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FPSC Classic Product Chat / I understand now.

Author
Message
Darth Valtar
18
Years of Service
User Offline
Joined: 22nd May 2006
Location:
Posted: 9th Sep 2006 09:16
After spending a whole day looking through Dark Basic Pro. I see more than I could have realized and although I can't totaly re-create the blood, sweat and hardship Mr. Lee Bamber and Co went into creating Dark Basic I can see they deserve more respect,dignity and appreciation than anything we could ever give. I'm sorry I doubted you
Lee and thank you for devoting in a software language that is easy to use and will get better in the future.
uman
Retired Moderator
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 9th Sep 2006 15:07 Edited at: 9th Sep 2006 15:07
Darth Valtar,

I am not sure what you refer to hear. It seems I have probably missed some thing which does not need reviving.

On the topic of your point raised though :

Indie game engine developing is complex and very difficult which is why they are indie engines - otherwise they would have been developed to equal Top of the range commercial engines by now. A nice thought.

It really is something which is hard to achieve.

In the case of the relevant one FPSC - none will know how hard for instance Lee personally works on this during the periods his concentration is on the product.

I can confirm that the volume of effort is as much as anyone could ask of any individual in his case.

Such is currently the case and Lee and others are currently working hard to improve FPSC. That is happening - as said though its a hard, long job - every stage and step of forward progress has to be checked against the whole as anything done can impact one thing upon another and generally does so progression can be slow and frustrating - just like making a game.

At the end of the day a user cares little about what goes on behind the scenes - the end user just wants an end result that makes their job eariesr and or better so its easy to make a judgement at the end of the day and thats all an end user can do.

Do not however believe that TGC products exist and progress without a great deal off blood, sweat and tears on the part of the developers. Whatever the end result for a variety of reasons its the best that can be achieved within the circumstances prevailing at any given time.

FPSC is as is at this moment in time. TGC are working and will be working further to make it better in various ways over a timscale which is as short as is possible - that is the objective.

Your support and understanding of that is most welcome to them.



"I am and forever will be your friend"
SpyDaniel
18
Years of Service
User Offline
Joined: 4th Feb 2006
Location: United Kingdom
Posted: 9th Sep 2006 16:30
Darth Valtar, if you thought coding was easy, and Dark Basic was developed in a week, you should still be hanging your head in shame.

Zhestkov
Darth Valtar
18
Years of Service
User Offline
Joined: 22nd May 2006
Location:
Posted: 9th Sep 2006 20:02
Thank you uman. I see why they picked you as a mod. Your both understanding and helpful without breaking a sweat. Higgins please don't misunderstand me, I'd known that Dark Basic took great effort long ago, I just listened to the wrong people and had my head up my own butt. My head is out and I'm ready too move on to help the fourm as much as I can. On that note I have some more good news about the update that I'm sure will intrest some noobs and pros unless this has been posted. We discovered that old segment maps with or without huge areas tend to slow down with the patch reguardless. So if anyone has done this I re did most of my levels or started from scratch, built the level and the final game.exe ran at a full 24-29 fps. And that had a lot of lights and just one huge area. But that area was needed to complete the puzzle, Go figure. I hope that was some what helpful. back to work.

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