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DarkBASIC Professional Discussion / Hey, I'm new and I've got some questions

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pixelSHREDDER
22
Years of Service
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Joined: 25th Sep 2003
Location:
Posted: 26th Sep 2003 05:15
I want to try making a game that's basically a knock-off of Super Smash bros.(on N64). I need to know, tho, if DarkBasic can handle the special effects, 3D modeling, multiplayer (4 players) and possible (but not really necessary) Internet multiplayer. Can DarkBasic handle it? Thanks for the input.
Richard Davey
Retired Moderator
24
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 26th Sep 2003 05:23
I've got a better question - can YOU handle making it?! Could you create all the 3D models required? Draw all the textures? Handle the coding for the effects, collision, animation, game play..

Yikes.. I would hate to even think about starting my first ever game as a Nintendo rip-off! I'd shudder to even consider doing it now. All I can say is - good luck.

Cheers,

Rich

The sky above the port was the colour of television, tuned to a dead channel.
Your brain's just like any other appliance: it works better if you plug it in...
Neophyte
23
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Joined: 23rd Feb 2003
Location: United States
Posted: 26th Sep 2003 07:00
@pixelSHREDDER

Yes, DarkBasic Pro can handle it, but I'll have to warn you that making games the size of smash bros. is no easy task. As Rich stated previously the question really is can you handle it? It is going to take some patience and hard work on your part, but if you're willing to try hard enough it can be done.

My only advice is to start small with something simple, like say Pong or Asteroids, to get the feel for how hard making games can be. Trust me when I say that, although having a circle bounce back and forth between two lines sounds easy, its much harder to work out in code if you are new to this and it only gets much harder from here. But if you can remake Pong then you are off to a pretty good start.

Good Luck, and don't get discouraged!
mimesis
23
Years of Service
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Joined: 26th Aug 2002
Location: Norway
Posted: 26th Sep 2003 16:37
Actually he asked if dbp can handle running a game of commercial standard, which is a very good question.
Professional game developers mostly use c++ , and for a reason!

Speed and flexibility.

I doubt dbp can deliver the speed needed to make a top notch
commercial game. I've still havent seen any working example
of this yet.

If u're aiming high at games programming, start by learning the
basics with dbp, then move to c++.

Me, You, DBP and everything else, were made in the same place. The Stars!
I wonder what kind of matter DBP bugs are made of ... antimatter ??
haggisman
23
Years of Service
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 26th Sep 2003 18:56
Not only was TML made in DBpro and is selling, games like Armageddon http://armageddon.crowteam.com/screenshots/all.html look to be great future prospects, that evolution demo also ran great... So i think its possible to make any game if you are up to the task.

Defying the convention of an upright avatar since 1985
Shadow Robert
23
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 26th Sep 2003 19:00
Quote: "I doubt dbp can deliver the speed needed to make a top notch
commercial game. I've still havent seen any working example
of this yet."


depends, and that is all i'll say on the issue.

CloseToPerfect
23
Years of Service
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Joined: 20th Dec 2002
Location: United States
Posted: 27th Sep 2003 04:01
Quote: "depends, and that is all i'll say on the issue.
"


is this the shortest RAVEN post ever?
lol
CTP
CloseToPerfect
23
Years of Service
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Joined: 20th Dec 2002
Location: United States
Posted: 27th Sep 2003 04:04
haggisman, do you really consider TML a quaility commerical game?
agreed that it's better then anything I have made but really commercial it's not.

CTP
haggisman
23
Years of Service
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 27th Sep 2003 13:55
It was really just an example of a game made a while ago in DBpro, that managed to traverse the problems from patch to patch and still made a working *selling* game. Whither it was up to the AAA standards of today that is hard to say, especially with some the trash coming out from developers these days.

In my opinion the guy just wanted to know if he could make a game, as far as i know DBpro has special effects working, loadable 3d objects, and multiplayer abilites as well as online play...

Defying the convention of an upright avatar since 1985
adr
23
Years of Service
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Joined: 21st May 2003
Location: Job Centre
Posted: 27th Sep 2003 14:15
I think the nay-sayers need to rethink their definition of a "commercial" game. If someone's willing to pay £29.99 for a game, it's commercial. If someone's only willing to pay £4.99 for a game, then it's still commercial. If customers are prepared to give you money for your product, you have created a business and have therefore, by definition, "gone commercial".

Naturally, a single hobbyist programmer isn't going to give Vice City a run for its money. If we're honest, then a team of hobbyist programmers aren't going to give any recent AAA title a run for its money.

Unfortunately, it seems bridging the gap between programming ability and artistic ability is as difficult as ever. If you can model, texture and code, then you're laughing - all you need is patience.

For the rest of us mere mortals, who can't do the artistic stuff, it looks like we're going to be forever making the "personality girl" versions of games. Nice to play with, but horrible to look at ...

Can I ask you a Question?
What is it?
It's an interrogative form of sentence, used to test knowledge. But that's not important right now.
Powersoft
22
Years of Service
User Offline
Joined: 1st Aug 2003
Location: United Kingdom
Posted: 27th Sep 2003 17:48
what about 3D MAJONG (probal atypo sumwear)
!!!!!

Im not an ALIEN

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