Click for full size cover image

Welcome to Issue 23 of our newsletter - bet you thought it'd never arrive, huh? :) Well we agree, this issue is certainly cutting it fine re: the release date, only just scraping into the month of November! but then an awful lot has been going on this month. We have multiple new product releases including the Dark Game SDK package, 5 new SoundMATTER packs, SFX Engine, PlantLife and more. We've also got the 2004 Programming Competition results with a great bunch of games for you to play and of course the usual round-up of news, forum gossip and releases. I honestly thought that last months issue was going to be the largest (content wise) of the year, but I do believe we have eclipsed it.

Christmas is coming upon us quickly - if you plan on making any orders for products that are to appear under a Christmas tree, then you must order quickly - we cannot stress how important it is to order early to avoid disappointment. While our typical turn-around time is very quick for International orders, the general slow down of mail services worldwide due to the increase in volume will effect orders placed from early December onwards. Don't leave it too late.

For those of you who celebrate it, we trust you had a happy Thanksgiving - as well as being stuffed with turkey, this newsletter should stuff you full of information too - so please read and enjoy, and we'll see you again next month for our Christmas edition.

Dark Game SDK
FPSC Insider
DBPro Online Special Offer
New SoundMATTER Packs
SFX Engine Released
.map to .csm converter
TGC Compo 2004 Results
TGC Compo 2004 Winners
TGC Compo 2004 Entrants
Christmas Posting Dates
PlantLife Released
Free Software Offer
NGC for DB/B3D/C++
Wood Workshop
Super Tito!
Game Development Curriculum
DB Convention Report
From the Forums
This months winner
Advertise on the TGC site

Announcing the Dark Game SDK
Dark Game SDK

Now you can take full advantage of the game engine that powers DarkBASIC Professional within a C++ environment with the Dark Game SDK.

A whole new world of possibilities can be opened up by combining the features that C++ offers and the power of the Dark Game SDK. The SDK brings the flexibility of the DarkBASIC Professional engine to the world of C++ development while still retaining the ease of use that DarkBASIC Professional offered.

The Dark Game SDK provides all of the command sets found within DarkBASIC Professional into an easy to use library format that is compatible with Microsoft Visual Studio 6 and Microsoft Visual Studio .NET 2003. Work is also underway to support Dev C++.

Developing games with the Dark Game SDK offers many benefits:

  • Faster program execution. Many examples tested saw FPS rates increased dramatically.
  • Much smaller executables. EXE file sizes start from 1.8 MB (1828 KB) with the 3D engine fully invoked.
  • Significantly faster compile times and easier debugging (dependant on compiler used)
  • Use virtually all of the commands and functions found in DarkBASIC Professional
  • Combine all of this with the features that C++ offers such as the chance to use object oriented code, an industry standard syntax, well developed compilers and IDEs.
  • All game commands are covered: joystick handling, keyboard input, music, sound and animation as well as the 3D game engine.
  • All the benefits of a C++ compiler and language structure / syntax, with the functions and features of DarkBASIC Professional
  • A great way to get into C++ development.

Once installed it only takes a few simple steps to be able to use the SDK within your compiler and you can then start developing a C++ program that utilises the features of the SDK.

Here's an example to show just how easy the SDK is to use:

#include "DarkSDK.h"

void DarkSDK ( void )
	// set sync on and sync rate to 60 frames per second
	dbSyncOn   ( );
	dbSyncRate ( 60 );

	// make a cube
	dbMakeObjectCube ( 1, 10 );

	// loop until the escape key is pressed
	while ( !dbEscapeKey ( ) )
		// update screen
		dbSync ( );

This example places a 3D cube on screen and then loops round until the escape key is pressed using a standard C++ while loop. Many of you will recognise the commands as they are named in a very similar manner to those in DarkBASIC Professional. You'll notice they have a db prefix and no spacing. The commands themselves work in exactly the same way.

A selection of example programs are provided with the Dark Game SDK demonstrating how to take advantage of it's many features. Several brand new demos have been created and others converted from the original Dark Basic Pro to demonstrate the benefits when using the SDK.

Also included with the Dark Game SDK is a comprehensive help file detailing all of the functions available. A useful index and search facility is also provided.

