22.11.2012 - Be sure to check our currently running annual FBGD game making competition. This year's theme is SEASONS OF THE YEAR, 300 $ first place prize, and the competition runs till 18th of February. Link: http://games.freebasic.net/forum/index.php?topic=559.0
Recently I have realised that you can combat code procrastination with asset creation. By assets I mean art and sound. No more excuses about how you could make a game if you had this or that- I am going to recommend some tools which you can use to make those things yourself:
3D graphics: There isn't any two ways about it, for free 3d modelling, Blender is the way to go! Don't run away! Sure, the interface is intimidating, but you're a GOTO using MAN! Here are some things you can read to get you started on learning the interface: Blender User Interface Tutorial Blender 3D: Noob to Pro (Tips: Ignore the unprofessionalism of the tutorials and most importantly, don't skip a page! If you find that what they are saying is impossible, figure it out another way.)
Also, there are some good video tuts out there on YouTube which are good to pick things up quickly and so that you can see what is being said actually works.
2D graphics: Inkscape is a good vector art program. It works well with Blender, since you can choose to export your UVs as an SVG file in Blender- which makes it easier to texture your models.
Sound: I am new to sound my self, so I am only learning. I have tried Anvil Studio in the past for midis, but I personally found it hard to produce something that wouldn't give me a headache. I am trying out some "Trackers", which seem to be more like what I am after and can understand. One that I am learning to use at the moment is FamiTracker, which is designed to produce music for the NES (although I am sure most of you will be looking for something a little more modern- I haven't tried it but ModPlug Tracker looks like it could be good). FamiTracker has a Tutorial on the main page which you will probably want to look at if you haven't used a tracker before.
The number on the planet goes down when you send a ship to another planet. When the ship arrives at the other planet, the original planets population goes down again. This also occured in the other versions it seems. Seems like a bug to me, unless it's the intended behaviour?
I like the range limiter, definitely a good addition
bug: you are taking popultion away from the planets BOTH when you send and land on the other planets.
suggestion: ability to increase enemy activity/difficulty/stats. The game is fairly easy to win atm, but it would be fun to be allowed to surround the enemy, then increase their difficulty
I knew you said you could quit, but I assumed it would be the escape key
bug: Select your planet then tell give the order to go the the same planet- locks the planet up. bug: Although the planets are green, sometimes enemies have green planets (there are no numbers on them). bug: Minimap selection doesn't let you scroll to the bottom of the screen? Also, pressing on the minimap unselects your selection.
It would be nice that when I win, I am rewarded with a method to quit other than ctrl+alt+delete
It ran at 10/11 fps on my pc Get it working more efficiently please
You should include screenshots in the first post. Also, separate your bugs and feature list, because it sounded like 'aritfacts' referred to graphical glitches
I am working on a futuristic 3d racing game in FB, called Super Ultra Racing Machines (SURM- which also happens to mean death in some language?). The graphics will probably be a little cartoony with rich, birght colours. The racing style should involve fast vehicles with quick directional changes- not using realistic physics.
Here is the first ship that I have made so far: RM1 Eagle That one is very cartoony, but the other ships wont be so much.
Here is the early stages of a race track that I am working on: Celeritas Iin the forground are stone soldiers acting as the barrier. In the background you see a different kind of barrier- they are supports for a mountain that will cover it. The scale of the racing track will be much larger than in the image (ie, there will be more soldiers/ longer roads).
Here are some screens from blenders game engine:
It runs fairly smooth in blenders game engine so far, so I am hoping it will run as smooth or better when I make the game in FB.
Don't expect a demo any time soon
(I plan to use the FB Irrlicht wrapper in this project)
If the list is already nearly shuffled (eg, 2% out of place), I have read that bubble sort can out perform quicksort. But generally quicksort beats bubble sort- and if you are doing this for a lib that you plan to release, go with quicksort because there are plenty of nazis out there who will bust your ass for using bubble sort.
In my own tests using a 'class' that I wrote just recently, I can add 2048 randomly (one by one), sort the list in ascending order and then remove them (deallocating one by one) in an average of 0.002 seconds. Your tests so far don't include removing, which can be a costly step. If you are only taking values from the top or bottom of the list, then sorting in ascending or descending so that you only take from the bottom of the list and then reallocating simply can improve performance.
Why are you constantly adding new values in a random order? Why does the list need to be ordered?