valve, and if they think it shows potential, you'll get the toolkit and be able to use it.


garlantinapple
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Posted: 14th Jul 2010 08:48
This thread, therefore is fairly invaluable to anyway wanting gorgeous graphics in their game, hence its new home, at the top of the DBPro board.
jamesL
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Posted: 18th Jul 2010 00:26
this should help

http://www.gameranx.com/updates/id/696/article/alien-swarm-with-complete-code-base-releasing-free-on-steam/


Alien Swarm with complete code base releasing FREE on Steam

On Monday, July 19th Alien Swarm is going to be released for free via Steam. In addition to the game, Valve will also release the complete code base for Alien Swarm. This includes updates to the Source engine SDK and full Steamworks integration. If you’ve ever thought about developing a mod on the Source engine with Steamworks, this release provides more insight and examples for using Steamworks in game production.

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