The Dark Game SDK is available now. The freeware version costs $60 (€45 / £32) while the Shareware version costs $200 (€150 / £100). Upgrades from the freeware to the shareware version are available. Existing DarkBASIC Professional owners will receive a 10% discount. Order before the end of 2004 and you will receive a further 10% discount. For full details see the Dark Game SDK web site.

For more information: Dark Game SDK
FPS Creator EA Coming Soon

It's nearly ready!
The EA (Early Adopter) version of FPS Creator is very nearly ready - we are putting the final touches to the editor and gameplay control aspects, while importing stacks of detailed media for you to use. We anticipate an EA release very soon - so make sure you get onto our FPS Creator Announcement Mailing List to be told about this event as soon as it happens. Details are below.

Enemy Behaviour
Work this month was mainly focused on the gameplay aspects - i.e. the behaviours of the enemies, making them chase you (and not get stuck on walls, etc), making them react to your environment and all the other things that any FPS game these days needs. Various test games were produced throughout the month showcasing this, the final build being created ready for a presentation on the 23rd of November. In this WW2 themed game we saw soldiers hiding behind sandbags, scripted events (such as finding the key to access the bunker), proper scene shadows in the lightmaps and a lot more objects in the scene. The presentation went down a storm and since then work has resumed on placing more segments into FPSC and refining the editor. We released a range of new screen shots onto the temporary FPSC web site, so feel free to have a look at them to see how it's all coming along. For now here is an exclusive new shot of the editor in action. A few select items have been placed in a room and the camera zoomed down to 'ground' level to view them before defining the properties.

FPS Creator Forum
We have created an FPS Creator dedicated board to our forum. You can post FPSC related questions there and we'll try our best to answer them for you. Visit the forum here:

FPS Creator Announcement List
We have created a new announcement mailing list specifically for FPS Creator. We will use it for letting you know when FPS Creator is available to purchase. You will only receive email from The Game Creators and only related to FPS Creator. Your email address will never be disclosed or sold to any 3rd party. Get onboard here: //

For more information visit: //
DarkBASIC Professional On-line Special Offer

We are pleased to bring all of our newsletter readers this special limited offer: Buy DarkBASIC Professional on-line before the end of November 2004 and receive a 15% discount. This brings the price down from $69.99 to $58.99. There are no limitations with this version, it's the same great product just at a specially discounted rate for newsletter readers. To receive the discount you must follow the link below.

Buy online: //
New SoundMATTER Packs

We have just released another 5 new SoundMATTER packs ranging from control panel effects to rain, wind and fire. SoundMATTER is a collection of high-quality and royalty free sound effects for use in your games. Everything from gun shots, explosions and alien deaths to card shuffles, die rolling, swords clashing, food munching and more!

SoundMATTER uses custom programmed audio software to create original sound effects for games. All sounds are 100% original, sampled from the actual sound source or synthesised from original samples or raw waveforms. The end result is deep, vibrant sound effects created specificaly for gaming. There are nine packs available with some great money saving offers on multiple purchases.

The new packs include effects ranging from GUI Interface Controls and Bleeps to Footsteps, Rain, Wind and Fire and more RPG styled effects in the Sword and Sorcery Pack 2.

SoundMATTER Packs cost only $14.95 (€12.95, £8.99) each and are all available now for download.

For more information visit: //
SFX Engine Released

SFXEngine is sound effects creation software that uses custom programmed D.S.P. technology to create amazing new sounds quickly and easily. SFXEngine is easier and faster to use than music synthesizers, and gives you more power because any parameter can be modulated to any pattern you desire.

SFXEngine is powerful sound creation software for Windows PC's. Using a plug-in based synthesis system, you can use SFXEngine to quickly and easily create any sound or add new audio effects to existing sounds. Like filters in graphics programs, the sound engines in SFXEngine are plug-in files that create or manipulate sound in some way. The 'Sample' engine will play a sample of your choice, and the 'Nitroverb' engine will add reverb. Up to twelve engines are placed in series to make a program.

For more information visit: //
.MAP to .CSM Convertor v1.5

An update to the .MAP to .CSM converter which is used for porting Valve .MAP files over to Cartography Shop has been released. The converter now outputs v4.1 Cartography Shop map files. You do not need the prefabmaker to upgrade the original versions file output. The download is free and available from the following web site:

For more information visit:
TGC Competition 2004 Results!

