[EDITED July 02, 2006]Main Index to Series is here
** Added example BreakOut Game
This is the start of a fairly ambitious series of tutorials on how to write 2D games using BlitzMax.
The first part is a Getting Started part where I'll be introducing some simple concepts. I'm assuming you have zero experience with BlitzMax and programming but do have some familiarity with using computers.
The second part will walk you through how to create a basic framework of a 2D game and will use a very simple space shooter as an example.
Then the main part of this series starts and that is the showcasing of several 2D Game programming concepts. These will be written more or less in random order. I seriously doubt I will be able to cover all topics and even the topics that I want to cover will take several months (years?) to complete. But hopefully the meat of this series will be enough to get the needed concepts for readers to venture on on your own. Good luck with the learning....
This is what I have done so far:-
GETTING STARTED
Part 1: Writing your First BlitzMax Program (Posted:May 8, 2006)
A BASIC 2D GAME FRAMEWORK
Part 1: Creating the Player Object Posted May 08 2006
Part 2: Introducing a Basic Game Framework Posted May 08 2006
Part 3: Introducing the Enemy Posted May 08 2006
Part 4: A new revised Game Framework Posted May 08 2006
Part 5: Adding Missiles Posted May 08 2006
Part 6: Adding Collision Posted May 08 2006
Part 7: Adding Explosion Posted May 19 2006
USING THE FRAMEWORK TO PROGRAM A BREAKOUT CLONE <---new tutorial added Jul 02 2006
2D GAME PROGRAMMING TOPICS
Max2D Collision Techniques (Part 1, Part 2, Part 3)
Max 2D Font Functions
Max 2D Images Functions
--Part 1:Loading and Drawing
--Part 2: Transformations
--Part 3: Blending Modes
** Added example BreakOut Game
This is the start of a fairly ambitious series of tutorials on how to write 2D games using BlitzMax.
The first part is a Getting Started part where I'll be introducing some simple concepts. I'm assuming you have zero experience with BlitzMax and programming but do have some familiarity with using computers.
The second part will walk you through how to create a basic framework of a 2D game and will use a very simple space shooter as an example.
Then the main part of this series starts and that is the showcasing of several 2D Game programming concepts. These will be written more or less in random order. I seriously doubt I will be able to cover all topics and even the topics that I want to cover will take several months (years?) to complete. But hopefully the meat of this series will be enough to get the needed concepts for readers to venture on on your own. Good luck with the learning....
This is what I have done so far:-
GETTING STARTED
Part 1: Writing your First BlitzMax Program (Posted:May 8, 2006)
A BASIC 2D GAME FRAMEWORK
Part 1: Creating the Player Object Posted May 08 2006
Part 2: Introducing a Basic Game Framework Posted May 08 2006
Part 3: Introducing the Enemy Posted May 08 2006
Part 4: A new revised Game Framework Posted May 08 2006
Part 5: Adding Missiles Posted May 08 2006
Part 6: Adding Collision Posted May 08 2006
Part 7: Adding Explosion Posted May 19 2006
USING THE FRAMEWORK TO PROGRAM A BREAKOUT CLONE <---new tutorial added Jul 02 2006
2D GAME PROGRAMMING TOPICS
Max2D Collision Techniques (Part 1, Part 2, Part 3)
Max 2D Font Functions
Max 2D Images Functions
--Part 1:Loading and Drawing
--Part 2: Transformations
--Part 3: Blending Modes