Slashdot Mirror


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!"

10 of 70 comments (clear)

  1. Python by Anonymous Coward · · Score: 1, Interesting

    Doesn't python do all this and more already?

    1. Re:Python by KDR_11k · · Score: 2, Interesting

      Yes but Python is freaking slow. if you want an engine that runs at more than slideshow speed with a decent amount of stuff onscreen (and not going by PS1 standards) you have to implement it as a C module. Python is nice for the game logic but writing an engine in it results in framerates worse than Doom 3 with graphics worse than a Playstation One game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  2. it's the same guys who made Blitz Basic... by nickos · · Score: 2, Interesting

    ...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.

  3. Blitz Basic on the Amiga by Xian97 · · Score: 3, Interesting

    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.

  4. What we really need... by 47Ronin · · Score: 3, Interesting

    ...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.
  5. Perfect! by American+AC+in+Paris · · Score: 4, Interesting
    I wrote version 1 of Jardinains in BlitzBasic for Windows. For version 2, I want to expand to the Big 3 desktop platforms and use modern 2D techniques (realtime scaling/rotations, transparency effects, etc,) among other things. Until just seconds ago, I was pretty much locked into using Torque for this. I checked out SDL, but it was a little lacking in OS X support (for example, double buffering wasn't supported (!).) BlitzBasic was hella-easy to write in, but it didn't have cross-platform support and had limited 2D capabilities--that is, it was 'old school' 2D, not the nice, smooth 3D-in-2D that most modern 2D games use. Torque is wicked slick, but it's overkill for my needs.

    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

  6. Manual? by MrHops · · Score: 2, Interesting

    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?

  7. What about network games? by Anonymous Coward · · Score: 1, Interesting

    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?

  8. this is a boon by spir0 · · Score: 2, Interesting

    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.
  9. Old School '64 days revisited by HonkyLips · · Score: 3, Interesting

    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.