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Post by drfloyd on May 14, 2019 5:16:15 GMT -6
Hello folks, laurent from Laurent, (and sorry by advance for my very bad english)
I discover RCBasic homepage/forum today... I have checked the manuel ref commands, and say "oh my god? what a great basic!!!!"
I am fan of BLITZ2D,3D (a little less Blitz Max), but it is now very old, and RCBasic is perhaps the best one I discover since ! (I have tried lot and lot)
I am exciting ! I will try to start a program tonight, but first, I have questions :
- Apparently this basic is still supporting ? (i see so much basics "abandonware") - Can the IDE interface support .TXT more than 1000ko ? (my last game is about 1000ko of code) - Is there memory limits ? In my last game i have lot of big array (several DIM(1000,1000)) - we can create .EXE stand alone ? - Do we need .dll for the stand alone ? - there is no officiel IDE attached when download if I unterstand ? Witch one should I choose ? - Is it fast ? Faster than Blitz 3D for example ?
And final question : My goal is to create my new 2D game (RPG, screen 320 x 240) in basic... but don't want to use anymore BLITZ 3D (old, and missing commands), RC seems to be a good alternative in your opinion ?
Thank you !
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Post by tbird on May 14, 2019 7:21:21 GMT -6
Welcome to the forum! I tried Blitz back in the day. I will try and answer your questions the best I can. -Still supported: Yes, n00b actively develops it, and when a bug is reported he is very fast on the fix. -Memory Limits: That is one for n00b to answer but seeing how there is a 64bit version, I am going to guess the limits are extreme -Yes you can create stand alones -It requires the SDL libraries to be shipped with your game resources, From n00b: Inside the "dist" folder there is a 32-bit and 64-bit distro. Just copy all the files in one of those folders into the directory where you have your *.cbc file. Rename rcbasic.exe to the name of you *.cbc file. You don't need to keep your source code in the directory if you don't want to distribute it. The *.cbc file is your actual program. On linux its mostly the same process. There are instructions in the dist folder for windows and linux. -You use Geany process instructed by n00b here rcbasic.freeforums.net/thread/133/editor-exe-I find it quite fast, n00b has created a game engine with it and I have made a framework with it and so far have had 1000's of things going on without slow down. One note on speed, it is GPU based so in some respects doing things with images (rotating, alphablending....etc.) is very fast but doing things with primitives drawing shapes using CPU is not very efficient. -Good alternative, I believe so, I like it because it isn't jumbled with OOP and its simple and fast, great small community. I would give it a try and if you need help someone is here to help out.
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Post by drfloyd on May 14, 2019 14:07:02 GMT -6
thanks Tbird! I will try with my awfull english
First code question : it is not possible to name an image with a word, not with a number ? I will have to upload lot of pictures (about 1000), and it's difficult to remember all the numbers
loadimage(0,"image_tree.png") is ok
I would like something like :
loadimage (tree,"image_tree.png") or tree=loadimage("image_tree.png")
possible or not ?
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Post by tbird on May 14, 2019 16:04:24 GMT -6
The LoadImage () command needs a number or image slot RCbasic has 4096 of them, and yes you can name them. Just declare the variable before you need it.
imgTree = 0 imgRock = 1 imgFrodo = 500
LoadImage(imgTree, "tree.png") LoadImage(imgRock, "rock.jpg") LoadImage(imgFrodo, "frodo.bmp")
Then use the names to also draw them.
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Post by drfloyd on May 14, 2019 16:47:05 GMT -6
ah good, so i have just to declare them ! I note the limit of 4096.
Thanks!
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Post by drfloyd on May 15, 2019 9:44:05 GMT -6
In fact, RC basic is a more powerfull version of SDLbasic OR a SDLbasic-like
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Post by n00b on May 15, 2019 10:20:30 GMT -6
Hey drfloyd, first of all welcome to the forum. TBird seems to have answered most of your questions. On your issue of memory limits, the size of your program is not limited. I think my current game is around 12,000 lines of code and growing. As far as comparisons to SDLBasic. I am actually part of the sdlBasic community like almost everyone else on here. It heavily influenced RCBasic early on. There are still some pretty significant differences in each though. Below are just some of them. RCBASIC | SDLBasic | Hardware Accelerated Rendering | Software Rendering | Functions args passed by Value or Reference with ByRef | Function args passed by Reference | Multiple Windows | Single Window (Can do multi window with some clever tricks) | Programs pre-compiled to bytecode | Programs shipped as source
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There are also some differences in naming conventions and syntax. For instance SDLBasic's screens are pretty much what RCBasic's Canvases are. sdlbasic if you have any input on this I missed or got wrong feel free to add to this.
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Post by drfloyd on May 15, 2019 11:24:42 GMT -6
hello the great guru of RC Basic Thank you for your reply. So, both language, SDL & RC, are good. This is the conclusion I presume I will soon show you my last game in BLITZ... I want to abandon BLITZ for SDL or NAALAA or RC... still hesitating
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Post by sdlbasic on May 16, 2019 5:15:37 GMT -6
Hey drfloyd, first of all welcome to the forum. TBird seems to have answered most of your questions. On your issue of memory limits, the size of your program is not limited. I think my current game is around 12,000 lines of code and growing. As far as comparisons to SDLBasic. I am actually part of the sdlBasic community like almost everyone else on here. It heavily influenced RCBasic early on. There are still some pretty significant differences in each though. Below are just some of them. RCBASIC | SDLBasic | Hardware Accelerated Rendering | Software Rendering | Functions args passed by Value or Reference with ByRef | Function args passed by Reference | Multiple Windows | Single Window (Can do multi window with some clever tricks) | Programs pre-compiled to bytecode | Programs shipped as source
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There are also some differences in naming conventions and syntax. For instance SDLBasic's screens are pretty much what RCBasic's Canvases are. sdlbasic if you have any input on this I missed or got wrong feel free to add to this. Nothing to add, both have their advantages and disadvantages, you must try both and come to your own conclusions.
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Post by drfloyd on May 27, 2019 4:53:02 GMT -6
What means :
Programs pre-compiled to bytecode (RC) VS Programs shipped as source (SDL)
Difference ? (for a newbie like me)
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Post by tbird on May 27, 2019 6:50:17 GMT -6
RCBasic the programs are encapsulated in a cbc file which is bytecode, so non human readable. SDLBasic your source is always readable with a text editor so your programs are always open source.
This applies to most people but realistically if someone really wants to mess with your source...they will lol.
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Post by drfloyd on May 27, 2019 8:55:18 GMT -6
ok, great. I prefer hidding my source code Thank you
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Post by drfloyd on May 27, 2019 9:03:03 GMT -6
My new question :
Apparently there is no Virtual Resolution function ? We absoluty need to change the screen resolusion for a retro Big Pixel game ?
For example : my game will be resoluton 320x240 fullscreen but I keep the desktop resolution 1960x1280
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Post by n00b on May 27, 2019 10:06:12 GMT -6
You don't need to worry about virtual resolution. RCBasic automatically does it for you. Just Make a fullscreen 320x200 window and you are good to go.
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Post by drfloyd on May 27, 2019 23:04:39 GMT -6
another question :
not possible to put several commands on the same line (like SDL Basic) ?
for example :
for i=1 to 100 : print i : next
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