What your current project?

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Hi, I am wondering what everyone is up to these days...

Are you still using B3d/Bmax? If not what have you moved onto?
What is your current project? How is it going, what kind of progress have you made?

I'll go first then.

I am learning php/mysql. I have got a book called Spring Into PHP 5 which I am about halfway through now. It's a pretty good book.

I am planning on creating a forum/wiki-type of site the exact nature of which I want to keep a secret. :) It will need the usual register/login submit new pages, add posts, admin system, etc.

Edit: this topic is old, use this new one now.
http://www.blitzbasic.com/Community/posts.php?topic=76894

I have to ask this: Why don't you use one of the million free and open source forums and wikis instead of writing one yourself? There is such a huge amount of free tools available that it would almost be a sin against ones own lifetime to re-invent the wheel again and again and again.

Just a thought.

I find reinventing the wheel one of the better ways to learn how a language works, but that's aside from the fact I have lots of free time due to being a student.

Anyhow, don't really have a current project, just one I been planning the particulars out in my head over the days, as to which I'll start work on around my 2nd or 3rd year in college when I'm adept enough to create all the graphics myself.

Me, puzzle game in BlitzMax, will not go into much detail but I'm on the hardest part...

polishing the bugger up! :D

Work has had me tied up the last few weeks, extra busy, but still managing to little bits here and there, but essentially, I'm making little adjustments to gameplay, adding extra media, basically, doing the boring stuff, but I'm plugging away! :)

Main hurtle in the last week was joypads, though, this is sorted and I've built a nice little type that handles it all, from configuring, to read/write settings etc amd it plugged in beautifully! :)

Dabz

I'm working on my 14th Blitz game, in BlitzMax. Its my 2nd Blitzmax game, 14th Blitz game overall.

I'm learning HTML, PHP and MySQL too because I fancied getting into the website side of things a little more.

I'm also writing a book.

Busy.

I'm working on a 2D game called Bubble Gods. Progress is slow because my artistic abilities are not the best so I have to really take my time when making GFX. I haven't even started the music yet. I may leave that till last.

I'm also writing a book. I'm halfway through my Writers_Bureau course and so far I'm doing really well. It's well worth the money I pad to be on the course.

Inbetween that I relax and get my arse kicked at Pro Evo 6 online. Either I'm really crap at the game or everyone who plays online is using some sort of a cheat.

:)

GfK: Glad to hear you are working on another game now :-)

Current Game project is another Bmax game, can't discuss what it is, but it's casual and it's not match-3 if that helps. Nearly done too...

Other projects:
myself (slef-improvement)
teaching my 2 sons how to behave (this one is tricky)
growing loads of veg in pots
Selling self-help products via the Internet
Affiliate game sales/asense revenue
continuing game reviews/news/blogs
Torus cartoon
Training up another student for black belt
Top Secret project
+ tons of other stuff - let's face it, we are all pretty busy people :-)

I'm working on an editor which has, as usual, morphed into the editor for everything -- but this time it has a plan that doesn't suck.
It's a fancy nodes-based approach which I have seen many editors use (image modification tools, Blender and Yahoo Pipes), but I couldn't find one that was as open-ended as such a design allows.
I'm doing the editor with Python because I want some fancy Gnome desktop integration (because I'm crazy) and because I want easy cross platform support. I want this editor to be an exceptionally handy tool.
Then, some day, I'll maybe get back to my 3D game written in BlitzMax which will use said editor.

That, and I am doing a couple of web sites, but for money this time. (Yay!). Learning the Django framework and thus dabbling a lot in Python (which I have "learned", but have little experience with).

still bashing away on ted 6 and what seems like a million 'little jobs' for people.

My current project is an unbelievably boring foray into Excel VBA. Creating printable invoices from tabular data.

I got so bored I set up a Subversion server and Windows client whilst I was taking a break from code.

Did you know that Excel won't pick up embedded images when you do a copy & paste operation? I didn't. I soon learned.

