FreeBASIC Community produced game
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Re: FreeBASIC Community produced game
TL:DR, where are we with this now? Anyone has a recap?
Re: FreeBASIC Community produced game
Paul Doe was building a OOP framework that probably no-one understands :-)
CoderJeff is working hard on the compiler instead, I think.
BasicCoder2 and I are wasting time with demo's.
That's about it?
CoderJeff is working hard on the compiler instead, I think.
BasicCoder2 and I are wasting time with demo's.
That's about it?
Re: FreeBASIC Community produced game
In a nutshell, yes XDbadidea wrote:That's about it?
Re: FreeBASIC Community produced game
haha, yeah, can't be too sure on that one. :)badidea wrote:CoderJeff is working hard on the compiler instead, I think.
Mostly yes. I am usually thinking about how to improve the compiler, so the fun things seem to take a lower priority. I started making a repo for the Nanoship program but I haven't pushed it to github yet. It's not much different than the source I already posted (and is still available).
What I am finding is that some of the bugs that have been sitting on sf.net (for years) are actually pretty tough to fix, even with an understanding of the compiler internals. So sometimes takes a few weeks to make any progress. Also,
Re: FreeBASIC Community produced game
Did this fizzle out?
Re: FreeBASIC Community produced game
It was fizzling out and then Lachie diverted all attention to his game competition thread :-)mambazo wrote:Did this fizzle out?
Re: FreeBASIC Community produced game
I was thinking the same thing. And really that's fantastic. It was great to see Lachie organizing the competition, and all the enthusiasm for it, all the new stuff getting made.
I have still have interest for this thing, some kind of community produced effort, maybe not in the leadership role. I think Paul Doe and I tried to indiscreetly hand that role to each other, but no takers so far. =)
I have still have interest for this thing, some kind of community produced effort, maybe not in the leadership role. I think Paul Doe and I tried to indiscreetly hand that role to each other, but no takers so far. =)
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Re: FreeBASIC Community produced game
I'm usually sceptical about this sort of voluntaristic group work, but that's hardly a controversial stance.
It would definitely require a strong head designer, who could rally people up around his idea, especial one or two people good with pixel art. The rest of the details could be sorted out in some sort of democratic, voting form.
It would definitely require a strong head designer, who could rally people up around his idea, especial one or two people good with pixel art. The rest of the details could be sorted out in some sort of democratic, voting form.
Re: FreeBASIC Community produced game
If it went the way of a NanoHost revival, there are some ideas I've had in mind for years.
- Lua script AI files.
Have the AI script specify urls for the sprites (and sounds?).
Write and save your AI scripts in-game.
Save AI to 'cloud'.
Load any AI from the cloud. Script may or may not be made private (for competitiveness!!)
Use OpenGL to allow bitmap sprites.
Audio.
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Re: FreeBASIC Community produced game
I forgot about that. That was a cool idea.mambazo wrote:If it went the way of a NanoHost revival, there are some ideas I've had in mind for years.
Although I don't really see the creation of the host as the community project part of this. The fun part of the old NanoHost was the competition between AIs, and the constant drive to improve them :)
- Lua script AI files.
Have the AI script specify urls for the sprites (and sounds?).
Write and save your AI scripts in-game.
Save AI to 'cloud'.
Load any AI from the cloud. Script may or may not be made private (for competitiveness!!)
Use OpenGL to allow bitmap sprites.
Audio.
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- Joined: Jun 02, 2015 16:24
Re: FreeBASIC Community produced game
Hello,coderJeff wrote:I was thinking the same thing. And really that's fantastic. It was great to see Lachie organizing the competition, and all the enthusiasm for it, all the new stuff getting made.
I have still have interest for this thing, some kind of community produced effort, maybe not in the leadership role. I think Paul Doe and I tried to indiscreetly hand that role to each other, but no takers so far. =)
a couple of lead designers is certainly useful. From what I learnt from my attempt to submit a game for the 2 last Lachie's contests, we need also a solid skeleton of code, modular enough to make it prone to distributed effort.
For instance in my last code, I successfully reused many pieces of code (dahfi imagevar stuff, dodi's font, and many others) thanks to includes and also simple namespaces. Then I used global variables with macros rather than functions in order to let the game pass informations without any effort to indentify communication variables and their formats.
My main body is simply a select case between the many game phases, each of them (end sequence for instance) being just put into macros for readability as well as to use global variables as said above.
I don't know if I'm right, but for a game, where data has no need for pedantic rigor, it made all quite simpler. So much that despite my failure regarding the delay, I was confident that I could go very far with less time and effort than usual.
Just my 2cents of course. I hope this topic here will concretize eventually.
Just for reminding, I used this scheme for my embryonic game.
Code: Select all
#include goodies
namespaces goodies
....
end namespaces
dim gamevariables
#macro gamesequence1
#macro ...
"initialize stuff"
do
"get the general user input"
select case gamestate
case start
case play
case score
play score macro
....
case end
end select
loop