The 2004 Programming Competition is finally over. After many months of hard work you all sent in your games and in the past weeks we have played more Snake variations than probably every Nokia owner in the country combined :) We've eaten apples, hoarded ants, mowed lawns, rescued hostages, been thrashed at football by a red snake, sunk countless boats, bombed more tanks than the Coalition and generally had a blast! But the results are in, the prizes have been allocated and we are pleased to announce the results of the 2004 Programming Competition.

We were pleased to see a total of 76 entries submitted to the competition and there are a great range of games on offer. Perhaps more staggering was the overall size of the competition results, because we had increased the total file size limit people really took advantage of this to cram more music, objects and animations into their games. The net result being a massive 1.81 GB worth of entries! For those of you new to the newsletter who were not aware of the competition here is a quick recap of the rules:

Each game had to follow one of three set game genres: 1) A snake clone. This was the easy option for those new to development, but had enough variation for advanced developers to make the most of it. 2) A Scored Earth / Tanks game. A slightly harder game to get right, especially with regards to the game mechanics. Finally they could opt for an Operation Wolf 3D remake. This was a much harder game to get right, especially with regard to the amount of media required, but we were pleased to see people have a go.

The prizes on offer were many and varied - in previous competitions we tended to offer a small amount of large prizes. This time around we sourced many many smaller prizes from our great sponsors including ATI, Live Publishing, Focus Multimedia, FastTrak and more. With over 180 prizes in total this meant everyone had a chance to win something (providing their game was up to scratch!). We also rated games differently this year, rather than just pick the Top 10 games we gave every single one a rating category between 1 and 3 stars. Although when you do something like this (rate each game) it opens the results up to much more scrutiny and discussion than usual, we felt it was only fair to let every entrant know where-abouts their game lay in the overall scheme of things. So without any further ado here are all of the games submitted in category order. You can click on any of the game titles to jump to our competition results web site where you'll be able to read a review of the game, view a large screen shot, see the pros and cons as we saw them and download the title.

First please see the next section for the Top Games of the competition, after which you'll find all of the entries listed.

For more information visit: //
Top Rated TGC 2004 Competition Games

Virtual Lawnmower


Silent Strike
Virtual Lawnmower (Top Rated Snake game)

Ok, we love this game! It's a superbly simple idea, a variation on the snake theme, but done extremely well and it's very good fun to play. You start the game by selecting one of three different types of lawn mower, the Super Snail, the Mini Beast or The Tractor. Each has their own strengths and weaknesses, mostly to do with how fast they can shift it and how much damage they can take. With your mower selected you're placed in the garden. It's a simple (but overgrown!) affair, square in shape and fenced around the edges. There is plenty of tall grass to mow through, but more importantly the place is overrun with bugs! From small worm like creatures to beetles, they are all charging around the place. Your objective is to squish 30 of them to get to the next level.

The mower however is chained, the chain grows longer the more bugs you squash. There are other hazards such as rocks which cause damage to your mower, too much damage and you explode in a pyrotechnic puff of smoke and bug guts! One of the great features of the game is that the mower CAN take damage, i.e. you can run over the chain (or rocks) in pursuit of the bugs, and providing you don't do it too often your mower can survive the level. Damage it too much and smoke billows out and performance drops. The bugs are speedy little critters, moving around the place and more often than not dodging out of your way just as you're about to send them to the 'blades of death', but when you do hit you get a satisfying 'squelch' and pile of bug left on the ground. Excellent! :)

Download Virtual Lawnmower

Tankoids (Top Rated Tanks game)

This is without a doubt the single closest entry to the original tanks game. It has all the elements required (movement, large scrolling map, varying wind, etc) except for a computer AI opponent, but that doesn't matter too much if you get a chance to enjoy this game with someone else. We loved the way the tank graphics were so cartoony, when hit little flowers shoot out and it's almost like an anti-war advert with hippy overtones. But it works well and the game screams along, despite the large play area. Gameplay is accurate, fair and fast - gravity works perfectly and you do not feel like you've been cheated out of a hit, you know it was your fault in the aim or the power. Overall great fun.

Download Tankoids

Silent Strike (Top Rated Operation Wolf game)

You can probably tell from the screen shot, this is definitely an Operation Wolf clone! It's an on-rails shooter, the first level seeing you sat in the passenger seat of a jeep driving at speed through a seriously hostile environment, taking down the enemy and avoiding the hostages as you go. Make it that far and you get airlifted by a chopper and must shoot the enemies as you circle around the city. From the very opening you know the game is going to be a little bit special, the great soundtrack (complete with George Bush voiceover!), shops and options screens all lead into a well polished title. The graphics are nicely done in-game too, the gun models especially.

