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DarkBASIC Professional Discussion / Dark Game Studio Bonanza

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CocaCola
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Posted: 17th Aug 2010 23:12 Edited at: 18th Aug 2010 07:51
I'm thinking of getting it for my birthday or Christmas... that or a mini fridge for my room
But I don't know how much I'll be able to use it with school (what do you guys think?)

Anyway I have a few (or a lot of) questions about it

Dark physics:
1. Is it the best option for physics
2. Is it better and easier than other free DLLs
3. Is it PERFECT or near perfect gravity and collision
4. Is it worth it
5. Does it support 2d too?
6. if I had a glass and dropped it would it roll until it hit the handle? is it that perfect?

Dark lights:

1. Is it easy to use?
2. Is it better than other options?
3. Is it easier than other options?
4. Is it worth it?
5. Is it perfect or near perfect lighting?

Dark AI:
1. Is it easy to use?
2. Is it better than other options?
3. Is it easier than other options?
4. Is it worth it?
5. Is it perfect or near perfect Anti-intelligence?

eXtends:
1. How much does it expand Darkbasic Pro?
2. Is it good?

Other:
1. Is this the paid full version of DBpro?
2. If you buy this and want to sell a commercial game do you have to buy a license or do you already have it with the bonanza?
3. Is there a lot of errors with any of the add-ons above?





!!!THANKS EVERYONE!!!


I want coke, not Pepsi!
CocaCola
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Posted: 18th Aug 2010 07:29 Edited at: 18th Aug 2010 08:48
Bump

Anway it's official (probally) I'm gonna order the DGS bonanza... even though my questions aren't answered, hopefully I get what i'm thinking of, but hey 450$ off, who CANT miss that !

Maybe they could knock it up to 91??

Does the DGS Bonanza come with a DBpro license?

I want coke, not Pepsi!
Mobiius
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Posted: 18th Aug 2010 12:28
Quote: "Does the DGS Bonanza come with a DBpro license?"

You paid for it, so yeah, it does.

My signature is NOT a moderator plaything! Stop changing it!
Interplanetary Funk
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Posted: 18th Aug 2010 14:08
Answers (a bit late)
Dark physics:
1. Is it the best option for physics - IMO yes.
2. Is it better and easier than other free DLLs - I haven't tried the free ones, but from looking DP has a lot more to offer
3. Is it PERFECT or near perfect gravity and collision - Yes, but gravity doesn't affect character controllers but its not hard to write your own for that
4. Is it worth it - definitely
5. Does it support 2d too? - no, but look here: http://www.thegamecreators.com/?m=view_product&id=2257 (not included with DGS)
6. if I had a glass and dropped it would it roll until it hit the handle? is it that perfect? Yep.


Dark lights:
1. Is it easy to use? - Sometimes, other times it's ridiculous
2. Is it better than other options? - I'm not fully aware of ny other options
3. Is it easier than other options? see above
4. Is it worth it? - You're practically getting it for free, so I suppose so
5. Is it perfect or near perfect lighting? If you give it the right settings you can create really good light maps, but unfortunately I don't think you can use it with dynamic lights, it can sometimes be iffy with the default lighting.

DarkLights is good, but needs a major update to a better lightmapping engine, preferably one that has real time dynamic lightmapping (but I doubt that'll happen any time soon)


Dark AI:
1. Is it easy to use? - Yes, except when you need a 3D path
2. Is it better than other options? - I believe most people only appreciate it for the path finding and there are free alternatives to that with 3D paths.
3. Is it easier than other options? - I haven't tried other solutions.
4. Is it worth it? - Again, you're getting it at a heavy discount, so yes.
5. Is it perfect or near perfect Anti-intelligence? The intelligence is ok, if you want truly smart enemies you'd have to write a lot of your own ai, but it's brilliant if you're not skilled in that area.


eXtends:
1. How much does it expand Darkbasic Pro? - Quite a lot
2. Is it good? - It can be. I haven't had a need for many of the functions in it and unfortunately xGUI doesn't work on longhorn based OSs (vista, 7) unless run in windows 98 compatibility.

I bought the DGS bonanza and am very pleased with it, I always use dark physics and occasionally the other plugins too. As well as the fact that atm DGS is cheaper than the fully licensed DBPro on it's own I'd say it's a very good deal, you may not use all the plugins, but trust me, at some point you'll need something one of these has to offer and you'll be thankful you own it.

and yes, all plug-ins are 100% compatible with the exception of darklights with the problem I posted above. Hope that helps.

Sorry for being a bit late in helping you, and happy birthday for when it comes.
CocaCola
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Posted: 18th Aug 2010 19:12 Edited at: 18th Aug 2010 19:37
thanks so much mobiius and planetary funk I haven't ordered yet but I'm gonna try to today, if you order with paypal does it send it to your paypal address or your address on here?

