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RPG Programmers/Artists Wanted (QuickBASIC/DirectQB)

Started by JonathanA 3 replies 800+ views
Original Post
JonathanA
JonathanA
Hey, I'm looking to recruit some programmers to help with a new QuickBASIC RPG, written using DirectQB. This is strictly a non-profit venture, and only for people who want to do it for the fun and the experience of creating a game. Anyway, what I am looking for is one or two experienced QuickBASIC programmers and maybe an artist (though not really necessary at this stage). At a later date a writer who can capture that crazy badly-translated japanese RPG feel would be a bonus, but the focus here is on a small team of dedicated people, three or four max. This offer is geared towards those who would like to work together as a team, using each-other's ideas and helping out each other, and those who (like me) wish to use game development as a learning experience. I guess I should expand on what is already done. The entire program is documented - I have a 60k design document, discussing nearly every part of the game design (granted, it's a word document so thats only about 30k on plaintext). So far there is a rudimentary scripting engine in place to load maps and exits to other maps. A low-level keyboard handler is implemented, and so is Joystick/Joypad support. The program has full SB/ESS (tested on SB Live! and ESS Solo-1) sound support supporting samples up to 8k/bit through DirectQB. The graphics are handled through a 320*200*256 Screen mode, with an unlimited number of video pages, based on avalible EMS. Oh, maybe I should note that I am doing this in DOS jonathan_atkinson@yahoo.com http://www.g33k.co.uk thanks. JonathanA (go easy on the flames) Edited by - JonathanA on 7/2/00 8:48:59 AM Edited by - JonathanA on 7/2/00 9:41:00 AM
gameprogrammerwiz
gameprogrammerwiz
QuickBASIC? you're kidding...right?

I didnt know there was a DirectX for QB. is it as fast as the DX's for C++?

Edited by - gameprogrammerwiz on July 2, 2000 1:31:12 PM
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whats a signature?
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JonathanA
JonathanA
Actually, no, I''m not kidding at all

Quickbasic is a language that is still developing all the time, and has become quite advanced considering the environment constraints applied by the IDE.
There is some pretty cool stuff happening is QB at the moment, and there is a nice little free home-made games scene (in QB, no one kids themselves that their project could be sold - a few years back, the QB forums was like this one now... there were lots of people saying there game is going to go commercial etc, and need 5000 artists working with 5000 monkeys&typewriters etc when in reality they had a pretty little engine demo and that was it) that is great to be part of...

Anyway, how better could you start learning to write games? You learn direct hardware access, how to program problems (such as QB''s notorious 64k code+data limit) and how to get things done easily and quickly, concentrating on writing solid and optimised code rather than trying to learn some obscure API (a la DirectX - which is imho clunky and hard to work with - I know you''ll flame me for that ) and having to buy £150 development tools.

As for DirectQB, its basically a mode 13h graphics library, which allows for multiple video pages, fast blitting etc (its high-tech for Qbasic, ok? ) It also adda lots of functionallity to Qbasic (modem, sound, input, file i/o)

Thats about it.

jonathanA
Mory
Mory
Hey Jonathan, I am a very experienced QB programmer and I will help you out on your endeavor. Please Email me at talknamework@yahoo.com and tell me your layout of this RPG.
qbvet
qbvet
I don''t think I qualify.. anyways I''m too unmotivated :\
But that wasn''t my intention to try to join. I just wanted
to wish you good luck. It''s always nice to hear about QB/QuickBASIC RPGs. I guess "most" people on this forum don''t think that anything good could ever come out of QB, but hey they
wouldn''t think so if they would have seen the things
we have. Ay? I would say that good quality RPGs have
been made, and more important ARE being made using QuickBASIC. Often an asm lib has been used for the "lower" parts of the engine such as blitting and that like, but the gameengine: handling maps, NPCs, scripting, animation and so on are
made using ye ''ol QuickBASIC. It takes good programmers, and
the scene sure has some. Again - good luck! -

"garbage in garbagecan? hm.. makes sense"
"garbage in garbagecan? hm.. makes sense"

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