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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!"

17 of 70 comments (clear)

  1. Why by JavaLord · · Score: 4, Funny

    Why would anyone need this when there is Java!

    1. Re:Why by presearch · · Score: 3, Insightful

      Why would anyone need Java when there is C!

  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. AMOS = A Mound Of S**T. by Viewsonic · · Score: 2, Insightful

    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.

  5. 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.
    1. Re:What we really need... by kenthorvath · · Score: 4, Funny

      They do. It's called Never Winter Nights.... (It sounds similar anyway....)

  6. 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

  7. 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?

  8. 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.
  9. 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.
  10. Still waiting... by agent+dero · · Score: 2, Funny

    for a cross-platform Hypercard :)

    Then we'll see who has the coolest games!

    --
    Error 407 - No creative sig found
  11. 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.
  12. Re:Python by EnglishTim · · Score: 2, Informative

    To be fair to python, you can get a lot of stuff onscreen at excellent framerates, but you do have to be careful how you do it. Extensive use of vertex arrays, or at least display lists is essential, but to be honest that's the kind of thing you'd really want to be doing with C/C++ anyway, it's just that it hurts even more if you don't do it in python.

    One of the other replies mentions pysco, but to be honest I think that pyrex would be more useful, as it for most intents and purposes allows you to compile sections of speed-critical python code in C.

  13. Oh, good. by quamaretto · · Score: 3, Funny
    BlitzMax is BASIC...but with a few twists, including:
    • Function pointers
    Oh, good. Finally, a Basic-style language that combines the power of C with the readability of C. (I'm kidding. I love function pointers.)
    --
    *is run over by rotten tomatoes*
  14. Crossplatform Hypercard Replacements by sagefire.org · · Score: 2, Informative
    http://www.runrev.com/

    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/

  15. Re:C++ Programmer Shaking Head? by American+AC+in+Paris · · Score: 2, Insightful
    The big draw for the Blitz* languages is that you can drastically reduce the amount of time you spend pfutzing around with the code itself. I'm perfectly capable of writing code in C++, but I've found that I really prefer spending my game-making time on other aspects of the task--such as audio, graphics design, and playability twaeaking. Sure, my code isn't as bombproof or fast as it could be if I were to use C++, but these there's little need to squeeze those last few drops of performance out of your system for your typical 2D game. Barring insane sprite-count overkill, you're not going to be stressing modern machines out with a reasonably well-designed Blitz* game. Even a 100% boost in efficiency isn't going to be that big of a deal if the game already runs smoothly on a three-year-old machine. Like any other programming task, the biggest factor is going to be whether or not you know how to program--that is, if you can select efficient algorithms, avoid wasting cycles, and design your app in a streamlined fashion.

    Look at it this way: programming is but one of many, many facets of building a game. If the programming aspect is what you most enjoy, then by all means, you should use C++. If, on the other hand, you just want the code to be done so you can focus on other aspects, Blitz* is an excellent way to get there.

    I've got the coding background, but to be honest, I'm becoming less and less interested in the code itself. Or rather, I've lost interest in the minutae; I still enjoy the broader matters of overall application design, but I don't really get a kick out of churning out line after line of code. I've come to realize that I'm more than happy to take a loss on performance and flexibility to be able to just churn things out; I've ceased caring about the ins-and-outs of initializing the graphics driver. It's interesting and important stuff, but it isn't what interests me. That's where Blitz* comes in handy--it's a happy medium between mindless click 'n' drool RAD game construction kits and hardcore C++.

    It's not just about the right tool for the job--it's also about the right tool for the worker, especially when you're writing games as a hobby.

    --

    Obliteracy: Words with explosions