Download Silent Strike

  For more details: TGC 2004 Competition Entries
Full Competition Entry List

A word about the ratings. We have placed icons next to each title so you can see at a glance what category it falls into. They are as follows:

The best of the best! The top winning games
Very playable high rating games
Playable, but has some issues
Just about playable but needs serious work
Not even worth a prize
We couldn't get the game to work, but have thrown it a life-saver which means send us a working version and we'll re-review it and still perhaps award a prize

Here are all of the games submitted to the TGC 2004 Competition. Click any game title to see a review, large screen shot, prize/s awarded (if any) and download.

Rating Game Title Source code
DarkBASIC or
DarkBASIC Professional
3D Bang Bang! Yes DarkBASIC Professional
3D Snake Yes DarkBASIC Professional
Ack-Ack II Second Strike Yes DarkBASIC Professional
Alien Egg Hunter Yes DarkBASIC Professional
Ant Academy Yes DarkBASIC Professional
BattleFieldMT Yes DarkBASIC Professional
Blast Yes DarkBASIC Professional
Boatz Yes DarkBASIC
BrickLand Storm Yes DarkBASIC Professional
Bubble Blaster Yes DarkBASIC Professional
Burnt Soil Yes DarkBASIC Professional
Burnt Terrain Yes DarkBASIC Professional
Cannon Fury Yes DarkBASIC Professional
Caterpillars - The Revenge Yes DarkBASIC Professional
CaterpillarZ Yes DarkBASIC Professional
Centipede Yes DarkBASIC Professional
Centipoid Yes DarkBASIC Professional
Coil Partly DarkBASIC Professional
CrAzY Snake Yes DarkBASIC Professional
Cubel Yes DarkBASIC Professional
CyaterNake Yes DarkBASIC
Dark Snake Yes DarkBASIC Professional
Diet Yes DarkBASIC Professional
Fantom Subdivision A Yes DarkBASIC
Feeding Time Yes DarkBASIC
Gang Wars of New Canada Yes DarkBASIC Professional
Gerballs Yes DarkBASIC Professional
Growing Blocks Yes DarkBASIC Professional
Hissing Sid Yes DarkBASIC Professional
i-snake Yes DarkBASIC Professional
IceSnake Yes DarkBASIC Professional
Kiss My Asp! Yes DarkBASIC Professional
Manamana Yes DarkBASIC Professional
Medieval Mayhem Yes DarkBASIC
MuckRaker Yes DarkBASIC Professional
Mummifed Yes DarkBASIC Professional
Nibble It No DarkBASIC Professional
Operation Dragon No DarkBASIC
Operation Entity Yes DarkBASIC Professional
Operation Wolf The present Yes DarkBASIC Professional
Operation WTF! Yes DarkBASIC Professional
Operation Z-Force Yes DarkBASIC Professional
Ouroboros Yes DarkBASIC Professional
Penguin Run Yes DarkBASIC Professional
Rat's Lullaby Yes DarkBASIC
Reptile No DarkBASIC Professional
Ring Worm Yes DarkBASIC Professional
Rock Chukka's Yes DarkBASIC
Rocket Buggies Yes DarkBASIC Professional
Scorched Fur Yes DarkBASIC Professional
Shichinin No Himesama Yes DarkBASIC Professional
Shut Your Mouth Yes DarkBASIC Professional
Silent Strike Yes DarkBASIC Professional
Singed Earth Yes DarkBASIC Professional
Slither Yes DarkBASIC Professional
Smooshy Snake Yes DarkBASIC Professional
Snake Advanced Yes DarkBASIC Professional
Snake Trouble Yes DarkBASIC Professional
Snakeanator Yes DarkBASIC
Snakebite No DarkBASIC Professional
Snakes and Ladders Yes DarkBASIC Professional
Snikey the Snake Yes DarkBASIC Professional
Tank Commander Yes DarkBASIC Professional
Tankoids Yes DarkBASIC Professional
Tanks2k Yes DarkBASIC
Teh 1337 Worm Yes DarkBASIC Professional
tgfkas Yes DarkBASIC Professional
TING (Tron Inspired Nibbles Game) Yes DarkBASIC Professional
VegiTosa Yes DarkBASIC Professional
Virtual Lawn Mower Yes DarkBASIC Professional
Warfare Yes DarkBASIC Professional
Code Name Wolf No DarkBASIC Professional
Worm Yes DarkBASIC Professional
Worm Yes DarkBASIC
Worms Arena Yes DarkBASIC
Zeyland Rescue Yes DarkBASIC Professional
Details: //
Christmas Posting Dates