*sigh*

I am still working on my highly-open highly-creative software environment. It's going to be a kind of jack-of-all-trades so it's really hard to pin it down to describing what it can be used for. It's an environment in which you edit and create software as well as use that software, sort of like an operating system. The type of software can range from games to graphics apps to gui systems to editors to presentations to animation to whatever. The engine itself is mostly a low-level virtual machine sort of thing providing libraries of basic functionality, and then everything else will be built on top of it with scripting and advanced high-level editors. Since mostly everything of interest to the user will be script-based it will be easy to modify almost every aspect of what goes on. Since I'm quite focussed on graphics, it'll be mainly for me a platform to make games on plus also a few graphics apps that I want to do. The engine will be kind of a cross-platform virtual machine jobby to run on Mac Windows and Linux, like a little runtime module. I think I will sell the runtime module at a low price and then sell the games/apps that I make with it as the main focus.

At the moment I'm working mainly on the script engine which I managed to get to actually execute some instructions yesterday. It does some fake multitasking with something like processes and priorities, scheduling, task switching, virtual CPU that kind of stuff. It's partly along the lines of writing a programming language but also writing the `compilation` and handling of variables and all that to make it run. I think it should turn out to be very fast at running scripts. I'm using lots of function-pointer stuff in BlitzMax.

Partly I've been wishing that I didn't have to make all of this engine and code all the features myself, and have been kind of wishing to switch to some kind of pre-made engine or system that can already do all the stuff I want it to do, so that I can just focus on making the games and doing the art, but I know there isn't any system out there that does it the way I want it to work so I have to keep going with it.

As a distraction I've recently been looking at a bunch of videos of old games online, particularly old Amiga games, and some other favorites like Sonic the Hedgehog. I think I'd like to do a really fun and wild platform game sometime. It's good research to see how these popular games formulated their success.

I am also slightly distracted playing with my new iMac... but have been getting back to coding a lot more in the past few days.

My current project is doing some preliminary research for a Transformers team fortress clone. I'll have to come up with some original robot/vehicle personas that are new and not related to Transformers at all. If anyone has seen my aircraft 3d models I've done in the past, then you should know I shouldn't have any problem modeling them. :)

I just bought the latest transformers game based on the movie and while it's pretty awesome, it lacks online play. Whoever comes out with the Team Fortress style Transformer game will be heavily rewarded imo. So that's my current project. It could possibly change next week tho...

Are you still using B3d/Bmax?
On occasion. Not for real work tho'.

If not what have you moved onto?
None of my clients think Blitz is a terribly good language, if they've even heard of it. Changes of getting a contract for some BlitzMAX work at my rates are slim to none.

What is your current project?
I'm integrating a PyLucene based search engine I've written in Python, into a 10 year old DMS-thingy written in VBScript, running on IIS as an ASP. Fun, Fun, Fun!

How is it going, what kind of progress have you made?
Going great. Should be done at the latest, the day after tomorrow.

After that, there's another site where Tomcat for some reason started throwing NullPointerExceptions, which I have to look into real quick, and then there's some PHP bughunting that needs to be done at my earliest convenience.

- Using Blitz3D
- Grid World
- Development is going slowly. I've already tried some 3D gameplay, integrated Newton physics, some effects, water... It plays real great! My procedural model builder works fine, but it's a little limited. I use that to build a lot of things that get integrated in the levels. But right now I'm focused on creating the terminal that will be the backbone of this whole game project. The terminal is, say 75% done so far. The terminal system is used for all sort of debug purpose, for menus, and other primary graphics stuff. If I get the terminal really extra polished, and write a doc for it, then I might sell it so others may use it for their projects as a nice little backbone for their game and development. There is of course a console layer, which is embrionic at this point, but it works. I'm planning of adding a scripting language to the project eventually, which should help automate some stuff and expand the console. When I get those bits over, I'll go back to the game design and try to bring that somewhere.

-Elite Multiplayer (Using BlitzMax and Blitz3d atm)
-Studying more C++ stuff, will move to that once Elite Multiplayer is finished as I always loved C++ its my favorite language.

4X turn based space combat... VB.NET + B3D SDK.

Still using blitz3d and working on my 3d platformer engine, which will allow easy to create 3d platformers with highly customiseable avatar controls/actions. Actually it can easily create 3d, 2.5d, fixed camera and hopefully even super smash bros type games(need to tweak the collision system some more).

ps possibly move the thing over to blitzmax which would be a ton of work, or i might just redo the tools in blitzmax gui along with minib3d. I posted an old demo in the showcase a while back.

no project at present time.. sadly..

