June 18, 2019, 02:46:17 PM

Author Topic: Which languages were used in the retro game comp Nov-Jan 2018  (Read 1858 times)

Offline round157

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Which languages were used in the retro game comp Nov-Jan 2018
« on: January 22, 2018, 02:26:02 AM »
Hi,

I am making the following language list. Some programming learners may want to know since they are considering which languages to learn. Other forum members may also want to know because of curiosity. However, I am still not sure the languages of several games. If you are the authors of these games, please let me know the languages. Thanks...thanks a lot!!!
:)

Programming Languages used in the retro style game theme based competition!
:D

1st place: Van Tourisimo
               (Blitz3D)

2nd place: Get to Da Choppa
               (Monkey2)

3rd place: SyntaxBomb
               (Monkey2)

4th place: The Last Ginger Ninja
               (AppGameKit 2, Tier 1)

5th place: FUNGICIDE
               (BlitzMax)

6th place: Alien Drop Pods
               (BBC BASIC for Windows)

6th place: HIDDEN ITEMS SEARCHER FINDER
               (Blitz3D)

7th place: Alien King
               (AppGameKit 2, Tier 1)
 
7th place: BATSAWAY
               (Blitz3D)

7th place: Mind Swap
               (BlitzMax)


The ranking is according to the results of this competition:
https://www.syntaxbomb.com/index.php/topic,4024.msg12168.html#msg12168

Offline RemiD

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #1 on: January 22, 2018, 06:18:25 AM »
Hidden items searcher finder -> Blitz3d

And i find surprising how it works well on a recent computer with Windows 10, keep in mind that this language/engine has 16-17 years !
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Offline STEVIE G

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #2 on: January 22, 2018, 06:34:37 AM »
Hidden items searcher finder -> Blitz3d

And i find surprising how it works well on a recent computer with Windows 10, keep in mind that this language/engine has 16-17 years !

Agreed.  As long as you drop the Win10 version of the direct play dll in with the exe it works well.  The only real issue is compiling to PC only.  I bought AGK last year so I'm planning on getting something done in that next - probably a port of something else I've done to start of with.

Offline RemiD

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #3 on: January 22, 2018, 07:38:04 AM »
@Stevie G >>on my side i used the update 1.108 by kfprimm, which removes the need to activate/install directplay on Windows 8 / Windows 10.
See : https://www.syntaxbomb.com/index.php/topic,3888.0.html (reply #4)

So both solutions seems to work well... Good ! Long live Blitz3d / Blitzbasic !


Quote
I'm planning on getting something done in that next - probably a port of something else I've done to start of with.
In my game (and in my others games), i do some "low level stuff", like reading/writing pixels on images, reading/writing texels on textures, creating meshes (surfaces, vertices, triangles), creating joints, creating poses, creating animations. All in code (sometimes using/combining premade things)
You would think that it is easy to do that with others languages/engines, try it, and you will realise that it is not (or not as easy)...
So Blitz3d is great for this...
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Offline TomToad

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #4 on: January 22, 2018, 10:26:23 AM »
Mind Swap:
Language - BlitzMax
Graphics and font - Pyxel Edit
------------------------------------------------
8 rabbits equals 1 rabbyte.

Offline col

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #5 on: January 22, 2018, 10:55:19 AM »
BATSAWAY looks like Blitz3D to me. Could be wrong though  :P
If it's not annoying then it's not Microsoft.

https://github.com/davecamp

Offline STEVIE G

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #6 on: January 22, 2018, 11:11:57 AM »
@Stevie G >>on my side i used the update 1.108 by kfprimm, which removes the need to activate/install directplay on Windows 8 / Windows 10.
See : https://www.syntaxbomb.com/index.php/topic,3888.0.html (reply #4)

So both solutions seems to work well... Good ! Long live Blitz3d / Blitzbasic !


Quote
I'm planning on getting something done in that next - probably a port of something else I've done to start of with.
In my game (and in my others games), i do some "low level stuff", like reading/writing pixels on images, reading/writing texels on textures, creating meshes (surfaces, vertices, triangles), creating joints, creating poses, creating animations. All in code (sometimes using/combining premade things)
You would think that it is easy to do that with others languages/engines, try it, and you will realise that it is not (or not as easy)...
So Blitz3d is great for this...

