Game Maker's Garage Forum

Game Creation => Other Languages & Tools => Topic started by: EqwanoX on February 22, 2009, 09:43:49 AM

Title: TNTBasic
Post by: EqwanoX on February 22, 2009, 09:43:49 AM
how do i run a progam? it doesnt say anywhere how to do it!

EDIT: nevermind, got it
Title: Re: TNTBasic
Post by: Gnome on February 22, 2009, 10:14:42 AM
open a project, in the topbar (the one the has File Edit etc...) there will be a mini TNT, click that, and then build.
Title: Re: TNTBasic
Post by: EqwanoX on February 22, 2009, 11:50:20 AM
in the system requirments at the bottom, it says input isnt supported in osx. does this mean it cant use key downs?
http://www.tntbasic.com/learn/about/whatistb.php#sysrequire

"TNT Basic input commands do not currently work under Mac OS X, however, this will be rectified shortly"
Title: Re: TNTBasic
Post by: Gan on February 22, 2009, 12:51:58 PM
Ah, that's an old post, they actually do. Probably just search around the forum or the code database.


-Gandolf
Title: Re: TNTBasic
Post by: Connors on November 30, 2010, 10:56:45 PM
Digging up an old topic!!!
Hey Eq, what did you think about this program? I haven't had many serious problems yet... What were you trying to do exactly?
Title: Re: TNTBasic
Post by: Connors on December 13, 2010, 12:45:19 PM
People need to try this thing out it's actually fairly powerful, I made a code based on one tutorial that lets you navigate a map and draws objects on it like chests and doors. You could easily add a space on that for buttons (there's a command to make a button) and text. I might try to make an RPG style engine after I make something for the contest.
Title: Re: TNTBasic
Post by: Xiphos on December 13, 2010, 03:46:50 PM
It is nice. Its easy to use and get the hang off and from what I've made so far it is very powerful!
Title: Re: TNTBasic
Post by: EqwanoX on December 30, 2010, 10:44:09 AM
can you do a tutorial of you nav system? i messed around with tnt and didnt really understand it. i dont have incentive to use it sinse i dont really feel hindered by sc's limitations
Title: Re: TNTBasic
Post by: WarHampster on December 30, 2010, 05:33:14 PM
Just a word of warning for people using TNT - when your programs rely on a closed-source and dead technology, you are totally screwed if that tech stops working for whatever reason. Whereas Mike and Al will continue to make sure GM and SC run, TNT has no such guarantee.
Title: Re: TNTBasic
Post by: Gan on December 30, 2010, 05:39:24 PM
Hmm. I'm pretty sure the source for Tnt has been made public and is up probably on Source Forge.
Title: Re: TNTBasic
Post by: WarHampster on December 30, 2010, 06:21:14 PM
I didn't know that... I tried downloading it from here http://sourceforge.net/projects/tntbasic/

but it was just the binary, no source.
Title: Re: TNTBasic
Post by: x on December 30, 2010, 11:54:42 PM
In my experience (which is probably very out of date) TNT basic is slow, and uses a lot of member. It also uses a token compiler, which explains much of the above. it is however a great language to begin with.

Also this thread supposedly has the source - or at least what hes released.
http://www.tntbasic.com/community/forums/showthread.php?threadid=1190
Title: Re: TNTBasic
Post by: Gan on December 31, 2010, 12:03:17 AM
Whoa, now there's a find. Excellent post. :) I'm downloading the source. Looks like he has a partial XCode build with it.

Maybe with luck it'll be workable and not too complex.

Ah wait, it just finished downloading 10mb. Wow this is complex. Whole bunch of code files. Not exactly updated, everything is 4 years old.

Hmm. There's this one guy that was working on Tnt Basic 2. Supposedly he has been updating it and had gotten very close. I'll try e-mailing him.


Tnt is quite a bit faster than Gm and Sc.
Title: Re: TNTBasic
Post by: x on December 31, 2010, 12:54:22 AM
I don't know that GM and SC have been benchmarked against TNT. But since they were written in FB/RB respectively - whereas TNT is in Obj-C I assume, or some other C derivative - and have true scripting language I image they would be a little slower.

