Posts: 1,688
Threads: 119
Joined: Jun 2003
I'm just curious if anyone is exploiting.... er... using... Freebasic yet for their projects. Myself, I'm gonna be completely rewriting my rpg engine and hopefully i'm gonna get farther with it than before. (I got lazy and started using a whole bunch of static variables.

) When rel ports over rellib, i'm gonna port my map editor over, just cuz it'll be easier to port it after rel ports over rellib.

So far all i know is QFAK. Anyone?
Jumping Jahoolipers!
Posts: 1,774
Threads: 62
Joined: Aug 2003
Every QB program I've ever made is now an FB project. :lol:
Posts: 3,522
Threads: 189
Joined: Dec 2003
Posts: 780
Threads: 49
Joined: Dec 2001
Me and Nath are working on a game which should be completed very soon. We are hoping its the first complete game for FB...it will be good.
Posts: 658
Threads: 71
Joined: Sep 2003
does project For FB count? FBIde :king:
url]http://fbide.sourceforge.net/[/url]
Posts: 142
Threads: 6
Joined: Aug 2001
My current project, when I get around to it, is a program that will automatically convert C headers to BASIC headers. The main reason I'm making it is I'm too lazy to take over the job of converting the SDL headers but at the same time would like to see them converted. Plus this will help everybody (imagine all the work it'll save porting the Windows API headers). :wink:
Posts: 293
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Joined: Nov 2004
I'm working on porting my SCHEMEish like interpreter to FB.
his sig left intentionally blank
Posts: 6,419
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Quote:Me and Nath are working on a game which should be completed very soon. We are hoping its the first complete game for FB...it will be good.
Trust this man

You're gonna laugh your ass off with our game
Posts: 3,279
Threads: 170
Joined: Nov 2003
I'm porting The Wrath Of Sona, RGB, Rise Of The Lich, Two Lords (eventually), and possibly even Distant Promises to FB. I may also port KOQB'04 but I'm not sure just yet. Also, Rhiannon has a game she wants to have made, so it will likely be made in FB as well.
![[Image: twolords-raycaster-prototype.png]](http://www.nodtveidt.net/fb/twolords-raycaster-prototype.png)
This is a prototype shot of the new raycaster I've been working on. It doesn't yet have floormapping but the raycasting of the walls is done. Still have to add objects and doors too, though. 128x128 cells this time, as opposed to 64x64, which means larger spaces, more detailed textures, and bigger monsters, and since it's my own engine, more Y control (shots can have actual heights now, monsters can jump, etc). I'll post more screenies as I get stuff done on this.
I'd knock on wood, but my desk is particle board.
Posts: 838
Threads: 17
Joined: Jan 2002
I've ported an ascii-gfx game to FB. Dunno if that counts as finishing a game in fb
Im waiting for a reply from the original auther tho before Ill release anything...
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