Showing posts with label programming. Show all posts
Showing posts with label programming. Show all posts

04 January, 2009

Development Difficulties and History - part 3 or 3

I haven't been able to update the blog much over the Christmas period, as I have been visiting family in the UK.

But good news is that I have a new lovely laptop, it's not too expensive but it does pack hell of a punch and can manage all 3D games I have tried so far.

Anyway I thought I would finish this tedious history of mine in the quickest way possible.

...After downloading Blitz3D and having a month of experimenting I knew that this interpretation of the basic language was for me. Unlike my failed study of Java and brief tinkering with C++ and another version called C-Lite (if I remember correctly), the Blitz3D syntax seemed to suit me well, and this was the first time I actually enjoyed programming, with complete understanding of what I was writing and the great ability to see if what I had written was working in an instance.

Within weeks I had created a simple 3D Star Trek game where you could fly in a giant sphere representing the Solar System and fly from planet to planet and even been chased by an enemy ship (but only with six or seven lines of ai). Also, I even managed to create my own 3D models for the first time.

After also creating another basic game with a sea landscape and some island and a pirate ship that could move about, I decided to work on my educational computer game for learning English.

While my initial enthusiasm was great and I started well. Eventually, my enthusiasm dropped and appeared in brief spurts, maybe this was due to the fact that the only place I could receive a wifi signal to connect to the Internet was from my bed, and this was an awful and uncomfortable setup for programming, as I couldn't sit-up as the table was to low, so I was always slouching. This went on for about three months, and I barely had anything to show for my time.

I don't know at what point I decided to try out BlitzMax, but even though at first I thought it was too fiddly, I eventually got hooked, especialy by it's more object orientated language, which is fantastic for me compared to Blitz3D which wasn't object-orientated.

Using BlitzMax also gave me the chance to start again with my educational game, with a new approach and a more modular design, where I keep everything seperate, like graphics, data, each of the game screens, the menus. This has and will help me, as code can easily be changed and new bits added and removed. However, the same problems of enthusiasm appeared and I found myself sometimes only doing one or two hours every week or even every fortnight.

I did manage to get back on track in September, when I moved to a newer and bigger flat, that it included it's own studio and a massive desk for me to work on. Work on my game continued well all through the month of September and for some part into October, and initial fears of how and from where I would get the graphics and music for my game where put to rest, when I decided to make my own graphics and actually found a cartoon style that looked good and I could actually draw (well except for the main characters, for whom I am still undecided of how I will draw them). I also found a couple of websites where people submit their sounds and music and these can then be legally used for commercial games and programs, all just for a possible mention in the credits.

However, programming did come to a halt during October, as financial worries and concerns where at the top of my head and I never managed to sit down and even do a decent hours worth of programming. This lack of work continued through November.

Finally, In December as mentioned in this blog, I finally took the plunge and changed from the Windows operating system to the Ubuntu version of Linux. This lead me on to a quest to find a high level programming language that I could work with on Linux, and then run on Windows.

My initial thoughts where to try the scripting language of Python and Pygame which is designed to help with making games in Python. But this language wasn't for me, with the forced indenting which wouldn't compile unless I got it exactly write and the general syntax and layout of the language.

I also tried some versions of the basic programing language, like Free Basic, but even though I liked it a bit, the lack of tutorials for the type of game I want to do, and the default graphic engine not being for commercial use, led me to try something different.

After playing around with a few other versions of basic (I can't remember all their names), I landed at Pure Basic, which even though I have only played around with it for a week, I think it could be a serious contender for me to use instead of BlitzMax, as it is easily setup in Linux and Windows, and using my dual-boot computer I can compile nearly (if not all) the same code for both operating systems. So here I am now, considering whether to continue with BlitzMax or switch to Pure Basic.

Any other suggestions for basic like and cross-compatible programing languages are welcome.

20 November, 2008

Development Difficulties and History - part 1 or 2

I decided to create an educational game a year ago, and my current progress on the Learn and Play game for learning English is a semi-functional piece of software written in BlitzMax with only 4 games, an even less functional and older version in Blitz3D and lastly an even older and less functional version written in Game Maker. So a year has passed an I'm not feeling too optimistic.

I will tell you the history of how I came to this point.

My first experience into game making was when I was 10 or 11 in 1995 and 1996 where I bought a disk version of Klick & Play, which was and is a hilarious graphical programming for making games. I never actually finished a game but some of my highlights included:
  • Military Bananas 1,2,3,4,5 and 6! - This was a one screen take on Worms with small bananas with various strange faces and guns. The enemies didn't actually move, but only shot when the user's character (I forget the name and story I made up for him) was on the same level as him
  • Bebo - an awful platformer of a baby in a blue mac and bobble hat who said "eh-oh Bebo" in my recorded voice when he died.
  • Various racing games - I often tried to make Formula One games, but these often looked like small cars going round a track made of Lego bricks.
However, I don't think I still have the floppy disks that contain these games, which is a sad loss for me, and even if I did I don't actually have a floppy-disk drive. But, I will try to recreate some images of the graphics or characters and post them in a future blog post even if it's just for personal sentimental value.


After just a couple of years with Klick and Play, I got bored with the limitations of the software and my inability to draw, and also the installation for the first time of the internet in my house diverted my attentions, as now I wanted to make websites,

After a few years of making websites of various quality through my teens, my next brush with game making came in my final year of University. After, two years of struggling and failing to learn the Java programming language for anything except command line programs, I was faced with the task of creating a program for my final year project, how I dreaded this.

While other people wear making complex programs for mobile phones and all sorts, I some how managed to get a project to make a train system simulation, for mostly simulating the signal boxes and a train moving through it. But let's just say my final program was incredibly less complex than my original discussions, but somehow I managed to get a 2(II) instead of the fail or 3rd I had expected.


To be continued...

still alive..

I'm still alive. Currently considering whether to continue the racing game in 3D with monkey or change to Unity3D (which I've been ...