Welcome to this humble tutorial. The ultimate goal of these chapters will be to create a fully working arcade game emulation coded entirely in Blitzmax. It’s not written as a BlitzBasic → BlitzMax tutorial. My aim is to give anyone the opportunity to get a good start in learning the fantastic BlitzMax. This is the start of a fairly ambitious series of tutorials on how to write 2D games using BlitzMax. The first part is a Getting Started part where I’ll be introducing.
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The first part is a Getting Started part where I’ll be introducing some simple concepts. I’m assuming you have zero experience with BlitzMax and programming but do have some familiarity with using computers.
Top down shooter tutorial with BlitzMax
The second part will walk you through how to create a basic framework of a 2D game and will use a very simple space shooter as an example.
Then the main part of this series starts and that is the showcasing of several 2D Game programming concepts.
These will be written more or less in random order. I seriously doubt I will be able to cover all topics and even the topics that I want to cover will take several months years?
Top down shooter tutorial with BlitzMax
But hopefully the meat of this series will be enough to tutorrial the needed concepts for readers to venture on on your own. Good tutoriaal with the learning This is what I have done so far: Introducing the Enemy Posted May 08 Part 4: Adding Missiles Posted May 08 Part 6: Adding Collision Posted May 08 Part 7: Loading and Drawing –Part 2: I have never seen such a great Intro!!! Part 7 – Adding Explosion. Don’t forget to check out the first tutorial in the 2D Topic Series, Collisions. You explained everything very well!
Manyanna – I’ll be digesting how your part 6 does it’s business.
Blending Modes And many thanks to all the folks who have provided feedbacks. Adds to my motivation: I hope you keep your motivation since this seems to be exactly what BlitzMax needs.
If you were ever to write a book, I would get it: It’s good that almost every lad has an internet connection nowadays and can ask other people in this forum, I can remember using Blitz Basic 2 on my Amiga in the past with only a few floppies with the utility and some samples and a big book explaining most of the commands.
But I never had the chance then to ask someone on how to do stuff like this because I didn’t know any other programmer in that time that used Blitz, But I liked programming it even then One thing to note – The link to the “Adding Missiles” page is incorrect on the index page. It instead links to the “Adding Collision” page. I’ll buy it if you do: Just keep downloading them and put them in a folder called “Assari’s Book”. Surely you should just load the image as a static inside the type and draw it for each missile?
Similarly, why are you using the image as a parameter in your creation functions? WOuld a single fixed reference for each type not be simpler and more appropriate?
Learning 2D Game Programming With BlitzMax
This would probably necessitate doing the other thing that you advocated which was to use a fixed reference for each type. When writing these tutorials, I’m normally biased towards code clarity, sometimes at the expense of speed and appropriateness.
I have a question, though – if this is the right place to ask – I’m up to “part 2 – introducing a basic game framework”. I feel like I’ve got a basic handle hlitzmax what the code does and why each section is where it is and so on, but I’m not clear in my mind as to why the “Type: Is the difference between methods and functions something that I should be worrying about at this stage?
Are types generally containing only methods, except for the creation of instances of that type, in which case they use a function?
I guess I’m happy to accept that it’s too soon for me to worry about these things but I just want to make sure I’m not just These are really good, you should continue on with them.
I’ve just added a new part to the basic framework series: This is a very nice tutorial assari. Beginners to blitzmax would definatly need this tutorial. I am a beginner to BMax and must congratulate you on such a blitzzmax piece of work your tutorial is. You know, I’d happily pay money for a complete series of tutorials just like these.
Thanks a lot for these tutorials, without them it would be really hard to understand the commando’s like “Type” which proves very usefull in creating shoot ‘m ups. Fine job on the tutorials! Again, thankyou Assari, I’ve just been scanning over your latest three posts, they address some problems I’ve been grappling with in a very digestable way. Assari, Are you planning on writing a book for your tutorials and knowlege? Why are you loading the missile pic each time the missile is fired?
Burpy, Yes blitzmx are correct that it would be better to just load the image once.
I’m working my way through this tutorial now and I’m bitzmax it incredibly helpful, so, thankyou very much for all your hard work, assari! There’s a recent post here that may shed some light on the differences.