Hey all!
Well i have been coding with darkbasic and darkbasic pro for a cpl of years. to be honest havent used it for quite a while due to the horrid bugs + stability issues.
Anyway i just bought Blitz3d to see what it is like, so i guessed the first thing to do would be to convert some darkbasic pro code! (so far very impressed with Blitz)
you can grab my example from here:
http://users.tpg.com.au/puredave/code/PxP_Tile_Engine.zip
This is my version of a 2D scrolling play area. It features the folowing:
Pixel based rather than tile based movement
3 layers for the scenery (ground level, leg level, above level) (walk behind a tree to see this)
animated tiles (check out the water to see this)
collision detection (walk into a tree, bush or rock to see this)
can be controlled by cursor keys.
note i cant draw so i grabbed some scenery gfx and the character gfx from the internet (was so long ago cant remeber where i got them, so i take no credit at all for the gfx!)
please grab the zip file extract and compile and check it out, i would be interested to hear what some more experienced coders could do better or ways to optimise etc
note there is no delta timing etc in this example its just the bare bones for my scrolling tile engine, everything not essential was stripped out (well except for the ability to scroll around of course)
thanx!
Well i have been coding with darkbasic and darkbasic pro for a cpl of years. to be honest havent used it for quite a while due to the horrid bugs + stability issues.
Anyway i just bought Blitz3d to see what it is like, so i guessed the first thing to do would be to convert some darkbasic pro code! (so far very impressed with Blitz)
you can grab my example from here:
http://users.tpg.com.au/puredave/code/PxP_Tile_Engine.zip
This is my version of a 2D scrolling play area. It features the folowing:
Pixel based rather than tile based movement
3 layers for the scenery (ground level, leg level, above level) (walk behind a tree to see this)
animated tiles (check out the water to see this)
collision detection (walk into a tree, bush or rock to see this)
can be controlled by cursor keys.
note i cant draw so i grabbed some scenery gfx and the character gfx from the internet (was so long ago cant remeber where i got them, so i take no credit at all for the gfx!)
please grab the zip file extract and compile and check it out, i would be interested to hear what some more experienced coders could do better or ways to optimise etc
note there is no delta timing etc in this example its just the bare bones for my scrolling tile engine, everything not essential was stripped out (well except for the ability to scroll around of course)
thanx!