@Froggermon and Cellbloc
Thanks for your great praise and support. We really appreciate that. We hoped that we can find a publisher that is interested in our game and eventually we are able to push into the market. Of course, we would also like to show the DBpro community that DBpro is capable of delivering professional and commercial quality games.
When we look back in time, we purchased DBpro in 2002, and there is so many obstacles along the way. There is even some point in time where we almost decide to thrash DBpro and go for some other tools. But what I believed that time was, even though DBpro is still buggy, but it doesn't mean that the new engine that we are gonna license will be bugs-free. I would say the most important is, at least I understand how DBpro works, and most importantly, I am aware of most of the bugs in DBpro. This had kept my determination in using DBpro until now. What I usually advocate people around me is, the final output of your work is usually 35% depends on your tools, and the rest 65% is based on your skills and expertise.
As for now, we realized DBpro had come from a long way. A lot of more stable then it used to be. It's time to give yourself some confident in DBpro and make something professional out of it. Despite of its name "BASIC", it can really be used to create advance game out of it.
If you were wondering what might be our major pain with DBpro now. Well, it's not those bugs. I always believed that bugs can be workaround, even though they are time consuming at times. But at least they are not the major stopping stone. The pain we had now is the compilation time. At the present moment, our code reached around 30000 lines, which took around 4 minutes to compile on our developmemt machine. This will decrease our productivity significantly. The only way that we can do now is, modularize the code as much as we could, and unit test them module by module. And of course, a wishful thought will be to hope that Lee Bamber himself thought of a way to optimize the compiler and speed things up.
Cheers mate! Again, thanks for all the comments and support! If there is more, please go on with the list.
Thomas Cheah (Technical Director)
Bad Nose Entertainment - Where games are forged from the flames of talent and passion.
http://www.badnose.com/