Yeah, this is my biggest concern as a lot of the media I create is procedural and I also do a lot of pixel manipulation and create meshes on the fly.  Not being able to do that in AGK would be a showstopper for me.

Offline round157

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #7 on: January 22, 2018, 01:24:16 PM »
Qube,
Thanks for creating this thread!

RemiD, TomToad, col, 
Thanks for the information!

Online iWasAdam

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #8 on: January 22, 2018, 01:50:29 PM »
SyntaxBomb programmed in Monkey2 on MacOS - This is not the standard Monkey2 as I have added and altered some core code.

fontsprites were created in a custom editor (FontSprite) - 4 were created in all, the core sprites being 8x8 pixels, and the map and ui 16x16 pixels

map levels, UI, and other custom stuff for levels was created in a custom level editor that eats both palettes and fontsprites (fontmap)
Here each level was created over 2 files each with up to 32 levels.

Sound is a completely custom chip-synth. With an additional custom sequencer written.
Sound runs at max of 8 voices
with music also having up to 8 voices

Offline Conjured Entertainment

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #9 on: January 22, 2018, 01:54:58 PM »
Hi,

I am making the following language list. Some programming learners may want to know since they are considering which languages to learn. Other forum members may also want to know because of curiosity. However, I am still not sure the languages of several games. If you are the authors of these games, please let me know the languages. Thanks...thanks a lot!!!
:)

Programming Languages used in the retro style game theme based competition!
:D

Title : SyntaxBomb
         (Monkey2)

Title : Van Tourisimo
         (Blitz3D)

Title : Alien King
         ()

Title : Mind Swap
         (BlitzMax)

Title : FUNGICIDE
         (BlitzMax)

Title : Alien Drop Pods
         (BBC BASIC for Windows)

Title : Get to Da Choppa
         (Monkey2)

Title : BATSAWAY
         (Blitz3D)(need to be confirmed by 3DzForMe)

Title : HIDDEN ITEMS SEARCHER FINDER
         (Blitz3D)

Title : The Last Ginger Ninja
         (AppGameKit 2)

You are leaving mine blank ???

Not sure about mine ???


Offline Steve Elliott

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #10 on: January 22, 2018, 01:57:03 PM »
Quote
However, I am still not sure the languages of several games. If you are the authors of these games, please let me know the languages.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).

Offline col

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #11 on: January 22, 2018, 02:03:33 PM »
Alien King was made in AGK  8)
If it's not annoying then it's not Microsoft.

https://github.com/davecamp

Offline Conjured Entertainment

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #12 on: January 22, 2018, 02:06:58 PM »
Alien King was made in AGK  8)
Right

AppGameKit 2 ~~~ Tier 1  (BASIC hence the bytecode in media folder) (AGK2 Tier 2 is C++)

Nothing in my game but BASIC code, thanks to AGK.

BASIC is the language really, and that is retro. ( I even used a GOTO statement a couple of times! )  :P

Quote
Some programming learners may want to know since they are considering which languages to learn.
BASIC = Beginners All-purpose Symbolic Instruction Code

So, BASIC is arguably the best place for beginning programmers to start.

I think that AppGameKit is great for beginning programmers.

They can learn BASIC using Tier 1 to get a grasp of programming principles, then move on to Tier 2 when ready to add to their programming knowledge and expand their game making skills.

Offline Scaremonger

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #13 on: January 22, 2018, 03:29:27 PM »
I even used a GOTO statement a couple of times!

Yikes! That is far too retro...

I drew all the graphics, including the two fonts, for Fungicide in GIMP (with zoom at 800%). Sound is a collection of .wav files I created using sxfr and incbin'd into the code along with the graphics.

It uses a Sprite system and GameState FSM that I wrote specially for the game. I used the standard BlitzMax Collision system and didn't use any external libraries.

Follow me at ITSpeedway.net.

Offline RemiD

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Re: Which languages were used in the retro game comp Nov-Jan 2018
« Reply #14 on: January 22, 2018, 07:25:13 PM »
Quote
I even used a GOTO statement a couple of times
i used goto a few times too, but only for the same case :
Code: [Select]
.LineChooseThingPosition
;choose x, y, z
;check if others entities of others lists are far enough (considering their xzradius)
;if no
 ;goto LineChooseThingPosition
;if yes
 ;create final Thing
and to prevent an infinite loop, you can add a maximum number of tries that the procedure is followed
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0