Making Ninjah (as a game to attach to my CV primarily) in BlitzMAX. It's going really well :D The engine is finished, it just needs some levels and a bit of polish, so I'm almost there!

I make a some kind of visual error reporting system for all the computers at the school i work.

Also i make some kind of plattform game, i have several ideas on what the game should be but so far i cant decide wich to go on with, so instead im rewriting the core engine from scratch over and over making it alittle better and alitle more flexible each time. i think im up on my fourth or fifth time now. dont know if its sad or just good learning hehe

Syndicate remake which is going well and my transformers game which i cant get to work how i would like. ive also got a shoot em up that could be finished off now im a bit better at programming.

Syndicate remake

Any more info on that? :)

Developing a Forum-based RPG (see link below). I still use Blitz to prototype tools and have use it to develop Web tools to build my PHP-based websites. I would love to use Blitz for CGI and Server-side Scripting.

Waiting for Godot...ehm...the graphics department to do their job...

I got a professional artist at hand (friend of mine), very skilled and experienced, doing a lot of excellent stuff. Well, IF he only would. But it seems he's more busy than I am. So this project is pending and I'm waiting for him to contribute his part of the deal.

In the meantime I've found another artist interested to do game graphics. He's the opposite: very enthusiastic and he really spends a lot of time doing things - but his skills are very limited compared to my friend's skills. I think in the long run he will be the better team member, we all grow with our experiences and some good graphics are 200% better than no execellent graphics. With him I've started another game currently in an early prototype stage.

During that my engine/framework grows and grows, and I started learning Fruity Loops and doing some game music. Currently that's the funniest "work" I do.

Making Ninjah (as a game to attach to my CV primarily)
Good plan, just make sure you finish it - that'll say more for you than whatever type of game it is.

Are you still using B3d/Bmax? If not what have you moved onto?

I've moved onto C++ and Ogre. I'm considering using Blitz3D for some gameplay prototyping, since it's so easy to type up a quick game.

What is your current project? How is it going, what kind of progress have you made?

My current project is my "Xira Game Engine", which right now consists mainly of my vegetation system, which you can actually download for free under the zlib license: http://www.ogre3d.org/wiki/index.php/PagedGeometry_Engine

Here's a few screenshots (sorry, I couldn't resist ;) ):

Stress test - 240,000 trees


Shadowmap test

And a video:
WMV (high quality 5MB) | Google (low quality)

And more screenshots:
http://www.ogre3d.org/index.php?set_albumName=album53&option=com_gallery&Itemid=55&include=view_album.php

Basically, my Xira engine will (hopefully) be a RAD game development solution on a similar level as Torque, but very different internally.

Currently working on 'Stramash', a 2d verlet physics based Telekinesis / worms turn based game with integrated level editor ...

Around 60-70% complete.





Stevie: that looks awesome :D

John J. : impressive, looking very lush there. :-)

Are you still using B3d/Bmax?

BlitzMax, yes.

If not what have you moved onto?

TrueVision3D instead of B3D for graphics, but it also does physics and some additional bits and pieces ( resource management, 3d maths, etc. )


What is your current project?

It's a game. More than that I can't really say at the moment.

How is it going, what kind of progress have you made?

I've been working on it part-time for about a year, which includes a lot of low-level stuff and a whole series of editors ( GUI editor, level editor, entity editor, actor editor, keyframe-based particle editor, prefab editor, area editor, material editor ( Physics Materals ) and brush editor. I probably forgot an editor.

The game barely exists, but there is a rather large game engine underneath the hood and an API independent graphics module so that I can plug another renderer in if I still want to use the engine in five years and need a new graphics engine. ( TV3D is almost certainly going to go .Net only by Version 7 or 8, as are many DX-only 3d engines, so I'll have to be able to switch renderer or switch BMax to a .Net language since there's no progress on the mentioned-but-never-promised BlitzMax .Net.

I'm quite pleased with progress. It does some really nice stuff very easily. The ability to manipulate the physics bodies as prefabs is remarkable and the GUI editor is a pleasure to use. The completely automated pathfinding system is good for a chuckle when I need cheering up too.

