PLAYBASIC GALLERY


Operation Watergate II

Greetings fellow PlayBasic gamers

Thought I should start showcasing my work so I will periodically post some screenshot of a few complete games, current work and perhaps a few utilities

First one I thought I would share is one I call operation Watergate. I guess I have a thing for nostalgia because if you look close it does resemble a game created back in the C64 days called Impossible Mission. Another version came out during the Amiga days as well.

I thought of doing an Isometric view of a platform set in an office tower. Object is to obtain 9 electronic keys to shut down each level. However these sentry Robots get in the way and some may come after you.

What's special about this is that each time you play the layout of the rooms change so you are never playing the same game twice !! The rooms are randomly changing for each sector and each game played. They can also be loaded and saved

There are 9 levels, each one is more difficult than the last. (level 9 is impossible)

Here are some screenies for your enjoyment!

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PlayBasic V1.63 -> V1.64 Gallery

Way back in 2008 PlayBASIC went through a huge transformation between revisions V1.63 to the V1.64 generation. The additions that made their way into PlayBASIC focused mostly on rendering and blending abilities of the graphics libraries.

PB163w8_Gouraud_AlphaBlend_INVSUB_16bit.jpgPB163w8_Gouraud_AlphaBlend_InvSub.jpgPB163w8_Gouraud_AlphaBlendMult.jpgPB163w9_LineAA.jpgPB163w10_AAline_Tunnel2_Small.jpgPB163w10_ScaleImage_BilinearFilter.jpgPB163w11_Bilinear_Filtered_Terrain.jpgPB163w11_Generic_Sprite_Defuse_Colour_Test.jpgPB163w12_FilteredDefuseSpriteWithAlphaChannel.jpgPB163w12_Generic_TextureMapped_DefuseAndFilter_Test.jpgPB163w13_BitmapFontsWithAlphaChannel.jpgPB163w13_Compressed_Defuse_ColourMask_Or_With_Alpha.jpgPB163w13_Compressed_Defuse_With_Alpha.jpgPB163w14_Tinted_Sprtes_With_AlphaADD_Blending.jpgPB163wRC2_TexelGouraudAdd_with_AlphaAdd.jpgPB163wRC2_TexelGouraudShade_with_AlphaAdd.jpgPB163wRC3_Filtered_TextureQuad_With_AlphaAdd.jpgPB164_Gouraud_Shaded_Lighting.jpgPB164i_Neon_Pic1.jpgPB164i_Neon_Pic2.jpgPB164i_Platformer_Testing_AFX_Map_Render.jpgPB164i_Platformer_Testing_AFX_Map_Render_With_CRF_Overlay.jpgPB164i_PlatformerSceneWithOverLayShape.jpgPB164J_Filtered_AntiAlias_Sprites_with_Tint.jpgPB164J_FullScreen_MMX_BilinearFilter_Alpha50.jpgPB164J_FullScreen_MMX_BilinearFilter_With_MaskColour.jpgPB164j_Neon_Addative_Gouraud_Pic1.jpgPB164J8_LerpVertex_IceCube.jpgPB164J6_FilteredTerrain.jpgPB164J11_MetaBlobs1.jpg

Building A Ray Tracer

Sometime back in May 2022 Steve started to post his ray tracing work he'd written in PLayBASIC. The initial project was a conversion of an existing code base from the Amiga; but this project is 100% original and it's spectacular.
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Legacy Of The Worms

An adventure game in the style of Flashback or Prince of Persia, it's a horror game with lovecraftian mythos influences. This section of the game takes place about 30+ minutes into the game (rough estimate). We chose this area to build first because it conveniently shows off some of the game's important features, and is a fairly linear area of the game - the rest of the game is more open to exploration. Controls are displayed on startup, you can customise to your preference from the options screen.



TIPS:

* You have to open your inventory to equip weapons and turn on flashlights etc.

* Some enemies are smaller than others, you can't hit them when standing

* Pick up items by pressing down when standing over them

This has been in progress for a good few months (made longer due to a hard drive crash losing all my source code and forcing me to start from scratch...

one thing:

One of my friends is experiencing a black border around some of the games sprites (the save areas he can see fine, which are created with SpriteDrawMode 4 whereas the other sprites - hero and monsters - are made with SpriteDrawMode 2. Anyone know why this would be? So far it's only that one friend, though I have only had the game tested on like 3 people's machines...

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Kman1011 3D engine Demo From 2009

I have completed a short 3D demo showing the 3D capabilities of classic PlayBasic

I used the 3d engine 'Vertex Objects' lib file to calc the screen co-oords. I am using vers PlayBasic 1.63w
The demo is simple. Just try to reach a specific location by reading your current co-ordinates and do this within 4 minutes.It can be done but it might take a few tries.The controls are simple.

Arrow up-forward
Arrow down - back
Arrow L/R - Turn L/R
Mouse - Look all around (There's no limitation on camera axis so you can get disoriented)

Any problems, let me know. There are some annoying graphic anomilies I am aware of.

1 - The odd Vertex will end up in the middle of the screen looking like laser fire (but it's not)

2 - Some flicker with elevated blocks as you up move up steps 3 - I am running on an Asus G1s with an Intel core 2 duo T7500 @ 2.2Ghz and I am getting up to 18 Fps but It will choke up at bit and drop to as low as 8 for a brief moment.

That's it


Kman1011 3D engine Demo From 2009

I found this capture of Kaman1011's 3D demo on an old external HD that was (as far i remember) never uploaded on the channel, so here it is 10 years later for all of your PlayBasic nostalgia




Music Missive by Andrew Langdon

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