EDIT: I just thought of something, with dark physics if you made an ENTIRE map in blender (one model) how easy would it be to set up collision with the map?

I want coke, not Pepsi!
Interplanetary Funk
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Posted: 18th Aug 2010 19:42
easy as:


CocaCola
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Posted: 18th Aug 2010 19:49 Edited at: 18th Aug 2010 19:49
No way really planetaryfunk??? I...i'm so happy...It would have taken like 50+ lines of code without dark physics
But I have a question, how do I make the player movable and able to collide as well?

I want coke, not Pepsi!
Interplanetary Funk
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Posted: 18th Aug 2010 20:23 Edited at: 18th Aug 2010 20:23
That's a bit more complicated, but still fairly easy:


Step and slope are the maximum height that the character controller can step over.
When/if you download it, look through the examples and help files. That's how I learn most of my programming.
CocaCola
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Posted: 18th Aug 2010 21:04
Quote: "load object _PLAYER_MODEL$, 1
phy make box character controller 1, X#, Y#, Z#, _PLAYER_WIDTH#, _PLAYER_HEIGHT#, _PLAYER_DEPTH#, 1, STEP#, SLOPE#

phy move character controller 1, _PLAYER_SPEED#
"


With this is the character gonna have box collision ?
Well I guess that's OK. also here _PLAYER_MODEL$ do I replace that with like "C:\Users\User\Desktop\model.x"?

I want coke, not Pepsi!
Interplanetary Funk
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Posted: 18th Aug 2010 21:28
with the character controllers you can do boxes or capsules (not mesh), however, I think you can detect any hits on the player from bullets or whatever using raycasting or the default collision system (I'd recommend raycasting for bullets as you don't need to make any objects for it, which makes it faster).

Quote: "also here _PLAYER_MODEL$ do I replace that with like "C:\Users\User\Desktop\model.x"?"

yep. if a variable has a $ at the end its a string. I just store the paths to certain files (such as the player model) in a global variable, and that's pretty much being ripped out of one of my source's.
CocaCola
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Posted: 18th Aug 2010 21:41
Quote: "with the character controllers you can do boxes or capsules (not mesh), however, I think you can detect any hits on the player from bullets or whatever using raycasting or the default collision system (I'd recommend raycasting for bullets as you don't need to make any objects for it, which makes it faster).

Quote: "also here _PLAYER_MODEL$ do I replace that with like "C:\Users\User\Desktop\model.x"?"
yep. if a variable has a $ at the end its a string. I just store the paths to certain files (such as the player model) in a global variable, and that's pretty much being ripped out of one of my source's. "


Ok, i guess box collision will work, how do I figure out the width and height of my character? also whats capsule collision in dark physics?

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Interplanetary Funk
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Posted: 18th Aug 2010 22:12 Edited at: 18th Aug 2010 22:13
I'm not entirely sure of the difference tbh. to get an objects height you so this:


1 being the players object model.
CocaCola
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Posted: 18th Aug 2010 22:19 Edited at: 18th Aug 2010 22:22
what about width? and is that default dbp or dark physics or something?
Also is box collision OK to use or will it be akward in game?
Also hold on if I were to use the box collision is this how I would move and rotate ?
phy set rigid body position
phy set rigid body rotation

I want coke, not Pepsi!
Interplanetary Funk
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Posted: 18th Aug 2010 22:29
no, you literally just rotate and position the parent object, to get the width and depth look at these:
CocaCola
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Posted: 19th Aug 2010 01:03 Edited at: 19th Aug 2010 02:08
z is height? why not y? I use y for jumping, and z and x for movement on the ground


Also would this work in dark physics? I'm waiting for it to go through (I bought it, i'm waiting for it to go through then get the email for the download) I made this code (edited from a youtube video) would it work in dark physics?


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Interplanetary Funk
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Posted: 19th Aug 2010 03:14
Y is height, x is width, z is depth.

also, that's almost right, your "for" variable should be "o" as well, then it works.
CocaCola
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Posted: 19th Aug 2010 03:51 Edited at: 19th Aug 2010 03:53
Alright, thanks for spotting that!
So this is perfect and works? Also how do you add like weight to something? say you had a box, then a bigger box, how would you change the weight, say you wanted to smaller box to weigh more?

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Interplanetary Funk
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Posted: 19th Aug 2010 15:49
I believe its done like this:


Also, you may want to look into the materials functions, I haven't personally as I haven't needed to, but they can probably be very useful.
CocaCola
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Posted: 19th Aug 2010 23:39
would u guys mind checking out this thread?


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