I have a ton of graphics waiting to be integrated now including actors, models, textures, HUD/GUI stuff, and that's the priority for the next few weeks. Lots of new code required to do that including an animation engine and some new gadgets for the GUI editor. ( ImageMaps! )

I keep distracting myself...

Seem to always have a handful of projects on the go at the same time. Took time off from module coding to throw together a little tower-defence game last week, using Max2D. Learned lots about A* implementations, and general "how many things can you have on the screen at the same time" fun. Playable enough for me to sit playing it more than finishing it though. (Actually, I like just making large mazes for the things to wander through... maybe I'm easily amused?)
Other than that, I distracted myself yesterday with CEGUI, which is now running happily in Blitz on my Linux box. Love the way it "just works" with BlitzMax's Graphics window.
The DateTime module is coming along very nicely indeed. Just an issue of working through all the *many* examples and documentation
The Graphviz module also needs examples and documentation completed (I see a trend here), but otherwise appears to be mostly complete.
I think, once those two are out of the way, I'll get back into some serious Console GUI coding again, as I think my curses module is going to rock once it's finished :-)
And there's the flight dynamics module, which works, but I'm buggered if I could get minib3d to do what I wanted... so it's kind of just been sitting on my harddrive til I get some enthusiasm or someone offers to chuck a demo together for it....
It was my minib3d troubles that drove me to look at ogre the other day, thinking that perhaps if minib3d can't do what I want, I might as well wrap ogre and get it to do it instead. (but I really need to get other things finished before I fall down that road...)

In the real world, I seemed to have landed myself lead in porting 1.5+ million lines of 4GL (server) and VB (UI) to a java/ajax-based implementation. Which is all my own fault for tinkering in my sparetime.... Oh well...

Currently I'm working on BehaviorMAX, a tentative name for a behavior framework that allows you to code behaviors as separate finite-state machines, and then attach them to any BehaviorObject and they will "just work." Ideally this will allow people to write and share behaviors with one another and speed up development for all. Also, due to the nature of the system, it can be integrated with other frameworks with minimal work (i.e. you could utilize the Behavior system along with Sswift's sprite system or GA's game framework with ease.) It's going to have a built in error tracking system that is easily modifiable, and also the ability to automatically view/alter/modify any variables of ANY behavior object at any time during runtime via a visual editor (no extra code necessary - this is a basic feature of all behavior objects but can be turned off if not needed to save the extra processing required to do this.)

I'm building this primarily to ease development of a casual RPG with a twist. The twist is quite large and actually will probably not make the game appealing to either casual or hardcore RPG fans, but should open me up to a different and largely untapped market. I can't say more than that right now.

Im not doing much of anything just now - going over some maths stuff yet again + still thinking about restarting my space game project... mostly nothing :/

I currently am working on a new shootemup game, in blitzmax. It'll be an arena shooter with strategy bolted on top. So far I have the ground rules put in and I am now working on the aliens... Further development can be follwed on my weblog. I'll post about it here as well once I have something interesting to show.

Oh, and I am also beta testing Project Studio IDE. awesome.

JohnJ: Very cool video! What FPS do you get there?

Defoc8: Good to see you about again buddy :P

Raz: My syndicate remake has been going for 4 years now it started out using the torque engine but because of a change of programmer and me liking blitz's workflow alot better we switched to blitz3d. Its still in the progress of getting all of the feature in to our new blitz code. but its getting there.

The game its self is based on the first game but you can now rotate the view, there is better pathfinding and more types of mission. Im not showing any of it until I happy with a first level demo.

I love the original, wars was ok but early 3d ment it looked poor.

..working on my 3rd perspective game, and fixing some physics issues with level loader...porting first 2 levels to Jmonkey engine..

finshing off a few freeware simple games, before starting a casual game and carrying on with my RPG, which I'm trying to keep simple so that it actually gets released.

This is all in Blitz3D

which I'm trying to keep simple so that it actually gets released.
Aye. I've got to cull my ideas some myself for this very reason.

I have to ask this: Why don't you use one of the million free and open source forums and wikis instead of writing one yourself? There is such a huge amount of free tools available that it would almost be a sin against ones own lifetime to re-invent the wheel again and again and again.

Just a thought.


