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QB Express #26

Posted: Sat Feb 09, 2008 6:05 pm
by Pete
[html]<p><strong>QB Express #26</strong> -- Posted by <a href="mailto:pberg1@ithaca.edu">Pete</a> on February 9, 2008<br>
The <a href="http://www.petesqbsite.com/sections/exp ... ">February issue</a> of QB Express is now available!<br><br>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.<br><br>QB Express is definitely getting back on track, and I think this issue will prove that.<br><br>You can read it all in <a href="http://www.petesqbsite.com/sections/exp ... x.html">QB Express #26</a>!</p>[/html]

Posted: Sat Feb 09, 2008 11:18 pm
by BadMrBox
Yay, nice read.

Posted: Sun Feb 10, 2008 3:51 am
by bungytheworm
*HOORAY*
Downloading

@Lachie:
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.

Posted: Sun Feb 10, 2008 6:53 am
by Codemss
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 :P. 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.

Posted: Sun Feb 10, 2008 8:21 am
by Nodtveidt
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 :P. 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. :D

Posted: Sun Feb 10, 2008 4:07 pm
by Codemss
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 :P. 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. :D
I think you have a point there. But, honestly I hoped that some people were interested :D.

Posted: Sun Feb 10, 2008 8:10 pm
by Mentat
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. :D

Posted: Mon Feb 11, 2008 4:06 am
by Pete
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. :D
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.

Posted: Mon Feb 11, 2008 5:19 pm
by DaveUnit
nice issue, Pete. It's been awhile. Had a few things in it that I had missed through my own searchings.

Posted: Tue Feb 12, 2008 3:10 pm
by Nemesis
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 :P. 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.

Posted: Wed Feb 13, 2008 8:20 am
by relsoft
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 :P. 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. :D
I think you have a point there. But, honestly I hoped that some people were interested :D.
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.

Posted: Wed Feb 13, 2008 12:06 pm
by Codemss
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.

Posted: Thu Feb 14, 2008 9:52 am
by Codemss
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.