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old_School
16
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Posted: 4th Oct 2010 10:41
I just bought the Bonaza package of DB Pro. Ive used FPSC 9 in the past but never on this level. Also own Realm crafter. But I want to make a flying game. Is DB Pro easy to make this type of game? I mean exsamples tuts provided etc? Have not recived package in mail yet.
bergice
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Location: Oslo,Norway
Posted: 4th Oct 2010 11:34
Easy if you can keep your head sane and have enough time.

Really hard to answer "is it easy to make a game?" it depends.

51fa1db0ec7c4af52d93a6f5d0e86bc5
Jon4433
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Posted: 4th Oct 2010 11:37
Do you want it to be 3d? I started DB Pro about 2 weeks ago, after following some tuts on var, if and other meanings, i made a pong game with an AI. You should be able to make a flying game if you know how to.

Hey im Jon
Madscientist
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Location: Between a rock and a hard place
Posted: 4th Oct 2010 13:50
Just to let you know (if you didn't know all ready), Dbpro is a Programming Language, not a drag and drop editor. But if you do put the time in like Burgice said.

My computer surpasses all the technologies of the day. What computer do I have?

DVader
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Posted: 4th Oct 2010 20:26
I think DB is an excellent tool for flying games. Especially Space ones, as there isn't too much to throw about and you can make it look pretty impressive.

http://s6.bitefight.org/c.php?uid=103081
The Wilderbeast
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Location: UK
Posted: 4th Oct 2010 23:28
If your physics / maths is up to scratch then a flying game is a great place to start.

Why? Because you don't have to set up a load of stuff before you can get coding the main thing. Add a terrain and an aircraft and you're ready to go, leaving you to just code the flight stuff.

old_School
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Posted: 5th Oct 2010 02:54
Thanks so much guys for the answers. As for codeing I know C# fairly well. So I hope its simular enough I can understand it.
Poloflece
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Location: Australia
Posted: 5th Oct 2010 11:53
Hey old school

I think there is a few flight simulator examples in the codebase.
There also is a example with DBP called Ltype demo, which is a horrizontal scroller shooter with 3d graphics so you can base a game on that.

Poloflece


Poloflece, not to be mistaken for polofleece, polar fleece or polar flece.
old_School
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Posted: 6th Oct 2010 08:05 Edited at: 6th Oct 2010 08:08
Hey Poloflece small world did not know u used DB Pro too. i thought you just used FPSC. Awsome well now I don't feel so alone on here lol

Edit:::::::::::::::::::::::::::::

Well just checked my order status. Its being sent woot. Purchased:

DarkBASIC Professional
Dark Lights
Dark AI
Dark Physics
DarkBASIC Electronic
Dark Shader
eXtends
Treemagik G3
Plant Life
Cartography Shop
DarkMATTER 1
DarkVOICES
DarkGAME Studio
FPS Creator FREE

Allready have FPSC 9 and 10 Full versions but I got all this for like 50 bucks woohoo.
baxslash
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19
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Location: Duffield
Posted: 6th Oct 2010 17:35
Quote: "Allready have FPSC 9 and 10 Full versions but I got all this for like 50 bucks woohoo. "

It's a great deal, Welcome to DBP!

The Zoq2
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Location: Linköping, Sweden
Posted: 6th Oct 2010 23:52 Edited at: 6th Oct 2010 23:54
I made a very simple 3D flying game after about 2 weeks and if you know C# i think it's a lot easier to learn dbp.

Srry about my english im from sweeden
baxslash
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Posted: 7th Oct 2010 00:05
Quote: "I made a very simple 3D flying game after about 2 weeks and if you know C# i think it's a lot easier to learn dbp."

I know C# and yes DBP is much easier.

old_School
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Posted: 7th Oct 2010 07:50 Edited at: 7th Oct 2010 07:53
Easier then c#? Is that possiable? c# is like ultra easy alterative to c++ did not know it could get any simplier lol Well can I at lest write code in a organized fashion like c# were I can make labels in side for exsample:

//Label 1

or

/* This is a exsample of c#*/

//c# is pathic language lol

Ok here is a example of something I wrote in c#. I hope I can organize it like this:

baxslash
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Location: Duffield
Posted: 7th Oct 2010 10:43
Quote: "using System;
using Server.Items;

namespace Server.Engines.Craft
{
public class DefBeerBrewing : CraftSystem
{
public override SkillName MainSkill
{
get { return SkillName.Poisoning; }
}

public override int GumpTitleNumber
{
get { return 1044007; } // <CENTER>Beer Brewing</CENTER>
}

private static CraftSystem m_CraftSystem;

public static CraftSystem CraftSystem
{
get
{
if ( m_CraftSystem == null )
m_CraftSystem = new DefBeerBrewing();

return m_CraftSystem;
}
}

private DefBeerBrewing() : base( 1, 1, 1.25 )// base( 1, 1, 3.0 )
{
}

public override double GetChanceAtMin( CraftItem item )
{
if ( item.NameNumber == 1044258 ) // potion keg
return 0.5; // 50%

return 0.0; // 0%
}

public override int CanCraft( Mobile from, BaseTool tool, Type itemType )
{
if ( tool.Deleted || tool.UsesRemaining < 0 )
return 1044038; // You have worn out your tool!
else if ( !BaseTool.CheckAccessible( tool, from ) )
return 1044263; // The tool must be on your person to use.

