A work in progress, this tutorial already contains several chapters on how to create various
GUI components in DarkBasic. Completed chapters include buttons, tabbed panes, resizable windows,
sliders/scrollbars, and list selections. Each chapter comes with a working example ready to compile.
Chapters still left to come in the future will cover drop-down menus and text boxes/user input.
If you have a Windows PC then you have most likely played Minesweeper at some point or another. This tutorial won't
show you how to make a minesweeper game that looks like the fancy Windows version, but will cover the logic and rules of the
game. The gameplay is kept the same and acts the same, but making it look pretty will be up to you.
Ever wanted to make a 2D RPG or side-scrolling space shooter? Or how about a Mario-style
platform game? All of those games start with the same basic concept of map scrolling, how
you use it is what defines the actual style of the game you are trying to create. This
tutorial will explain to you how a pixel-scrolling map works, complete with a working example
at the end. It won't cover gravity or collision, as that's outside the tutorial's scope. It's
purpose is to create a simple scrollable 2D map.
This tutorial has been a long work in progress and is still incomplete. The tutorial
is broken into chapters and was designed to walk people through creating a real-time
strategy (RTS) game. Topics covered include character/unit management, 3D mouse clicking
and unit selection, unit grouping, resource gathering, and moving units using pathinfinding.
The pathfinding method I use is the A* algorithm and this tutorial will use a very well
written A* library created by IanM of the Apollo forum. The media zip includes all necessary files,
images, sounds, models, libraries. Currently, there are 11 chapters. An older version of
the tutorial's code designed with DB Classic in mind is also available but does not cover everything
the DBPro version does. It is no longer being updated as all future updates are designed for
DBPro. The 3D animated model of a dwarf I use was graciously given to the DB community for free
by Psionic. Discussions about this
tutorial can be found on the community forum here: http://forum.thegamecreators.com/?m=forum_view&t=44248&b=6
This tutorial is designed to teach readers what an array is and how to use it as well as
various file operations. It will show how to create a simple address book, how to save the
data to a file, and read the data back into the array.
This tutorial assumes the reader has basic knowledge of DarkBasic, such as using
arrays and user-defined types(UDT). More or less, it simply covers how to implement
the equations of projectile physics. The basic equations are explained in chapter 6
of "Physics for Game Developers".
The book only works in 2D and so I extended the basic idea into 3D using native DB commands.
This tutorial's intended purpose is to help shed some light on memblocks by answering questions
such as what a memblock and why we should use them. An example is also given which demonstrates
editing image data. The structure of the image in the memblock is for 32-bit images so make
sure your DB environment runs in 32-bit and not 16-bit because the structure of 16-bit image data
is slightly different.