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Retro games programming competition!


5/24/2003 6:08:53 AM | Posted by: Almar Joling | Post a comment
->Website
There is a new programming competition at http://www.remakes.org. For this competition you have to "remake" old "retro" games.

The first prize is worth 635 UK pounds, the total price size is like 1500!

Update: The rules are posted. Check it out!
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Trevor Turns 5!


5/22/2003 3:24:34 PM | Posted by: S. Thompson | Post a comment
->Website
S+F Software's premiere gaming series' hero, Trevor the chipmunk has turned five. You can read about the history of Trevor and download some of the classic Trevor games.
Happy gaming!
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"Artificial Engines" for .NET


5/18/2003 2:49:54 PM | Posted by: 3D-Level | Post a comment
->Website
At 3D-Level (a Slovenian game development team), we have decided to make an interesting move. In order to popularize game development in .NET languages (VB.NET, C# and others) we have decided to make our Artificial Engines free to use for non-comercial products. Artificial Engines consists of Artificial Heart Game Engine that takes care of visual appearance and Artificial Reality Physics Engine that works on physical simulations.

All interested .NET developers will be given access to articles and tutorials on our page. We will describe the use of our engines and show you how to create simple games from start to the final touch. For further information, visit our homepage at www.3dlevel.com
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Best Of Both Worlds (Using VB and C++ together)


5/16/2003 3:14:31 PM | Posted by: Pascal "Gherkin" vd Heiden | Post a comment
->Website
This is an example which demonstrates the use of both VB and C++ together. Well commented source using API's between a Visual Basic application and a C++ DLL back and forth. This is definitely the solution for VB programmers that know some C++ and want to use that knowledge to speed up their CPU-intensive routines (think of: particles, compression, scripting, etc).

If you just run the program, click the Run button on its dialog to run the examples and see the output in the textbox above. To dive into the code and see how it works, start by opening the VB project and see the code in the Run button's Click event. From there are several calls made that will explain a lot.

I have not shown how to use UDT's, simply because not all UDT's will work. You'll have to experiment with that yourself. One thing is for sure, Strings (both fixed-length and variable-length) will not work in a UDT being passed between C++ and VB.

Please note that passing an Array works the same as passing a String (a string is nothing more than an array of chars in c/c++). You must pass the first item of the array by reference and you can declare it in c++ as a pointer to the array.
screenshot
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VBGamer.Com Online


5/15/2003 5:42:05 PM | Posted by: Peter | Post a comment
->Website
VBGamer now has its own domain name. Forget about vbgamer.strategon.com, the real action is at VBGamer.Com

The old url will still work of course.
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"Akuma's YoYo" Preview Posted on VBgamer


5/7/2003 9:37:04 AM | Posted by: Brykovian | Post a comment
->Website
A preview of "Akuma's YoYo" -- a new puzzle/scroller being developed by S+F Software -- has been posted here.

Click here to check it out.
screenshot screenshot screenshot
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VGL Videogame Layer 1.0


5/7/2003 7:29:59 AM | Posted by: hotrodx | Post a comment
->Website
I'd like to present my latest project VGL, or Videogame Layer. It's a DLL that simplifies DirectX7 routines to create fullscreen 2D tile-based games with Visual Basic 6. It's designed for simplicity and ease of use. It can help create platformers, RTSs, RPGs and shooters. The targeted audience are Intermediate VB users, but Advanced users can find it useful, too.

To get it, go to my website at http://www.angelfire.com/games4/hotrodx/index.html Head for the VGL section and follow the Directory to download the VGL Utilities, which consists of DLL register, Tilemap Editor and Log Reader. VGL Utilities also includes two demos: a very playable 8 stage platformer and an RPG tilemap engine demo.

Also in the site are some VGL tutorials. And I've got new artworks in the Artwork section.

I hope you can give it a try.
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New Robo screenshots


5/5/2003 2:30:01 PM | Posted by: Gustav | Post a comment
->Website
I have more screenshots on my game robo, I have added the flamethrower and the jet pack.
screenshot screenshot
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3D PacMan


4/23/2003 1:38:59 AM | Posted by: fabio | Post a comment
->Website
A 3D version of classical PacMan game. See the Readme.txt file for how to build new maps.
screenshot screenshot screenshot
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New and improved VB 3DState Engine SDK


4/16/2003 1:27:40 PM | Posted by: Chandan | 3 comments
->Website
Good news for the Visual Basic community! Thanks to a lot of collaborative effort made by several leading 3D Visual Basic programmers, there is a new and improved VB SDK, which is now free for you to download.
Please note that the new SDK contains the new 3DSTATE engine version 6.0. It has no time limit and it is fully functional!
For more details and download, visit http://www.3dstate.com
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VBGamer is moving


4/15/2003 1:04:04 PM | Posted by: Eric Coleman | Post a comment
VBGamer will be going offline sometime during the next two weeks. We are moving from Austin, TX to Plano, TX. We're in the process of getting a slightly faster connection installed, and so far there have not been any problems.

