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Coming from Game Maker 7

Started by KazaKami, December 11, 2008, 05:37:36 PM

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KazaKami

Hey, new here^^ I heard about PB on RPGrevolution and it looks cool and I'm sure it's able to create RPGs like Zelda and Chrono Trigger, also what caught me was Mode7 which Game maker just sucks at, seriously... backgrounds for something like mode7? that's bad and should use the rooms map which makes it better.

I'm pretty good with Game maker but will Play Basic be a easy transition? Is there any books I can buy? Any examples towards Rpgs?
---|KazaKami Gaming|---



kevin

QuoteGame maker but will Play Basic be a easy transition?

  50/50 -  they use two very different approaches, so it depends upon the person problem solving skills.


QuoteIs there any books I can buy?

  There's been a number attempts, but none have been completed (to my knowledge at least)


QuoteAny examples towards Rpgs?

    Can't think of any.  You could always be the  first :)


KazaKami

The language seems simple enough but until I purchase the program on Monday or Tuesday I can't really tell for sure, GML only took me an HR to learn with no Programming knowledge.
---|KazaKami Gaming|---



Juha Kämäräinen

You cant really know the limitations without trying the software.
I cant code, but i think PlayBasic should be just perfect for pixel rpgs anyway.

Check out my comic - Bujercon 1

kevin

#4
Quote from: KazaKami on December 11, 2008, 07:56:22 PM
The language seems simple enough but until I purchase the program on Monday or Tuesday I can't really tell for sure, GML only took me an HR to learn with no Programming knowledge.

  In terms of learning to program, there's really nothing in the retail version that the Learning Edition (the download is the LE version) can't provide you with.   I'd recommend getting familiar with it..  Virtually everything you see on the site was written in it (or older)  - Newer versions are more powerful, but with more power comes added complexity

Makeii Runoru

#5
GM7 has 3D support, but so does PB (to an extent). And also, BASIC and GML are two totally different languages. Play Basic : BASIC :: GML : Java/C++.

For example, the FOR loop in PB looks different from the FOR loop in GML:

GML example:

for (i=0; i < 10; i++) {
x = x + i;
}

PB example:

for i = 1 to 10
print "Hello."
next i


I suppose it just takes some getting used to :P EDIT: However, upon your experience in programming, you may or may not need assistance with tools. I know GM7 has a map editor, an image editor, sound and graphics organizer all included. With PB, not so much. It's dependant on either the programmer to design a personal editor for maps or borrow an executable/project designed in PB. But PB does give you more flexibility as your knowledge of designing games increases.

I'd say use PB Learning Edition / GM7. But if you use GM7, learn how to use their scripting language. Then, after you have a good mind set on how the core commands of code works (WHILE loop, FOR loop, IF/THEN arguement, etc.) then I would stay with PB or possibly Dark GDK. A code is one thing, but its libraries are what help the game grow.

That is all :P
This signature is boring, and could be improved. However, the user of this signature doesn't need a fancy signature because he or she doesn't really care for one.

kevin

#6
QuoteFor example, the FOR loop in PB looks different from the FOR loop in GML:

   Syntax wise,  GML has uses a C styled syntax.   PB uses BASIC..     


   GM is a pre-built Game Engine with RAD / Scripting interface.   PlayBasic is a programming language with a set of built in libraries.  It doesn't come with a built in Game Engine though,  the user writes that. (only you know what your game is going to be!)

   This is a huge conceptually difference.  So for people who are more at home with a RAD design  environment, then PB (or any programming language) will represent a huge conceptual challenge for them.   Why ? - when using a programming language the onus is entirely upon the user  to be capable of solving the required design problems.    While PB vastly simplifies the programming experience, you still have to understand how to use it's features.   

   Secondly,  given that the programmer builds the game engine for their game,  the onus is upon the programmer to design the tool chain for use with the game engine (mapping, character editors / whatever is required).  Which means either writing your own tools, or importing data from existing tools.    While we've provided mainly generic tools and countless examples, this is largely in the hands of the programmer.