BlitzMax released for Mac OS X
Junks Jerzey writes "The long awaited long suspected-to-be-vaporware BlitzMax game programming language has been released for Mac OS X. Linux and Windows versions are set to follow "soon," making this a truly cross-platform, OpenGL-based game development system. Don't be scared by the BASIC monicker: this is a modular programming language that lets you get under the hood if you want, but also includes OOP support and higher-level features. But of course C++ game programmers will still shake their heads in a puzzled fashion, ignoring all the amazing games written by hobbyist programmers. If nothing else, write a cross-platform OpenGL demo in ten lines of code!"
Why would anyone need this when there is Java!
The guy makes a valid point. Don't mod him down just because you want to defend Java.
Doesn't python do all this and more already?
I would buy it just to be able to play around with it (its only $80), but won't install windows for it.
...on the Amiga which was the first language I really got my teeth into. The original version of Worms and Worms: The Director's Cut were also made using using that language, so don't be put off these languages just because they're forms of Basic.
I remember the Amiga version of Blitz Basic. With just a few lines of code you could have a rudimentary game with sprites moving on the screen. It was a Basic language variant with specialized commands for game creation, such as sprite manipulation and collision detection. I prefered it's competitior, AMOS, but Blitz was not bad at all for a hobbyist game programmer.
There was a reason it was called that! But to be serious, these "BASIC" languages are VERY specialized to the point of coding in them pumped out really great performance with very little work. It probably wont be the next language to create Duke Nukem Forever (Well, maybe it will!!), but for one man teams/hobbiests who want to make simple games, shareware or otherwise, they would be very happy with these types of compilers.
...is a revived, modern version of the ancient Adventure Construction Set. Now THAT was an easy-to-use game making system which allowed you to create/edit sprites, NPC scripting, sound effects, maps, triggers, etc without writing any code at all.
Those who laugh at you for you having a Mac.. are the people who constantly call you to fix their PC.
If you want to make games and not focus on programming geekery and coding arcana, Blitz is a great little toolset. With the cross-platform support and in the 2D graphics using OpenGL and you've got a very happy little package here.
Obliteracy: Words with explosions
BlitzMax allows you to split a project up into multiple source files which can be pre-compiled to massively reduce development time. This process is handled automatically by the included BMK ('Blitz make') utility and is completely transparent to the developer.
Gosh, I throw away my lousy C++ development environment!
This seems interesting, but I'm not happy with their online, web-based manual. No real searching, the layout is torturous, and I want to be able to use a manual when not online. Is there a single file (pdf preferably) manual that I can study?
Speaking as a fan of Blitz3D (and yes, I've used AMOS and Blitz leaves it for dead), this is great news for hobby and semi-pro game developers.
Note that while Blitz3D has extensive Windows functionality, BlitzMax does not yet match this. It is the beginning of a more modern architecture for the Blitz product line.
The online documentation is a little bit ugly, but it's all html so (a) producing your own printed version shouldn't be too difficult, and (b) if you want to reformat it to your own taste, you can and it's easy.
Aside from graphics, probably the most tedious aspect of programming a good game is the networking. Tons of issues to deal with, since you never really know what the other end is doing. And why should I have to bother with all the piddly details of setting up a TCP/IP connection (or spewing UDP packets) and monitoring it, designing a communication protocol, etc, when I want to focus on programming the logic to make a great game? I'd rather have the game building/programming system do all the gruntwork for me.
Does this have any provisions for networking? Does it make it easy? From looking at the webpage, I see nothing about network, so I'm not too optimistic.
Unfortunately the only system I've found with great, seamless and inherent network support seems to have other issues. 1, it's Windows only for clients (they do have unix servers though). 2, the graphics are like from the early 90s. No 3d here. Other than that, they have a neat language and transparent networking, but the two limitations above have kept me from doing anything substantial with it.
I'm still looking for a game development system that:
(a) is truly cross platform
(b) supports good graphics without making me do all the opengl gruntwork
(c) supports good networking again without gruntwork for me
(d) powerful language (oo preferred)
(e) lets me concentrate on making the GAME!
I haven't found anything that satisfies all of the above. Some do well on some of the points, but nobody has gotten them all. Could this be it, or just another letdown?
this is a boon to hobbyist developers everywhere. I used to be a big fan of AMOS on the amiga before BlitzBASIC hit big, so I understand the grounding.
I have recently found, however, a C library which makes game coding as easy as Blitz and AMOS. Perhaps simpler. Even better, it's cross platform. So for those looking at something a little different, check out Allegro.