Christmas is nearly here (yet again!) so if you are thinking about ordering any of our boxed items it is essential you order early to avoid disappointment. The following are the last posting dates as advised by Royal Mail, which means your order needs to be placed at least 24 hours before:

All UK Orders21st December
USA and Canada10th December
Germany13th December
France13th December
Australia6th December
Japan10th December
Hong Kong6th December

Due to the significantly larger volumes of mail at this time of the year we strongly suggest you order well in advance of the dates given above.

For more information visit:
PlantLife Released & Updated

From the same team that bought you Treemagik comes this great new package. Designed for low polygon needs, Plant-Life delivers to game designers a unique approach to creating photo-realistic foliage media for use in their games. Without sacrificing quality, Plant-Life creates vivid, colorful and realistic foliage media at the lowest poly-count possible.

The main goal was to build a tool that was easy-to-use whilst maintaining the level of detail required to produce high quality, photo realistic 3D media. You can now easily populate your game scenarios with unique and unlimited plant designs.

Ease of use: Within Plant-Life you'll find sliders, gadgets, buttons and input boxes. These simple to navigate gadgets allow unique creation to the plant media contained within PlantLife.
Bill-boarding Features: Not only can you export full 3D-media from within Plant-Life but you may also choose to export simple 2-poly billboard meshes to act as LOD within your projects.

Export Options: One of the most important aspects with an application of this nature is export options. Plant-Life provides a full-range of exporting options that will help get the media you create out of Plant-life and into your preferred game design tool. Supported formats include: .X (Microsoft), .OBJ (Wavefront), .SMD (Half-life), .TXT (Milkshape), .ASC (3DSMax), .DBO (DarkBASIC Professional), .B3D (Blitz3D), .RAW (Standard RaW), .CSM (catagrohpyshop4) and .WRL (VRML 1.0/2.0)

For lots more information and screen shots please see the new PlantLife web site.

PlantLife costs $44.95 (€34.99, £24.99) and is available now.

PlantLife Update
For those of you who have already purchased PlantLife, please download the following free upgrade to take your copy to the latest version: (934 KB)

For more information visit: //
Free Software Offer!

All boxed versions of our top-selling 3D game programming languages DarkBASIC and DarkBASIC Professional now come with these full great titles on CD free of charge, worth up to $77:

DarkMATTER - A collection of fully animated 3D models you can use, royalty-free in your own games. Models range from cars and jet fighters to soldiers, zombies, ammo packs and more. All fully textured and ready to drop into your games.

Riftspace - In this award-winning game (written in DarkBASIC) you can choose your role in true freeform gameplay spanning over 20 planetary systems, buy better ships, weapons, and even pilots as you manage a team of mercenaries. RiftSpace puts you in command and gives you the freedom to explore, trade, recruit, assign, negotiate, and battle for your success.

Starwraith - You have been enlisted to fly the most powerful starfighter of the future. Built for speed and armed with expiremental firepower, the new generation of space combat technology is yours to master as you lead your squadron through the dynamic campaign with two possible endings, engage in dogfight, team-vs-team, and cooperative multiplayer combat, and even create your own scenarios with the built-in mission designer (Please note that Starwraith is only included with DarkBASIC Professional).

Place your order today and receive these titles free automatically!

For more information visit: //
DarkBASIC, Blitz3D and C++ NG Collision Packages Released

The NG Collision DLL (details below) has three new packages available for it. The first is an implementation of the DLL for DarkBASIC Classic users and the second is for Blitz3D users. Also just released is a special C++ Package that provide a set of wrappers to use the NG collision functions in your own C++ games.

Access Keys for all of the above packages are available directly from the NG web site "Product Registration" section. This is open to anyone who has purchased the NG DLL in the past (you will already have access details to the download area).

