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Building Graphical User Interfaces (GUI)
A work in progress, this tutorial already contains several chapters on how to create various GUI components in DarkBasic. Completed chapters include buttons, tabbed panes, resizable windows, sliders/scrollbars, and list selections. Each chapter comes with a working example ready to compile. Chapters still left to come in the future will cover drop-down menus and text boxes/user input.

Downloads:
Zip archive (113KB)


Minesweeper Clone
If you have a Windows PC then you have most likely played Minesweeper at some point or another. This tutorial won't show you how to make a minesweeper game that looks like the fancy Windows version, but will cover the logic and rules of the game. The gameplay is kept the same and acts the same, but making it look pretty will be up to you.

Downloads:
DOC format (73.5KB)


2D Pixel Scrolling Tilemap
Ever wanted to make a 2D RPG or side-scrolling space shooter? Or how about a Mario-style platform game? All of those games start with the same basic concept of map scrolling, how you use it is what defines the actual style of the game you are trying to create. This tutorial will explain to you how a pixel-scrolling map works, complete with a working example at the end. It won't cover gravity or collision, as that's outside the tutorial's scope. It's purpose is to create a simple scrollable 2D map.

Downloads:
DOC format (138KB)
PDF format (79.1KB)


How to build a Real-Time Strategy(RTS) game
This tutorial has been a long work in progress and is still incomplete. The tutorial is broken into chapters and was designed to walk people through creating a real-time strategy (RTS) game. Topics covered include character/unit management, 3D mouse clicking and unit selection, unit grouping, resource gathering, and moving units using pathinfinding. The pathfinding method I use is the A* algorithm and this tutorial will use a very well written A* library created by IanM of the Apollo forum. The media zip includes all necessary files, images, sounds, models, libraries. Currently, there are 11 chapters. An older version of the tutorial's code designed with DB Classic in mind is also available but does not cover everything the DBPro version does. It is no longer being updated as all future updates are designed for DBPro. The 3D animated model of a dwarf I use was graciously given to the DB community for free by Psionic. Discussions about this tutorial can be found on the community forum here: http://forum.thegamecreators.com/?m=forum_view&t=44248&b=6

Downloads:
Media DBP-5.8 (379KB)
RTF format DBP-5.8 (268KB)
PDF format DBP-5.8 (121KB)
Source DBC-1.13 (558KB)


File Access
This tutorial is designed to teach readers what an array is and how to use it as well as various file operations. It will show how to create a simple address book, how to save the data to a file, and read the data back into the array.

Downloads:
DOC format (41.5KB)
PDF format(30.1KB)


How to build a particle engine
This tutorial assumes the reader has basic knowledge of DarkBasic, such as using arrays and user-defined types(UDT). More or less, it simply covers how to implement the equations of projectile physics. The basic equations are explained in chapter 6 of "Physics for Game Developers". The book only works in 2D and so I extended the basic idea into 3D using native DB commands.

Downloads:
DOC format (59.5KB)
PDF format (39.8KB)


How to use memblocks
This tutorial's intended purpose is to help shed some light on memblocks by answering questions such as what a memblock and why we should use them. An example is also given which demonstrates editing image data. The structure of the image in the memblock is for 32-bit images so make sure your DB environment runs in 32-bit and not 16-bit because the structure of 16-bit image data is slightly different.

Downloads:
RTF format (31.6KB)
PDF format (23.6KB)