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This is the first part of our tutorial series. The first line is a comment. This allows us to leave comments in our code for clarity. The second line tells the computer to print something to the screen. The final line, wait key , tells the computer to not continue until a key is pressed on the keyboard.
Of course not! What kind of games programming course would we be if that was all you did with your first program? First, download this graphic:. So what exactly does this code do? Well, sync on allows us to manually refresh the screen.
This is very important when programming games. The next command, hide mouse , tells the computer not to show the mouse. Sync rate 60 tells the computer at what frame rate we should be refreshing the screen. Now we need to load in the player image. Place the image in a folder and save your program into this same folder. The assets you use and the program need to be in the same place on your computer so they can find each other. This line of code is telling the computer to load an image from the computer.
These are going to tell the computer the coordinates on the screen to draw our player sprite. This line of code is where we actually draw the image to the screen. The sprite command draws an image to the screen at the coordinates we specify. Now to the meat of the game, the game loop. The game loop is where our game starts to happen. What is this doing? Well, do signifies the beginning of a loop.
It constantly repeats everything inside the loop over and over again starting from top to bottom. Try running the program now and see what it does. You should see our player image drawn onto the top left corner of the screen.
Look at that! Kinda boring still, right? Place these lines of code inbetween the sprite command and the sync command. What does it do exactly? Well, the if statements are checking to see if the argument after it is true or not. Try running the program now. Using the arrow keys you can move our player around the screen! One final note: Remember the sync rate 60 command we used earlier? Go ahead and try changing that to 0 or some other number and see what effect it has on the program.
October 15, Posted by gamemakingtutorials Part 1 - Hello World! DarkBASIC Professional is a game development language that simplifies the process so prospective game designers, even absolute beginners to the world of coding, can start making their own games.
Dark Basic Tutorials
Anyone who has at least minimal experience with a computer can use DarkBASIC to create quality presentations, demonstrations, simulations, and even games. There are so many things to talk about that I want to jump in and explain all of them right away, but this chapter should give you a solid introduction that will prepare you for the chapters to come. DarkBASIC is a language that makes programming fun and intuitive, and allows you to write intense graphics programs quickly and easily, without any formal knowledge or training. It is the perfect choice for prototyping software and creating presentations, product demonstrations, and yes—games! DarkBASIC completely hides the details and takes care of all the difficult work behind the scenes, allowing you to focus on what the program needs to do rather than how to do it. It is a professional-grade compiler with an integrated development environment that lets you write, load, and save the source code that makes up programs, and then compile it into standalone executable programs that run in Windows and use DirectX.
Welcome to DarkBASIC
Username Password. Click here for a list of useful mathematic equations. Click here for a list of tutorials featured in the TGC Newsletters. Each chapter comes with a working example ready to compile.
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