What is NG Collision?
The NG Collision DLL Version 3 is a comprehensive suite of commands that will allow you to perform the most complex collision possible directly within your games. No matter how fast your players (or bullets!) are moving, collision will be accurately calculated every time. How about performing sliding collision around a large complex 3D object? Easy. Or having the player collide with a moving platform such as a lift? Again - the NG DLL will do this all for you.

For more information visit: //
Wood Workshop

Spiral Graphics Inc. has released the Wood Workshop, a powerful seamless texture generator that specializes in the creation of tiling wood textures. The application can be downloaded for free from the company's website.

The Wood Workshop was designed to allow users to quickly achieve a variety of effects simply by adjusting sliders and making selections. The application contains a total of well over 200 sliders and selectable options, meaning that as well as being free, it is likely the most detailed procedural wood generator ever created.

Over 100 fully editable preset textures come included in the Wood Workshop. As well as being perfectly seamless, all textures created with the Wood Workshop are resolution-independent, allowing designers to simply re-render their textures at different sizes as requirements change.

For more information:
Super Tito is coming!

Tito the Bouncing Alien is a very successful commercial DarkBASIC game, and Super Tito is the sequel!

Super Tito's story plays out in a fun, colorful comic book, full of real life mystery, humor and drama as the main protagonist, Tito, searches for his missing love Yoni and confronts his greatest fear, the evil Zombie Pirate. Over the course of 8 huge levels and a final Boss Level, Tito bounces his way through huge environments such as jungles infested with alien eating plants, caves full of ghosts and skeletons, sandy coast lines covered with pirate ships and pirates, a secret gold mine and a final showdown that takes place at the gates of hell.

Super Tito is powered by D&K UGM brand newly updated, state of the art, real-time 3D cartoon rendering engine code named 'aCET' (Almost Cutting Edge Technology). Coded from the ground up to take advantage of all the latest technologies found in modern day gaming, such as those so called Polygons, Texture Maps and Stereo Sound. Also aCET features a brand new custom written Cell Shaded Animation System, that give a very comic book feel to the whole game. All this Tech adds to the excitement of bringing our games to life into this exciting new media of electric gaming.

A chart topping musician from Europe has put his heart and soul into producing a totally original score for the game that will have gamers humming along to tunes for hours after completing the game.

The screen shots look awesome! So go and check them out. We'll review the final game here when it's ready (and we can't wait - that Rocket section looks cool!)

For more information visit:
Video Game Development Curriculum Released

"I Support Learning" has just released their first immersive video game development curriculum for grades 6-12. Using a first person story approach, students learn the basics of programming and creating 3D video games as an intern at a software company. To teach the basics, they use the DarkBASIC Classic engine and take the students through the learning step by step using text, animations and video. Students learn by doing as they edit and create game code to meet the specifications and design needs of the project.

They offer three different versions of the Video Game Development curriculum: a Middle School version (grades 6-9) with projects for 4-8 weeks of classroom activities; a High School version (grades 10-12) with projects for 4-12 weeks of classroom activities; and a Home Learning version (grades 6-12).

To learn more about the Middle or High School versions go to

To learn more about the Home Learning version go to

Read more:
The unofficial DarkBASIC Convention Report

The annual Unofficial Dark Basic Conference was once again organized by The Coding Area in sunny Chichester. The conference was sheduled for Saturday and Sunday but most of the attendants arrived on the Friday to settle in. Settling in for many actually involved going to "Chigaco Rock" and dancing the night away with the occasional (!) beer. Saturday started early (far to early for the star guest - a Mr. L. Bamber) with Mike Johnson giving a presentation on the newly released Particle and Cloth expansion pack with plenty of interesting demos projected onto the big screen for all to see, demonstrating various eye catching effects that can be achieved with the new pack. Mike then went on to demonstrate the advanced terrain pack, showing the benefits of using LOD and the speed increases it brings. Ravey was up next showing the Ghost Train demo (utilizing the cloth and particle commands) and the new Dark Dungeon demo which is an FPS game written with the latest product from TGC - The Dark Game SDK, making full use of shaders and dynamic lighting, with decent AI. After lunch and much gaming activity, RobK gave a talk on his Blue GUI plug in for DBPro which gives users the ability to create user interfaces easily. Following RobK's talk was Philip Young (Bear) giving a talk on Copyright Law relating to the games industry, explaining the terms used, the pitfalls to look out for and how to avoid them. It was then time for what everyone had been waiting in anticipation for - the FPSC talk from Lee Bamber.