return 0;
}

public override void PlayCraftEffect( Mobile from )
{
// no sound
//from.PlaySound( 0x241 );
}

public override int PlayEndingEffect( Mobile from, bool failed, bool lostMaterial, bool toolBroken, int quality, bool makersMark, CraftItem item )
{
if ( toolBroken )
from.SendLocalizedMessage( 1044038 ); // You have worn out your tool

if ( failed )
{
if ( lostMaterial )
return 1044043; // You failed to create the item, and some of your materials are lost.
else
return 1044157; // You failed to create the item, but no materials were lost.
}
else
{
if ( quality == 0 )
return 502785; // You were barely able to make this item. It's quality is below average.
else if ( makersMark && quality == 2 )
return 1044156; // You create an exceptional quality item and affix your maker's mark.
else if ( quality == 2 )
return 1044155; // You create an exceptional quality item.
else
return 1044154; // You create the item.
}
}

public override void InitCraftList()
{
int index = -1;

//Long Necks
AddCraft( typeof( LongNeckBottleOfMillerLite ), "Long Necks", "a LongNeck Bottle Of Miller Lite", 0.0, 10.4, typeof( Hop1 ), "Hop1", 10 );
AddCraft( typeof( LongNeckBottleOfMGD ), "Long Necks", "a LongNeck Bottle Of Miller Genuine Draft", 10.0, 20.4, typeof( Hop1 ), "Hop1", 10 );
AddCraft( typeof( LongNeckBottleOfCoolersLite ), "Long Necks", "a LongNeck Bottle Of Coolers Lite", 20.0, 35.4, typeof( Hop1 ), "Hop1", 10 );
AddCraft( typeof( LongNeckBottleOfBudLight ), "Long Necks", "a LongNeck Bottle Of Bud Light", 35.0, 50.4, typeof( Hop1 ), "Hop1", 15 );
AddCraft( typeof( LongNeckBottleOfBudWiser ), "Long Necks", "a LongNeck Bottle Of Bud Wiser", 50.0, 65.4, typeof( Hop1 ), "Hop1", 15 );
AddCraft( typeof( LongNeckBottleOfCorna ), "Long Necks", "a LongNeck Bottle Of Corna", 65.0, 78.4, typeof( Hop1 ), "Hop1", 15 );
AddCraft( typeof( LongNeckBottleOfCornaLite ), "Long Necks", "a LongNeck Bottle Of Corna Lite", 78.0, 90.4, typeof( Hop1 ), "Hop1", 20 );
AddCraft( typeof( LongNeckBottleOfWildturkey ), "Long Necks", "a LongNeck Bottle Of Wild Turkey", 90.0, 105.4, typeof( Hop1 ), "Hop1", 20 );

//Kegs
AddCraft( typeof( BeerKeg ), "Kegs", "a beer Keg", 105.0, 110.4, typeof(Board), "Board", 20);
AddCraft( typeof( PonyKeg ), "Kegs", "a Pony Keg", 110.0, 120.0, typeof(Board), "Board", 10);

//Tool
AddCraft( typeof( BeerBreweringTools ), "Tool", "a Beer Brewers Tools", 20.0, 30.4, typeof(Board), "Board", 20);


MarkOption = true;
Repair = true;
}
}
}"

My point proven I think! How does that look simple compared to a DBP program? Any newcomer to programming would turn and run...

Simple example of DBP vs C# from your example:
c#


DBP


I know which I think is clearer

I agree that C# is better in a lot of ways but clarity is NOT one of them. It does reduce the possibility of error and VS is a great tool for debugging but as a language it looks a lot more like garble than DBP surely you can see that!?

old_School
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Posted: 7th Oct 2010 10:55 Edited at: 7th Oct 2010 10:57
I kinda disagree a little bit. To me c# looks cleaner. To read c# its very simple concept. Everything is broken into sections. Well in my mind at lest lol At the top you define your base, then you define your public class or the base name, then you make a constructable which further defines mods etc to the item or system etc. Or in this case Im defineing how the system will work. Which is basicly a bunch of indepth IF statements well in my mind lol

Once you define all the junk and set animations defined and sounds. You start defining your outcomes or whats produced. Fairly simple to me lol As for errors lol All programing has room for errors lol

But thanks for showing me this comparason. Looks like the switch be me trying to dumb down my thought process basicly lol


Edit::::::::::::::::::::::::::::::::::::::::::::::::::::::::

I miss you brackets sooob
baxslash
Valued Member
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Location: Duffield
Posted: 7th Oct 2010 11:12
Don't get me wrong I think for any programmer with a little experience C# forces you into a much more cleanly defined process but you are experienced so that's easy for you.

Most new to programming (and I include myself) don't even know what sentences like this mean "define your base, then you define your public class or the base name, then you make a constructable which further defines mods"...

