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QB Express #26

 
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Pete
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Joined: 07 Dec 2003
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PostPosted: Sat Feb 09, 2008 6:05 pm    Post subject: QB Express #26 Reply with quote

QB Express #26 -- Posted by Pete on February 9, 2008

The February issue of QB Express is now available!

It's been over three months since the last issue, but it definitely was worth the wait. This issue features one of our largest News Brief segments ever, as well as NINE articles/tutorials, covering topics such as "The Art of Rounding"; creating your own Worms-like scrolling engine; using FMOD to play sound in your Freebasic programs; Database indexing; programming spring physics in FB; and functions with local variables.

QB Express is definitely getting back on track, and I think this issue will prove that.

You can read it all in QB Express #26!


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BadMrBox



Joined: 28 Feb 2006
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PostPosted: Sat Feb 09, 2008 11:18 pm    Post subject: Reply with quote

Yay, nice read.
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E.K.Virtanen



Joined: 18 Feb 2006
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PostPosted: Sun Feb 10, 2008 3:51 am    Post subject: Reply with quote

*HOORAY*
Downloading

@Lachie:
Quote:
A friend of mine who agrees with my thoughts cleverly summed it by saying that the old community was about the people and not the language, and now it's about the language.

You have a wise friend with who i agree.
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Codemss



Joined: 24 Jun 2007
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Location: Utrecht, The Netherlands

PostPosted: Sun Feb 10, 2008 6:53 am    Post subject: Reply with quote

I especcially like the tutorial on springs and I look forward to the next part. My tutorial about Worms-style stuff was better in my memories Razz. But it actually kinda sucks now. (Not that I had another version or something, I just expected that it was better).

Maybe I will make a tutorial part 2, where I go deeper into stuff. Is there any interest?

If there's any interest, I think I will cover projectile motion, implention of everything I explained and an example engine.
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Nodtveidt



Joined: 25 Jul 2004
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PostPosted: Sun Feb 10, 2008 8:21 am    Post subject: Reply with quote

Codemss wrote:
I especcially like the tutorial on springs and I look forward to the next part. My tutorial about Worms-style stuff was better in my memories Razz. But it actually kinda sucks now. (Not that I had another version or something, I just expected that it was better).

Maybe I will make a tutorial part 2, where I go deeper into stuff. Is there any interest?

If there's any interest, I think I will cover projectile motion, implention of everything I explained and an example engine.

Words of wisdom: don't bother asking if there's any interest, just do it. If people aren't interested, they'll tell you afterwards, not beforehand. Very Happy
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Codemss



Joined: 24 Jun 2007
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Location: Utrecht, The Netherlands

PostPosted: Sun Feb 10, 2008 4:07 pm    Post subject: Reply with quote

Nodtveidt wrote:
Codemss wrote:
I especcially like the tutorial on springs and I look forward to the next part. My tutorial about Worms-style stuff was better in my memories Razz. But it actually kinda sucks now. (Not that I had another version or something, I just expected that it was better).

Maybe I will make a tutorial part 2, where I go deeper into stuff. Is there any interest?

If there's any interest, I think I will cover projectile motion, implention of everything I explained and an example engine.

Words of wisdom: don't bother asking if there's any interest, just do it. If people aren't interested, they'll tell you afterwards, not beforehand. Very Happy


I think you have a point there. But, honestly I hoped that some people were interested Very Happy.
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Codemss, before known as RubyNL
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Mentat



Joined: 07 Aug 2007
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Location: NC, US

PostPosted: Sun Feb 10, 2008 8:10 pm    Post subject: Reply with quote

I've almost finished a new tutorial for #27. Should I send it in a zip file with the source code or should I throw in the source code into the document?

[edit] Finished. Very Happy
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Pete
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PostPosted: Mon Feb 11, 2008 4:06 am    Post subject: Reply with quote

Mentat wrote:
I've almost finished a new tutorial for #27. Should I send it in a zip file with the source code or should I throw in the source code into the document?

[edit] Finished. Very Happy


It's up to you... usually if it's just a short bit of source code (half a page or so), I would say put it right in the document... If it's a huge section of code, you should include it as a separate .bas file. Nobody is going to want to read 3+ pages of uncommented source code.
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DaveUnit



Joined: 29 Oct 2005
Posts: 72

PostPosted: Mon Feb 11, 2008 5:19 pm    Post subject: Reply with quote

nice issue, Pete. It's been awhile. Had a few things in it that I had missed through my own searchings.
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Nemesis



Joined: 16 Aug 2004
Posts: 36
Location: Colorado Springs, Colorado

PostPosted: Tue Feb 12, 2008 3:10 pm    Post subject: Reply with quote

Codemss wrote:
I especcially like the tutorial on springs and I look forward to the next part. My tutorial about Worms-style stuff was better in my memories Razz. But it actually kinda sucks now. (Not that I had another version or something, I just expected that it was better).

Maybe I will make a tutorial part 2, where I go deeper into stuff. Is there any interest?

If there's any interest, I think I will cover projectile motion, implention of everything I explained and an example engine.


I'm intrested. And an example engine would be nice next time.
Also was kinda puzzled why you need to do all those bit blits?
Maybe for speed? There's better and faster ways to accomplish screen 13 blitting.
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relsoft



Joined: 07 Jun 2006
Posts: 24
Location: Philippines

PostPosted: Wed Feb 13, 2008 8:20 am    Post subject: Reply with quote

Codemss wrote:
Nodtveidt wrote:
Codemss wrote:
I especcially like the tutorial on springs and I look forward to the next part. My tutorial about Worms-style stuff was better in my memories Razz. But it actually kinda sucks now. (Not that I had another version or something, I just expected that it was better).

Maybe I will make a tutorial part 2, where I go deeper into stuff. Is there any interest?

If there's any interest, I think I will cover projectile motion, implention of everything I explained and an example engine.

Words of wisdom: don't bother asking if there's any interest, just do it. If people aren't interested, they'll tell you afterwards, not beforehand. Very Happy


I think you have a point there. But, honestly I hoped that some people were interested Very Happy.


I am interested. :*) In fact I have been able to compile your code snippets off your tute (from your site) with FB with no changes using -lang QB.
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Codemss



Joined: 24 Jun 2007
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Location: Utrecht, The Netherlands

PostPosted: Wed Feb 13, 2008 12:06 pm    Post subject: Reply with quote

The bit stuff was needed to store a large map in an array of 32000 integers. It is a map that uses only one bit instead of eight(so you need to convert them). Like that you're able to expand the limit of the map by 8 times. Then you apply a texture on that. I'm still finding a good manner to draw the edges). They look pretty bad now.
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Codemss, before known as RubyNL
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Codemss



Joined: 24 Jun 2007
Posts: 124
Location: Utrecht, The Netherlands

PostPosted: Thu Feb 14, 2008 9:52 am    Post subject: Reply with quote

Here's an example program, if you want to run in interpreter, make offset, p and mul320() long integers!

Loading may take some time...


EDIT: There's a very weird error in the forum, I can't post the code here correctly. I uploaded it to here: http://members.lycos.nl/rubynl/scroll.bas.
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