Lee started off by demonstrating the editor and how easy and intuitive it was to use. Within a matter of minutes Lee had built a level comprising of interconnecting rooms, added guns, ammunition, doors and an enemy to shoot. He then light mapped the level, and with one simple click he played the game he has just designed. Lee showed off many of the effects and situations that could be created including dynamic lighting, lockable doors, stairs, transporters, smoke emmiters, windows that you could shoot and would shatter and much much more. After Lee's talk everyone headed off for food to the local KFC (which actually felt like it wasn't local at all by the time we got there) and afterwards, due the to interest generated by Lee's presentation, everyone headed back to the conference room for a further talk from Lee on the more advanced side of FPCS - the AI scripts. Lee showed how almost everything in the game is controlled by an AI script (even the title pages) and how you could use pre built scripts, tailor them to your own needs or write them from scratch yourself. Sunday took a much slower pace that Saturday as everyone relaxed and had a general chat, played some games and generally chilled out (it is rumored some found their way to the bar). Some of us stayed Sunday night also to head back Monday morning, so it seemed appropriate to spend the evening at the hotel discussing the weekends events until the early hours. A very enjoyable time for all involved, and a real nice bunch of people.

Built with: //
From the Forums

Our community forums are always an interesting place to hang out! Here is a summary of interesting threads you may wish to look at:

DarkQUAKE - Pip Nayler is releasing a DarkBASIC Classic version of the Quake engine (or rather, Quake style features in a DB engine!). Plans are afoot to use this to create some decent games with.
Read more at LLRGT: DarkQUAKE

Plasma Cube - Ahh, liked this we did! Bought back waves of nostalgia :) A classic 16-bit demo effect in a few lines of code. Both DBC and DBPro versions included.
Read more: Plasma Cube

Asteroids in 20 lines - Here's a full asteroids game with progressively harder levels, shield bonuses, rocks and all media wrapped up in 20 lines of code. Genius.
Read more: Asteroids 20 liner

Infinite Lightning Demo - Continuing with the demo theme this month we have DarkGuys 'Infinite Lightning' demo. It's a neat little intro in the style of the old Amiga/ST/C64 creations with cool music and visuals. A little on the large side (2.5Mb) but worth it.
Read more: Infinite Lightning Demo

Water from Cloth - No it's not some miricle, it's just a cool way to make a realistic water effect by using the 3D Cloth plugin for DBPro. Source only so you need the DLL or it won't compile.
Read more: Water from Cloth

.NET IDE Source Code - John Youren has released the full source code to his VB.NET created IDE for DarkBASIC Professional, so you can expand upon it and add your own features.
Read more: .NET IDE Source Code

DarkFX - Hamish has released his DBPro Particle Engine with full source code. You can fade, ghost, colour, rotate, move, scale and texture particles with ease.
Read more: DarkFX

Lemmings Update - We reported on the Lemmings game remake a few issues ago and it has been updated yet again to include proper water effects and multiple entrances/exits.
Read more: Lemmings

3D Pool - Like several of the games in the competition the Newton Physics DLL is gaining popularity and this forum thread is a WIP log for a nice looking 3D Pool game.
Read more: 3D Pool

Visit our forums:
This months winner

We've plucked one lucky subscriber to our newsletter and for you a completely free copy of DarkBASIC Professional is yours for the asking. The winner is twig_and_wormy@???????.??? - just email us and a free copy of DarkBASIC Professional is yours.

For more information visit: //
Advertise on The Game Creators website

The Game Creators web-site enjoys a steady and healthy volume of traffic. Day-in, day-out, we receive thousands of unique visitors to our web sites who are all interested in one thing - making games. If your company would like to consider advertising on our web site, or in our monthly newsletter which reaches over 10,000 readers, then please contact us now for further details and a copy of our rate card.


Well this month has been a monster release for games (Half-Life 2, Halo 2 and GTA: San Andreas spring to mind) and a pretty monstrous newsletter yet again, but it's all good stuff and just goes to show the diversity of both the TGC community and the direction the company is headed.

Got something you want thousands of people to read about in the next issue? Then get in touch! Email me: or use our Feedback form.

Contact us: //

Famous Last Words: "What'd'ya mean actions have consequences? This is just a game isn't it?"
(C) Copyright The Game Creators Limited 2004