

DB used to be shit at the past, but today it might not be (as shitty as it used to be). At this point is where you might want to modify stuff.Īs for DarkBasic, well around here* there is a running joke that basically goes like someone saying "this game/program is shit" and someone else replying with "it was made with DarkBasic of course".
DARK BASIC PRO HOW TO MAKE EXECUTABLE FULL
Once you have good enough understanding of programming, OpenGL and graphics you can check Quake 1's source code to see what a full game engine looks like. I recommend to read a bit about programming, graphics and OpenGL in general and try to write a crude engine (with crude i mean something that you can make a Wolf3D-like maze - its very easy with OpenGL) and make some experiments with it (like displaying some static models, etc).

Of course any "engine" requires some good knowledge about programming. Also its very "compact" and someone can have the whole structure in his head. Its not easy of course, but its easier to mess around with the code, modify stuff and see what happens. Use it, and do a little more homework instead of just dumping code here.Quake3 is way too complicated for someone who doesn't know about programming. The Game Creators' community site has plenty of resources and of plenty good examples on how to implement a pong game. This site does not respond well to posts that are just making us fix your code. Keep track of the positions and collision rectangles yourself, you'll learn a lot more. I would avoid using DarkBasic's collision. You need to think more about how to solve this problem. You also aren't using that for loop in there, just running your set of if statements twice for no real reason. Num_ball_collisions = sprite collision(ballSprite,0) Num_paddle2_collisions = sprite collision(paddle2Sprite,0) Num_paddle1_collisions = sprite collision(paddle1Sprite,0) If downkey()=1 then paddle1y = paddle1y + 4 If upkey()=1 then paddle1y = paddle1y - 4 Sprite ballImage, ballx, bally, ballSprite Sprite paddle2Image, paddle2x, paddle2y, paddle2Sprite Sprite paddle1Image, paddle1x, paddle1y, paddle1Sprite Load image "media\paddle2.png", paddle2Image Load image "media\paddle1.png", paddle1Image Improved version of your code, much easier for others to read and help you out with: paddle1y = 150 I was able to work out what these referred to, but I had to put some time and brain power into it, which is less brain power I can give toward helping you with your collision problem. Also, don't use extremely short variable names such as x and ax.

Make sure it's indented properly and don't use raw numbers for image or sprite or whatever other type of object ID. Also, you'll be doing yourself and others who read your code a favor if you clean it up. You're reloading your images on every frame. Pong art and code © Brandon Spaulding 2012-2013 The problem i am having is that when the ball hits the paddle it gets like stuck(itll move away like 3 pixels and the back onto the paddle), and will move up or down until itįinally gets to the edge of the paddle, or it gets sucked into the inside of the paddle, or it does the same thing where it gets stuck on the paddle, but it does it from behind. And yes I'm aware that the game is not yet finished. So I just recently learned BASIC and figured I would try making a clone of pong on my own in darkBASIC pro, and I made everything else work just fine except for the part that makes the ball bounce off the paddle.
