What I'm trying to say, A better tool would not improve the chances of success of my game.If I can't make a good game with what I have "Blitz3d", neither could I do it with Unity or any other language.
also fastext may be a problem to use, because it sometimes hacks files in ram, so it may be considered as a malware...
As far as I know Madjack's 'Tank Universal' is a Blitz3D project and it's on Steam. I think you can publish games made with Blitz3D because they only need your exe and supporting files/content and they embed the whole thing into their distribution system. What you cannot do is to take advantage any of the Steam SDK features such as leaderboards etc. Madjack or others who have hands on experience publishing Blitz3D projects on steam could tell you more.https://store.steampowered.com/app/19200/Tank_Universal/I also agree with Xaron that it's worth to check out AGK. The 3D engine itself supports many modern features, and it's incomparably faster on modern hardware than B3D, not to mention the many platforms it supports. And of course you can keep Blitz3D for your retro projects but having AGK at your disposal is a good thing I believe.If you're not interested in anything else but desktop PC as your target platform you should check out PureBasic that has a built in Ogre3D that is approx 3x-5x times faster than Blitz3D when it comes to scenes with high polygon count. The built in Ogre is 1.8.2 I believe that is old enough to run on any capable DX9 hardware and new enough to be fairly fast on newer hardware. PureBasic also generates faster code than Blitz3D. Overall a very nice package.
Hi Madjacks!what means when you say Blitz3d vanilla?, i don't understand de expession really, in the short term, it is a problem since it is only programmed in blitz3d, and I don't know how long it would take me to make my game in another language, I also don't know in which language it would be convenient for me to do it, since there are many options, but I don't know which one choose, which will be the most suitable for me.Directx7 is a problem today.I still have to resist everything I can to get to something, I really am at a critical moment.Blitz3d allows me to have a product in the short term.but I cannot place the product because it is almost technically obsolete.temporarily, would it be possible to put it on steam, using b3d, paying the 100 dollars, and gradually migrate to the new version in a modern language?what do you think?Is the Tank Universal system to communicate with steam the same as the current one? Could you help me to make my b3d game compatible with steam? I really have no idea what to do.
Quote from: Santiago on May 11, 2020, 12:36:20 AMHi Madjacks!what means when you say Blitz3d vanilla?, i don't understand de expession really, in the short term, it is a problem since it is only programmed in blitz3d, and I don't know how long it would take me to make my game in another language, I also don't know in which language it would be convenient for me to do it, since there are many options, but I don't know which one choose, which will be the most suitable for me.Directx7 is a problem today.I still have to resist everything I can to get to something, I really am at a critical moment.Blitz3d allows me to have a product in the short term.but I cannot place the product because it is almost technically obsolete.temporarily, would it be possible to put it on steam, using b3d, paying the 100 dollars, and gradually migrate to the new version in a modern language?what do you think?Is the Tank Universal system to communicate with steam the same as the current one? Could you help me to make my b3d game compatible with steam? I really have no idea what to do.By 'Blitz3d vanilla' I mean the original B3d rather than something like mini-B3d.In terms of other similar platforms, I would probably check out AGK - although I guess the question is how fast your code needs to run?From my tests (admittedly years ago), the graphics were much quicker but code execution for AGK lvl 1, was slower than B3d.But that was years ago and things may have changed? (Can any AGK aficionados provide more info about this?)Alternatively, look into BlitMax variants such as Cerberus. The problem there though - from what I gathered - is that being opensource efforts, bugs may be an issue.That was one of the great things about Blitz3d - it just worked and if something went wrong, 99.9% of the time it was your code.This is another reason why I suggest AGK - it's still being actively supported.Regards Steam, I think it was Simon who graciously wrapped some functions in a wrapper DLL.However for TU2 I didn't bother with any of that and just uploaded the game.Note that TU1 is still up on Steam and can still be played at 1920x1080 without problems.I don't know if Valve would reject a DX7 game, but given how little of a sh*t they seem to give regards new releases I doubt it.
Just curious Madjack, what was TU2 written in? Has it done well for you on Steam?
Quote from: STEVIE G on May 11, 2020, 04:28:27 PMJust curious Madjack, what was TU2 written in? Has it done well for you on Steam?It was done using NuclearBasic.I persevered even after its author apparently went 'off grid' and disappeared, although I managed to get a final patch out of him before he did.NB's 3d sound system wasn't finished so I used Fmod. Reshade was included to pump up the visuals a bit with some extra post-processing.In terms of of sales, it's only sold about 620 copies but it continues to sell 3-4 copies a week, triple that when on sale and it has a long tail.The USD - NZD exchange rate also helps a lot, but it certainly hasn't made me rich.I should also say I've never had any media interest in it - maybe it's not hipster retro enough.But its been generally well received by those who've played it.