I'll be putting a temporary server up in Plano to catch any DNS changes, then after that happens I'll disconnect and relocate the main server. Hopefully the website won't be down any longer than a 7 to 10 days.
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Gfx 11 Releases Graphics for Games Package


4/10/2003 8:57:40 PM | Posted by: Gfx 11 | Post a comment
->Website
Gfx 11 has created a package of entire graphic sets ranging from explosions and animating 3D space ships, to GUI buttons and tools. The graphics included comes from a variety of games in their beta stage, but never completed. Any game developer who seeks proffesional graphics will want this.

Features Include:
  •  Spaceships
  •  3D Sprites (Coins, Diamonds, Planets, & Space Objects)
  •  Game-Designed Backgrounds
  •  Custom Explosion Frames
  •  Stars Pallete
  •  Artistic GUI Buttons, windows, and controls
  •  Space, Terrain, and Urban 3D Landscapes
  •  Unique & complete tilesets

Check it out

See a quick Flash Tour

screenshot
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Emoticon Released


4/8/2003 8:23:47 AM | Posted by: Rag on a Stick | Post a comment
->Website
Emoticon, a real time strategy game by Andy Owen has just been released. The website has also been significantly updated since the game has changed so much since the public alpha.

The game is freeware, and I encourage you to try it out and tell your friends.
screenshot screenshot screenshot
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Tutorial on dynamically using classes for scripting language


4/4/2003 9:54:26 AM | Posted by: MetalWarrior | Post a comment
->Website
This is a tad old, but better late than never I guess. I've written a new tutorial, and it's now up on both Lucky's site and my new site. It should be an interesting read, at least, for anyone attempting a form of scripting in their games. All right, plugging over.
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DX9ToolsR3, CommonCBXR2, And GameToolsR1 are now availible!


4/2/2003 3:40:22 AM | Posted by: cbx | Post a comment
->Website
I need to develop a user base for my libraries ...

  • The DX9Tools helper library is not meant to be another SDK that sits on top of DirectX 9. It is designed to function similarly to the D3DX classes, and provide a more robust and more easier/faster way to work with DirectX 9. Basically DX9Tools aims to simplify DirectX 9 where simplification is necessary.
  • The GameTools helper library (not yet full featured) is meant to assist the developer in performing a set of tasks that are common to most games.
  • The CommonCBX helper library is meant to assist the developer in providing a common set of tasks and functionality that the .NET Framework does not provide.
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Robo


3/31/2003 7:07:18 AM | Posted by: Gustav | 1 comment
->Website
I am working on a game called "Robo", this is an early screenshot. Currently trying to make a flamethrower (particles) and a jetpack. Later i am going to add some lights. Updates on my site (in swedish...)
screenshot
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Rotation - New puzzle game


3/25/2003 3:44:46 PM | Posted by: David | Post a comment
->Website
Me and a friend has finaly completed a puzzle game. Its really hard, try it out.

Requirement is Vb runtime files 6.0 and DirectX7

You can get it here:
http://www.diapraxas.net/rotation
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Space Bandits public beta


3/17/2003 2:20:21 AM | Posted by: BRZGames | Post a comment
->Website
I've just released my first beta version of Space Bandits (pretty much feature complete.) Changes since the last alpha are:
  • Keys are now mappable
  • Enable/Disable Joystick
  • Enable/Disable FPS info
  • High Score Table
  • Music/SFX volume adjustable
  • Radar now has a pointer showing which direction you are heading.
  • Now has an installer
  • Some optimizations (including firing you weapons should hopefully not drop your framerate as much)
  • 2 more items added to the Ship Upgrade shop
  • Replaced a couple enemy ships, and Added space mines
  • Other misc. fixes.

The direct download link is :
http://www.brzgames.com/SBsetup.exe
or visit the website at
http://www.brzgames.com/SB
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Yet Another Laser Game beta


3/14/2003 2:25:42 PM | Posted by: Almar Joling | Post a comment
->Website
This is a new version of my laser game, greatly improved since the last release (begin January). Please have a look at it and report bugs or give some feedback (for example, here, or create some new maps :). I really need some creative minds for maps right now.

Download: Here (700kb)
screenshot screenshot
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Upcoming S+F Software's Inhabitants to have Multiplayer!


3/12/2003 1:32:57 PM | Posted by: S. Thompson | Post a comment
->Website
Inhabitants (also known as the addictive, tile-clearing frenzy for people of all ages) will now feature two player Battle Mode over LAN or the internet. The premise of the multiplayer is similar to the other modes of the game: Clear tiles off the board as fast as you can and get combos to score bonuses. However, in multiplayer the bonus is that you can send rows over to your opponent. Stiffle your opponent with rows and rows of tiles. The final version of the game itself should be available to the public closer to summer 2003.
screenshot screenshot
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