Quote: "lol As for errors lol All programing has room for errors lol"

Yes true it's always possible to get things wrong but simple syntax errors are much harder to produce in VS. For example if you mis-type a variable it will tell you that variable has not been defined... you get my point.

Quote: " Looks like the switch be me trying to dumb down my thought process basicly lol"

Exactly, but that can make a refreshing change. I use C# every day at work and really enjoy switching to DBP for fun at night.

Grog Grueslayer
Valued Member
21
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Joined: 30th May 2005
Playing: Green Hell
Posted: 7th Oct 2010 18:18
Quote: "return 1044043; // You failed to create the item, and some of your materials are lost."


This would be annoying to me. How can you make remarks if the actual text printed is the remark?

baxslash
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Location: Duffield
Posted: 7th Oct 2010 18:29 Edited at: 7th Oct 2010 18:38
Quote: "This would be annoying to me. How can you make remarks if the actual text printed is the remark?"

I was rushing... my mistake lol...

EDIT:
Should be-


Clonkex
Forum Vice President
16
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Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 8th Oct 2010 01:26
Hey guys,

old_School, DBPro is soooo much simpler then any C language. How much code would it take to make a 3D object move forward in C#? Lots. I think. I don't actually know C# at all. But in DBPro you would do this:



Plus, DBPro is much more flexible! You don't have to define variables or anything like that. Plus, with DBPro (and I think this gets some C programmers) when you tell DBPro to execute a command like...



...and the model is huge, it will wait until the model is fully loaded before continuing. In other words, DBPro does NOT continue onto the next line before it's finished executing the current one.

Plus, DBPro has useful help files. I find VS C++ help files to be completely useless. They don't actually tell you anything. They tell you a lot about the language but not how to use it (which is, after all, the point of help files).

I hope you find DBPro easy to use, because it's one of the best (if not the best) programming languages ever created.

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
old_School
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Posted: 9th Oct 2010 20:04
Well to make a object move in c# you simply call upon the animation. Somethiing like

playanimation(0x1230);

Now that may seem simple. But keep in mind for every direction. That turn animation has a different hex normally. So if your flying, the code for changing direction can get to be very complex. Because you have to factor in or code in key strokes as well. Which means a If statement for the keystroke.

Or in most cases. People have a premade generic keystroke identyfier. Basicly a control panel so to speak. AS you see at the top using system; This would probly reffer back to that core sys file or in some cases a dll depending on how you set up your program to run etc.

Anyway still waiting on my DB Pro box to come in the mail lol Hope it gets here soon. An btw guys. The best thing about DBPro is you guys. Seriously. Ive used hundreds of programs over the years. Ive never seen a more supportive community. This is awsome. Thanks for the replys guys.
DVader
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Posted: 9th Oct 2010 20:20 Edited at: 9th Oct 2010 20:34
playanimation(0x1230); is a command to move something? Lol, that's confusing in itself. Sounds more like it should play an animation loop rather than rotate or move an object. DB sounds easier to me lol.

Really DB is one of the best tools to get a game concept down and tested. Not many languages allow you to get a basic game engine up and running in a day or so. fair enough, the speed is not great compared to C++, but it is pretty good these days and it is possible to create commercially viable products with it, although not easy (else I may have managed something by now ). The only real limitation I have found with DB is my own ability to utilize it, and the odd bug now and then .

I am sure if you know C# then you will find this quite easy and will enjoy the benefits of producing a game relatively fast. For instance I consider myself fairly average at programming and struggle with the maths side of things mostly Should have tried to remember all that stuff at school rather than forgetting each subject as I learned a new on lmao, must have been overwriting the data in the same brain directory lol. I am quite sure if the maths teacher had said this stuff will help you make computer games I would have been way more attentive.

Anyway I digress, the fact is I have put together a simple bike racing sim in a matter of 2 or 3 days, admittedly I must have spent 6 hours plus on some days, but that is mainly because I have to make the media too, which takes an age. So if I can do that with no c# knowledge whatsoever I am sure you will take to it quickly.

http://s6.bitefight.org/c.php?uid=103081
old_School
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Posted: 10th Oct 2010 01:48 Edited at: 10th Oct 2010 23:20
Well the Playanimation is basicly a easy way of doing. Just makes a call to the object an tells it to animate a turn. Then you still have the direction part the x,y,z part. But even that is fairly simple.

Edit::::::::::::::::::::::::::

Hey guys just finished editing my new/old website. Its not DB Pro related yet but feel free to check it out and post your thoughts.
Clonkex
Forum Vice President
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Location: Northern Tablelands, NSW, Australia
Posted: 12th Oct 2010 08:50
Now here is a good way to show the simplicity of DBPro. In DBPro, to rotate an object you would do this:



Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
Poloflece
16
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Location: Australia
Posted: 6th Nov 2010 00:17
I think the easiest language is by far DBP, with one exeption GML.

The commands are a lot more understandable and it' very easy to get stuff into the game.


Poloflece


Poloflece, not to be mistaken for polofleece, polar fleece or polar flece.
Clonkex
Forum Vice President
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Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 12th Nov 2010 01:19
How do you pronounce your name, Poloflece?

I just say "poll fleece"

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.

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