larrybtoys
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Post by larrybtoys on Apr 22, 2023 21:02:38 GMT 1
This is a 40 minute video of about 20 of the over 100 PC games I have written using GfA Basic 32 in the last 3 years or so. What an awesome language. www.youtube.com/watch?v=9m2dtG-HhGUEnjoy!
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Post by (X) on Apr 24, 2023 13:46:43 GMT 1
10 PRINT "You have achieved the goal of many an aspiring programmer. Well done!" 20 GOTO 10
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Post by (X) on Apr 24, 2023 15:01:34 GMT 1
Nice job on the editing. What app/tool did you use?
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larrybtoys
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Post by larrybtoys on Apr 24, 2023 19:29:03 GMT 1
The Screen Recording program I used was OBS Studio. Pretty easy to use and free....
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Post by dragonjim on Apr 24, 2023 22:47:08 GMT 1
Very nice selection. Nice to see GFA put to such good use.
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larrybtoys
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Post by larrybtoys on Apr 25, 2023 0:02:44 GMT 1
Very nice selection. Nice to see GFA put to such good use. Thank you. I love GB 32. Just wish it had traditional sprites...
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larrybtoys
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Post by larrybtoys on Apr 25, 2023 0:03:33 GMT 1
10 PRINT "You have achieved the goal of many an aspiring programmer. Well done!" 20 GOTO 10 Thank you very much. That was a small selection of my works.
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larrybtoys
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Post by larrybtoys on May 11, 2023 23:16:48 GMT 1
OMG. I would love most of these features in Sprites....I have many games tabled in need of actual Sprites. Is GB32 getting an upgrade or is there some separate Sprite package being developed?
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Mork
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Post by Mork on Sept 10, 2023 13:57:30 GMT 1
Hi Larry, I was also very disappointed after purchasing the DOS-Version of GFA-Basic when I noticed, that it lacks the sprite-command which the Atari-Version has. But your sprite in Lunar Lander looks and moves quite nice - how did you program it?
Many regards, Mork
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larrybtoys
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Post by larrybtoys on Sept 10, 2023 14:54:37 GMT 1
I have a black mask of the ship with a white background that I place using SRCAND and a full color ship with a black background that I place using SRCPAINT. I have several versions of both with varying thrust levels. I read what is going to be under the ship prior to placing it in order to restore the background under the ship after it moves. Sorta like a sprite but with sprites you can have many of them at a time with little or no slowdown.
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Mork
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Post by Mork on Sept 10, 2023 18:47:31 GMT 1
Yes, those sprite-routines should be written in machine-language.
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larrybtoys
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Post by larrybtoys on Sept 10, 2023 21:53:40 GMT 1
For sure. I would love to see GB32 support sprites and would even pay for addition. There are several game ideas I have aborted due to the lack of sprite support in GB32. I can simulate most of the sprite functions however it's too slow with more than just a few on the screen at a time. If it were handled in the background sorta like a mouse pointer it would be awesome.
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Mork
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Post by Mork on Sept 17, 2023 23:45:38 GMT 1
Maybe using an Atari-ST emulator to get access to the sprite-commands of GFA-Basic 3.5 ?
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larrybtoys
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Post by larrybtoys on Sept 18, 2023 1:08:52 GMT 1
I dug out my manual for GFA Basic 3.5 for the Atari ST and it does not appear to have sprite support. It seems that the only sprite it has is nothing more than customizing the mouse pointer which I can already do. I would like to have 10-20 sprites moving around the screen with priority layers, collision detection, etc.
Correct me if I'm wrong...
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Mork
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Post by Mork on Sept 18, 2023 15:15:16 GMT 1
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larrybtoys
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Post by larrybtoys on Sept 18, 2023 16:40:37 GMT 1
Can GB32 do the same?
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Post by (X) on Sept 18, 2023 16:46:51 GMT 1
I'd bet that GB32 can do that and more!
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larrybtoys
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Post by larrybtoys on Sept 18, 2023 21:47:26 GMT 1
I will look further into that. Perhaps it can have multiple MousePointers/Sprites...