Still, none of them can hold a candle to the slowest properly compiled languages. But they arent meant to, so I wouldn't necessarily call that a detriment.
Title: Re: TNTBasic
Post by: Connors on January 05, 2011, 04:26:00 PM
I'm going back to using this as soon as the contest is done and I'm gonna attempt to make a platformer. This program is awesome. If I get the code down it's too easy to add levels.
While I'm on this subject, is there some way to convert files like the games TNT builds to run on Windows? I'd like to be able to show more people what I'm making.
Title: Re: TNTBasic
Post by: EqwanoX on January 08, 2011, 10:37:46 AM
Quote
I'm going back to using this as soon as the contest is done and I'm gonna attempt to make a platformer. This program is awesome. If I get the code down it's too easy to add levels.
While I'm on this subject, is there some way to convert files like the games TNT builds to run on Windows? I'd like to be able to show more people what I'm making.
i challenge you, sc vs tnt, ill make a platform engine in sc and we'll have a vote which is better
Title: Re: TNTBasic
Post by: Silverwind on January 08, 2011, 01:17:04 PM
And a public hanging for the one that's worse.
Title: Re: TNTBasic
Post by: Gan on January 08, 2011, 04:48:58 PM
Ooh, now things are getting exciting.
Title: Re: TNTBasic
Post by: Connors on January 09, 2011, 12:05:53 AM
Alright Eqwanox, I'll likely start after the 20th.
This point-and-click thing is starting to get sort of annoying, since it takes a while to make a room sometimes.
Title: Re: TNTBasic
Post by: Connors on January 13, 2011, 08:09:37 PM
   Hey guys I'm curious if there is any way to convert TNTBasic games to run on Windows. Are there perhaps programs that can convert simple applications?
Title: Re: TNTBasic
Post by: WarHampster on January 13, 2011, 09:47:28 PM
Not unless you port the TNT runtime to windows.

Visual Basic is probably similar, I would check that out.
Title: Re: TNTBasic
Post by: x on January 14, 2011, 04:54:31 AM
If you want something similar to TNT that is cross platform, all that comes to mind is blitzmax.
Title: Re: TNTBasic
Post by: Connors on January 18, 2011, 09:36:22 PM
I think Blitzmax was the one that needed XCode, and of course my computer doesn't have it.

...BTW I've started messing with the platformer game. It's fun!
Title: Re: TNTBasic
Post by: GMG Tim on January 21, 2011, 12:53:11 AM
Quote
I think Blitzmax was the one that needed XCode, and of course my computer doesn't have it.

...BTW I've started messing with the platformer game. It's fun!

You can download XCode for free from Apple Developer Connection; you just need to make an account. Also, PM me with your OS if you want a full copy of BlitzMax (just keep it on the DL).
Title: Re: TNTBasic
Post by: Connors on January 21, 2011, 09:10:00 AM
Check it out I made some sweet cliché platformer graphics!
(http://i1215.photobucket.com/albums/cc511/Connor_McHarney/Picture13.png)
And I'm using the same character from when I tried a platformer before because he's badass. 8)
Title: Re: TNTBasic
Post by: Connors on January 29, 2011, 11:21:37 PM
OK guys, the collisions may be sloppy (if anyone has some pointers that's great) BUT the left and right arrows/space bar move and jump.
Heeeeres Square Dude!
....I hope this gets way better ::)
https://sites.google.com/site/onronc/SD.zip?attredirects=0&d=1
Title: Re: TNTBasic
Post by: EqwanoX on January 30, 2011, 10:06:14 AM
the movement is so smooth in tnt, but theres no speed limit, he just goes faster and faster, ide say this has potential
Title: Re: TNTBasic
Post by: x on January 30, 2011, 07:29:53 PM
Might wanna do this using delta time.
Title: Re: TNTBasic
Post by: Connors on January 30, 2011, 11:24:29 PM
That was really just a proof of concept, I can limit speeds and it's improving a lot.... But collisions like this are difficult.
Title: Re: TNTBasic
Post by: x on January 30, 2011, 11:58:07 PM
Quote
That was really just a proof of concept, I can limit speeds and it's improving a lot.... But collisions like this are difficult.
Why not store an array, that amounts to a very fine collision tile map. Any value that is 1 is collidable, 0 is not. Write a function that returns true if a given x,y location is 1 in this array and bam, accurate collision detection. When the player moves, you let them move 5px/10px/however small each "tile" is, check if theres a collision and undo the move appropriately.

This is how collision are usually mapped in 3d games, however a 3d array is used. It should transfer to your situation nicely!
Title: Re: TNTBasic
Post by: Connors on January 31, 2011, 03:13:09 PM
Well I'm doing something like that, as I can access the tile map's tiles and see if the next tile is a block or not. What gets me is making every corner collide. Once I get that down I can easilly make sure he won't go part of the way through walls.