Here is some old stuff I put together ages ago back when I was still using Dark Basic Pro. Haters gonna hate but I still think DBPro is pretty great and fills a nice niche for noobs that want more control then they would get from a drag and drop interface but aren’t ready to learn C++. Although I’ll confess that Unity 3D has become a totally viable if not superior alternative for that. But back on subject I think I may have intended this to become one at some point but its not a game. its just a sort of animation with two AI armies of tanks fighting. The source code for everything is included for anyone that wants it.
Tank demos and source code – WindowsNovember 4, 2010
A history of Ctrl+Alt+Del games. Part two.August 28, 2009
A while after it was clear that I wasn’t likely ever going to bother going back to making the original Ctrl+Alt+Del game I started working on a skateboarding game because I like skateboarding games and I wanted to make one. I didn’t want to have to create all new character models and I was (and still am) feeling a bit dissapointed that I spent so much time on the previous Ctrl+Alt+Del game without having anything to show for it so I figured I could save some time but making the skate game set in the CAD universe. A lot of things where modified (I dont think i reused any textures) and most of the art assets where still made from scratch anyways but at least it gave me something to start with.
In the end the menu system was once again really the only thing that I was happy with. The video really doesn’t do it justice but I think its the best menu I’ve ever made. Its a sad and small accomplishment but at least its something. I really do think its nicer then the menus you would find in most professional games and it fits well with the style of the game and its web comic source material.
The games mostly shit though. Far better then the original game but I never got to the point of building in any real goals and as for the basic function of being able to skate around it works but never got anywhere near the point of being at all comparable with something like even the original Tony Hawk games. It did have a few small things that where nice. It was going to have simple platforming and brawling elements (like Simpson’s hit and run for example or how the first CAD game was planned to) so well I never worked in on foot jumping or the ability to swing your board like a bat you could actually get off your board and walk around (keep in mind that this was done well before Skate’s sequel was even announced let alone before it was made known that you would be able to get off your board so being able to walk as at least a minor brag able feature). It was also another example of poorly planned programing. I was still figuring out how to do things as I went along and in lots of ways it seemed to become more convoluted and glitchy as I progressed. I restarted from scratch near the end (when I re-did the menu) but it didn’t really help to fix any of the problems and just resulted in once again earlier versions having things that where lacking from later ones. Trying to retroactively force in a proper physics engine at the last second didn’t help either.
This download includes five pre compiled playable versions of the game. Two of which where never released previously. Those two also include the dba and dbpro files (the DarkBasicPro project and source files).
Also if you want to in the latest version (the one in the folder labeled “new game”) by deleting the top layer folder (located under) textures\menu) and renaming the top layer 2 folder to replace it you can use a crisper higher rez version of the menu.
Physics toysAugust 26, 2009
First up was the beginning of what was intended to be something of a cross between Fracture (the 3d third person shooter that was just about to be released at the time I made this) and Crayon Physics (a 2d physics based puzzle game which interestingly enough was also powered by the endlessly awesome box2d). I don’t remember what exact order I made certain things in but if this wasn’t the first it was among the first few things I made with box2d and was made more as an experiment then anything else. Not just an experiment in how to go about programing using Box2D but to see what work work well in terms of gameplay.
This was kinda an offshoot of that previous game/toy. One of the problems with the previous one was that the world unavoidably got overly packed with objects. One solution for that was to limit how many bodies could exist and rather then creating new ones from nothing when you go to make a new shape it would absorb pre existing bodies to construct it with. In this case it would absorb either the nearest or farthest shapes depending on whether you used the left or right mouse key.
UFO racer.August 16, 2009
Its fairly self explanatory. Its a lame and simple racing game with aliens. The image used in the icon (which was also used as the basis for the design of the alien in your ship) was made by someone else but I don’t know who. You can probable find it by doing a quick google image search for gray alien though if it really matters to you. It was made with DarkBasic Pro and requires DirectX 9.0c or higher to play. It controls with the arrow keys. There is some elastic banding going on with the speed of the competing racer. Not sure what else ther eis to say about it.