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Post by (X) on Sept 19, 2023 13:41:57 GMT 1
One of the google results from: GFA Sprite editor...
A screenshot of a GFA programmer's Sprite editor.
Here is information about GFA SPRITE according to ChatGPT Bing, so far I haven't seen anything that GB32 couldn't do or mimic: I asked:"What features can you list as a framework for a GFA-BASIC Sprite" Again. I don't see why GB32 couldn't do as much or better.
I am currently focusing on a GFA Editor Extension framework that should let GB32 coders easily develop their own GLL (Gfa Editor Extensions) to speed up their GB32 coding and offer virtually unlimited customisation of the GFA Editor.
Imagine: - a built-in sprite editor,
- an HSL to RGB color picker,
- a Refactor utility activated by a "right click on selected text" for quick text substitution from 'all occurences' to 'user provided substitute'.
I am working on some basic preliminary features: - A one button click macro that saves, compiles, removes and reinserts the GLL under development in a split second.
- An easy to manage TreeView utility that should serve as a neat and tidy place to store and recall all manner of utilities and features.
- A visual WYSIWIG form editor and an Event response editor.
No small task, but, I believe, worth it in the end.
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larrybtoys
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Post by larrybtoys on Sept 19, 2023 15:19:25 GMT 1
I still need to research some more but even if GB32 can mimic most sprite functions it would be much easier if they were available as specific features. Example:
SPRITE(X_Position, Y_Position, Width, Length, Priority, Transparent_Color)
Then some additional features: SPRITE_COLLIDE(Priority) would be a number of the sprite that the sprite collided with.
Stuff like that would make building a game MUCH easier for a novice programmer. I may not be a novice programmer but I am not an expert. I would like to see some beginner programmers get into GB32 instead of some of the game engines out there.
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Post by (X) on Sept 19, 2023 17:41:32 GMT 1
I think GB23 is up to the task. I can't see why any GB23 coder couldn't write all the SPRITE commands as functions/procedures and even export them into a GFA LG32 library for any coder to import. A little ChatGPT here and there and Robert's one of your parent's brother!
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larrybtoys
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Post by larrybtoys on Sept 19, 2023 19:09:19 GMT 1
I do agree although that may be a bit above my skill set. The only problem I can think of is that sprites need to be extremely fast as in machine language fast (usually when there are more than just a few on the screen at once). I don't think they would be fast enough in a compiled version of a GB32 program. I could be wrong and frankly I would like to be wrong. If they could be fast enough to be simply called using procedures, that would be great...
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Post by (X) on Sept 19, 2023 20:32:19 GMT 1
How fast do we need to go? Perhaps using Direct2D in GB32, might open the door to lightening speed because D2D automatically takes advantage of High Speed Graphic Card Rendering capabilities.
However, I'd be surprised if even multiple SPRITE functionality absolutely requires D2D.
As I've show, the PaintPicture command is no slouch at handling even 20 'sprites' in the Road Runner demo.
We can even define a 'sprites' as a 'borderless form' and implement color keying, variable transparency, scaling, and even rotation fairly easily.
The trick would be to implement the older sprite commands into GB32 so one could in theory copy and paste GFA-BASIC sprite code into GB32. But, I think it could be done. And it might be the impetus to get the wheels of progress turning so more people might think of developing games/sims in GB32.
On the other hand, there are plenty of low to no cost cutting edge game dev platforms out there. Why reinvent the wheel unless you are looking for a challenge. Which I am always curious about seeing if GB32 can do it.
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Post by larrybtoys on Sept 19, 2023 22:00:35 GMT 1
I have always loved GFA Basic all the way back to the Atari ST version 3.5 and don't want to learn any new language/platform. I like the idea of being able to create features that I want not what the developer of the specific platform wants me to create. I used to develop specialized database/point of sale style programs back in the late 80's and early 90's and created some really crazy specialized features, including AI...Yes AI. I even designed some AI features in my databases that would accurately predict the outcome of your choices based on 12 months of data...
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