The reason girls and Windows users don't understand UNIX is because all the documentation is in Man files.
But of course C++ game programmers will still shake their heads in a puzzled fashion, ignoring all the amazing games written by hobbyist programmers.
Please. Hobbyist programmers are more than capable of learning C++. If the platform has merit, fine, it's just another tool in the box. If it doesn't, don't write off criticism as snobbery.
for a cross-platform Hypercard :)
Then we'll see who has the coolest games!
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I loved Blitz Basic on the Amiga.
To me, programming languages like this remind me of the Commodore 64, where you were in a BASIC environment from the moment you switched it on. I was writing games on the Commodore 64 in primary school. I loved learning to write simple programs and the ease with which you could do stuff like scroll the screen or set up sprites fed a huge culture of bedroom programemrs.
When I upgraded to an Amiga, although it was a more sophisticated computer with more powerful hardware, the GUI and OS made it difficult for an average schoolkid (ie me) to access and program in the same manner I had with the '64. Amiga Basic was shit, and lacked the immediacy and flexibility of C64 basic.
BlitzMax, for me, is a chance to have fun with my machines again. Just reading through the website reminds me of the thrill I used to get on the '64 when I figured out raster interrupts and other hacks.
I hope applications like Blitz can interest a new generation of bedroom games programmers, as the large companies move games-production into a more Hollywood-level industry.
Putting syrup in coffee is some form of blasphemy.
Maybe I am the programmer that isn't getting it. True I didn't look to see what (if any) game specific APIs this has. However, from their OpenGL example, why wouldn't somebody just do that in GLUT (the cross platform GL utility)? If there really is a big interest in an open OpenGL game API, why not get one started that is modeled roughly on GLUT? Isn't that the basic idea behind OpenGL anyway?
Is this some kind of joke?
Blitz a great game programming tool.
I guess you never have programmed any good games.
I guess if you want to make a multiplatform version of the Atari 2600 of ET it would be fine
anything else then forget about it.
It's a waste of time and money if you ask me. On to much bigger things.
*is run over by rotten tomatoes*
http://www.metacard.com/
(although sold to runrev for commercial development, getting the old metacard IDE and heading over to yahoo groups, you will find some nice geeks continuing development of the free version)
http://www.hyperstudio.com/
It's been forever since they released a new version, and there is no Linux version of the software.
http://www.squeak.org/
If I were really going to make a good game and had a great concept for the game: storyline, environment, logic etc, I'd probably just make a mod for Half-Life 2.
:D
You certainly can't beat the features it offers, the best network code there is, stunning graphics, and great physics.
An average Joe can't probably buy a license to have his own standalone game based on HL2, but as you can with CS people who made greats mods for fun are not so bad off after all.
1. Start with the mod.
2. After the first beta ask for donations.
3. Profit.
4. grow big.
5. Profit.
Mind you I have the IP and the patent for this scheme so should you choose to use you have to pay $100 otherwise it'd be too easy
I agree with you. Mods are very attractive. But to do something really different or value-added than the original Half Life, a programmer needs to know a lot more about programming (C++ especially). I think the point here is that Blitz Basic is a bit more accessible to the common pedestrian.
But as a final analysis, is the common pedestrian likely to make something very dramatic? Probably not.
$5 / month hosted VPS on linux = awesome!
So I work in the field of 3D graphics with both experience of game and visual effects 3D. It's hell trying to hire people who are any good. But one thing comes up again and again: when we find someone who's really good they often grew up programming in BASIC, often on machines like Atari 800s or BBC Micros. The fact is that these machines were delivered to customers with BASIC built in lowering the entry level to programming. These people had a great headstart. Today the barrier to enter graphics programming is much higher and kids are put off discovering programming for themselves. Products like BlitzMax can only open up opportunities for kids to actually try their hand at creating games rather than just accepting the products corporations throw at them. Like the previous generation who grew up on BASIC these kids will have a headstart. (Oh and screw the crap Dijkstra says about BASIC, that was merely the squealing of someone who felt his priesthood was threatened by the opening up of computing.)
Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
I've always had a facination with Basic. Don't know why. Maybe because it was the first language I ever touched on a Commodore 16 of all things!
:) Did I mention that it is compiled? It's C quick.
Anyway I bought a copy of BlitzMax to give it a spin on my Win32 box and Mac. Pretty cool. It can actually import c or c++ code directly and compile it.
I've already written a LUA scripting and Zip module and I'm currently working on an ODE module!