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QB Express Article Requests

Posted: Fri Jul 29, 2005 4:54 pm
by Pete
QB Express Article Requests

This thread is for QB Express readers to request for particular articles to be written, and to help QB Express writers to find a topic to write about.

(This topic will be kept up-to-date by me, and article requests will be removed as they are fulfilled.)



Requested Articles / Tutorials:
    *Time-Based Motion / Collision Detection Tutorial

    *GUI Tutorials

    *FreeBasic XBOX Compiling Tutorial

    *"Is The QB Community Dying?"

    *Writing Windows 32 bit ASM for Freebasic

    *Sprite effects tutorial


Requested Reviews



General Article Ideas - Nonspecific Topic Suggestions to get your Creative Juices Flowing
    *"How I got started with QB" -- Write an article about how you became a QBasic programmer, similar to this article by Matthew R. Knight.

    *"Good game design" - Write an article on your theories of what makes a game good (the more specific and focused, the better).

    *Game Preview - Write a "Gallery" style preview of an upcoming QB/FB game that looks interesting. (You can find them posted on QB/FB message forums all the time.)

    *Interview - Conduct an interview with a member of the Qmunity

    *Blast From The Past - Write an article about a trend or a topic of interest from the Qmunity's past. Perhaps an article on the lasting effects of a particularly influential QB game or website.

    *Rant / Rave / Editorial - An opinion piece about something in the QB / FB scene that you especially like, or that pisses you off.

    *Letter to the Editor - About the latest issue, or anything else that's on your mind (QB/FB-related).

    *Anything else that you're interested in writing!



What would you like to see in upcoming QB Express issues? Reply to this post and tell us!

Finished articles can be sent to: pberg1@gmail.com, or PMed to me.

- - - Articles for Issue #13 are due on August 15th! - - -

Posted: Fri Jul 29, 2005 6:46 pm
by Xerol
Could you please swap out Squares for Future Siege (Link)?

Also, I'd like to request an article on time-based motion - it's one I've been wanting to do for a while, but haven't had the time for, and someone else probably knows more about it than I do.

Posted: Fri Jul 29, 2005 6:57 pm
by Pete
Sure thing! I just updated the list.

By the way, this topic was MystikShadows' idea, so props to him!

Posted: Fri Jul 29, 2005 7:14 pm
by Deleter
by time based motion do you mean like this:

new x = (old x) + (units moved per second X time in seconds elapsed since last move)?

Posted: Fri Jul 29, 2005 7:16 pm
by Xerol
Yes, but there's other concepts involved as well, such as collision detection, that are a little more in-depth. And there's ways to improve the performance of it a little as well.

Posted: Fri Jul 29, 2005 7:18 pm
by Deleter
true. this is the type of system we are using in our game (me and bluekeyboard) so I wounldn't mind if someone wrote an article on it, to make sure we didn't miss anything. The only thing ours doesn't do atm is make sure the new position can be reached by a straight line from the old position (important for really fast movement, or a really really slow fps past an obstacle).

Posted: Fri Jul 29, 2005 7:30 pm
by Xerol
Deleter wrote:true. this is the type of system we are using in our game (me and bluekeyboard) so I wounldn't mind if someone wrote an article on it, to make sure we didn't miss anything. The only thing ours doesn't do atm is make sure the new position can be reached by a straight line from the old position (important for really fast movement, or a really really slow fps past an obstacle).


Exactly one of those things I was talking about. It's a big problem with slower framerates. One "quick fix" for it, however, is to "fix" a minimum framerate, where if it goes below this, the game acts as if it was going at that rate. I used it in Future Siege, because at really low framerates the targeting boxes were completely missing the target and just jumping all over the place. So below 30fps, the game would actually start to run slower (if it was 15 fps, everything would move at half speed).

The "true" fix for this, and necessary in 3d and other more advanced games, is to do line-line collision detection. Basically instead of detecting whether the moving object is currently intersecting the target object, you detect whether the last frame's worth of movement intersects the target object. I might still do the article myself, but it's unlikely. I'm working on a 3d puzzle game (sorta like tetris/columns/etc but not) and might write the tutorial as I write the code.

EDIT: Pete, the game won't download too well with the closing parenthesis on the link.

Posted: Sat Jul 30, 2005 11:42 am
by matt2jones
Writing windows 32 bit asm, specifically for and in conjuction with Freebasic, and more indepth then just write the stuff between ASM/END ASM tags.

And some more stuff on 3D by Rel.

:D

matt

Posted: Sat Jul 30, 2005 6:50 pm
by Rattrapmax6
Hay... you could throw my Scrolling ASCII Map Maker 2.0 for review in there... :wink:

http://members.aol.com/rattrapmax6/download/MapMake2.zip

Posted: Sun Aug 07, 2005 2:28 pm
by {Nathan}
I would love to see someone complete Peter O' somethings ASM tutorial from a while back... it was great, well written and unconfusing... but I want more!

Posted: Sun Aug 07, 2005 2:51 pm
by Pete
Nathan1993 wrote:I would love to see someone complete Peter O' somethings ASM tutorial from a while back... it was great, well written and unconfusing... but I want more!


Have you checked out the other *finished* ASM series in the tutorials section? They go into much more depth than Peter's series ever did... I would suggest:

Petter Holmberg's ASM Series
http://www.petesqbsite.com/sections/tut ... ly.shtml#2

"Learn ASM In One Hour Flat" Series by abionnnn
http://www.petesqbsite.com/sections/tut ... ly.shtml#4

Posted: Sun Aug 07, 2005 3:31 pm
by MystikShadows
Ok, In the same line of thoughts, I would love to see a good tutorial (or series probably) on 32 bit assembly language. :-)

Posted: Tue Aug 09, 2005 12:39 pm
by Seb McClouth
Anyone still interested in QBinux? I'm working on Novix to implent it. The first demo's are astonishing... now I need to install PDS 7.1 on my laptop... anywayz... who still is interested?

grtz
Seb

Posted: Tue Aug 09, 2005 12:46 pm
by MystikShadows
I definitaly am :-)...always love to see an new OS in the making :-)

Posted: Wed Aug 10, 2005 5:16 am
by The Walrus
I'm interrested Seb :D

Posted: Wed Aug 10, 2005 5:58 am
by SebMcClouth
So you ppl want a new article on Qbinux? Just say the word and I'll starting writing tonight!

grtz
Seb

Posted: Wed Aug 10, 2005 6:13 am
by MystikShadows
The Word....there I said...now start writing ;-) hehe..

Posted: Wed Aug 10, 2005 6:17 am
by SebMcClouth
I'll do my best. But I don't have all the code etcetera with. I'll do the text thingy 2night and will add some codes 2mrw and post it 2mrw to Pete.

grtz
Seb

Posted: Wed Aug 10, 2005 11:02 am
by Seb McClouth
Any perticular things you would like to see in the article? Plz let me know.

grtz
Seb

Posted: Thu Aug 11, 2005 10:32 am
by Torahteen
Well seb, perhaps just an article about it would be sufficient to start. I mean until you get what ever else you want to get done.