Yeah, you're right. I am just learning now so I haven't got everything worked out yet. When I finish the book I'll do some research into finding a suitable open source solution. Thanks for the advice. :)

JohnJ: Very cool video! What FPS do you get there?

In the bottom screenshot and the video, I get about 150 - 180 FPS. This is on a GeForce 7800 GT, so high frame rates are to be expected, of course. There are still a few more LOD techniques that can be done, so I expect to boost FPS some more.

Polishing the Full Version of my educational app. Applying the polish is what matters.... Motivation is somewhat lacking though. Most recent finished product was a little version of Space Invaders in C, I wrapped the controls in C++, the left/right keys don't auto repeat but it works. q:left w:right p:fire It isn't optimised ho ho.....

http://myweb.tiscali.co.uk/diecastcars/spacinva.exe

next project animate the below in B3D.....



i am currently developing delivery (my first 3d game) using blitz3d. i did start programming many years ago (apps and demos), but i got into 3d game programming 2 years ago. this is when i started using blitz. maybe this game will be my one and only blitz3d game, as i am waiting for cobras 3d engine (bmax never got one). but right now blitz3d still kicks ass ;)

I spent a while coding my educational app in B3D, which worked well on my budget capable system (most schools systems struggle to meet those requirements) unfortunately (or not?) time constraints led me to BMax which ultimately has resulted in a full product.

I'm actually finding myself being sucked out of this community by eBay.

I swear I can sit for hours trawling though eBay.

I've bought tons of stuff - it's just like having the World's largest jumble sale (I think in the US it is called a yard/garage sale) on your desk.

Still yet to find a Real Doll on sale. Still, there are a lot of stuffed animals - taxidermy stuff.

I'm trying to ween myself off B3D, but so far no success...
I'm currently working on StealthRoom v2 (just yesterday I got the internet working)

LOL, a Real Doll.

Would you really buy one puki? You need a girlfriend, buddy...

Would you really buy one puki?
It's not so much that he would buy one, but rather that he would buy a used one, that I find disturbing.

yeah, thats strange... it scares me a bit ;)

Developing an Asteroids-like game:



Move the ship with arrow keys, fire with left control.

Avoid the asteroids, collect bonus energy by shooting the robots and gain more power getting the bonus weapons.

In this game I've coded a sound engine which produces different explosion sounds each time.

The game is available in the 'work in progress' section of my website: http://www.sergiomarcello.com

It' also directly downloadable from here:
http://www.sergiomarcello.com/wip/asteroids.zip

The game is coded in Blitz3D and makes a massively use of the brilliant SpriteCandy library.

Regards,
Sergio.

Just trying to finish the BlitzMax plugin for Project Studio so I can release the bloody thing finally and get back to programming some games!

Have spent so much time on PS (2+ years) it that I've hardly used BlitzMax - really looking forward to getting on with something using it.

New project, create a database that'll hold the images held in a folder. Then auto-populate the images in B3D... ambitious but why not.

My current project is to get as drunk as humanly possible, tonight...

\o/

My current game has been stalled for the past two months or so. I had to redo some A.I. code for a damned mosquito so many times that I started to physically feel nauseas just thinking about sitting down for another long night with no returns...and I thought it would be easy!

My overall game code is spaghetti I fear.

@big10p, I appreciate your project. I used to aspire to that level of commitment (managed/exceeded it) however I now opt for pleasantly inebriated, getting there already!

overall gamecode is spaghetti i fear


Why fear it, as long as nobody else sees it and it worx - wey hey. I like spag bol anyways

I have to hand my code over to BFG when it's done so I'm trying to make it good in case one of their programmers goes "OH MY GOD!" :-D

I stand by my fear. I am the one who has to untangle the spaghetti :[

yep, I was trying to make you feel better 'bout your spagbol, these days I tend to go for less spag more unknittable code,

you know the Big Friendly Giant ?

Strangely enough, I am working on a native Blitzmax PDF generation library.

[nothing sorry]

I am currently working on several reusable modules for use with PHP which should make general website development quicker, easier and more maintainable.

I am also working on a management system for a small company in my spare time.

This topic is old, use this new one now.
http://www.blitzbasic.com/Community/posts.php?topic=76894

Moved my post to the new topic