• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    33
  • comments
    37
  • views
    38372

[Development] DarkBASIC is Terrible, and Space Invaders!

Sign in to follow this  
Followers 0
superman3275

1576 views

Hello all! I have had a very long absence (Okay, it was only a month, however I still feel bad tongue.png).

If you couldn't tell from the title, the first basic game I will be creating is Space Invaders!

I love Space Invaders, and allows me to flex some new graphics programming muscles, including (but not limited too smile.png):

  • Projectiles
  • Efficient Collision Detection (There will be 20 - 25 Space Invaders Per Level)
  • File Loading (I need to load the maps from a file)
  • State Machines
  • And Pre-Visualization!

    I'm in the process of planning, however I will start official programming tomorrow!

    And now to explain my long absence:

    In the time being, I have:

    • Learned BASIC
    • Learned DarkBASIC
    • Learned far more about JavaScript

      Yes, I have learned DarkBASIC.

      I have been wanting to learn DarkBASIC for some time. Originally I believed DarkBASIC was a quick way to prototype games and program graphics.

      And wow, was I wrong.

      Although DarkBASIC has probably helped me become a better quality, the only real redeeming quality I've seen is learning BASIC. It's a great beginner language, however it can only really achieve 2001 level graphics. It's more for learning basic graphics programming (Even then, it's procedural programming syntax is horrendous. Imagine C, however you must use:REM User-Defined typeType myType string$ REM You can't have functions in objects, making them more like glorified containers.EndTypeREM For some reason, you must also use "End" to show DarkBASIC where your program ends, and you mayREM only declare functions after your program ends.EndREM A functionfunction myFunction(x#, y#) returnValue = x# + y#EndFunction returnValueREM The returnValue goes after EndFunction (God knows why)
      this code)

      I imagined it as a mix of Basic, PHP, and a bad version of C.

      There are so many bugs, and the people who work at "The Game Creators" don't even know how to code. They hire a new programmer to fix bugs because there sole goal is making money off new programmers who believe DarkBASIC is a good way to get into graphics.

      Spoiler: It Isn't.

      There are literally no redeeming quality's of this language.

      Also, when you create Sprites / Images, Three-Dimensional Objects, or almost anything important involving graphics, they don't allow you to name it (At least with variable you only have to put symbols after their names or use a terribly inefficient AS command). You give every object a number.

      What?

      A Number. How are you supposed to tell what different objects do?

      And this is why I hate DarkBASIC. It makes its users write terrible code (I don't believe it's possible to write good code using the "number" system), and advertises itself as a "professional game engine" that will help its users.

      I'm abandoning DarkBASIC for normal BASIC (From what I've seen, the Graphics Libraries for plain BASIC are even better, never-mind Visual Basic), and programming Space Invaders in C++.

      Also, Hooded is still on Hiatus (Sorry sad.png)

      Cheers smile.png!

1
Sign in to follow this  
Followers 0


4 Comments


My favorite language is C++, but BASIC can be used to rapidly prototype a project.

1

Share this comment


Link to comment

My favorite language is C++, but BASIC can be used to rapidly prototype a project.

I agree that BASIC is good for prototyping, however DarkBASIC is a very bad way to prototype your game.

0

Share this comment


Link to comment

I recently recommended a beginner to look at DarkBASIC. Won't be doing that again. 

 

What dialect/implementation do you mean exactly by "plain BASIC"?

1

Share this comment


Link to comment

I recently recommended a beginner to look at DarkBASIC. Won't be doing that again. 

 

What dialect/implementation do you mean exactly by "plain BASIC"?

BASIC is actually a family of different Dialects / Languages, so I'll go with Visual BASIC. By Plain BASIC, I meant a form of BASIC designed for General Purpose programming rather than a specific purpose (Game Programming).

0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now