Hello there, welcome to my site. Biggup respectz to TGC, Thanks for the hosting.

This site has been created to provide media and code to people interested in developing SCENER DEMOS and COMPUTER GAMES using DarkBASIC software from The Game Creators. It's also the home for my own DB projects, Demos and Games. All of the content found here will have been created by myself, Grant Clark, aka 'geecee3'. I hope you enjoy your visit and find some source of inspiration for your coding creations, and hopefully some valuable recources to help you realize your own DB projects.

Thanks, geecee3.

Current Site Size : 348 MB (365,833,262 bytes)

Latest Game Released - HELIOS - an 8bit style retro shooter.

Helios V1.2 (An 8bit style retro shooter made with DBP)

Built on a graphics demo and incorporating 8bit arcade style gameplay. Helios requires a fairly powerfull computer to play properly, but when it plays it plays fast. A friend called moggie100 described it as an exersise in precognition. I prefer to think of it as JEDI training. I hope you all like it, just click the download button and happy high scoring :) Special thanks go to Hawkeye for the in-game music loops.

 
DarkBASIC PRO source code and project files (click the button to download)

Nanopod V 1.2 complete project file

After giving it no thought at all, I decided to release the project files and media to the TGC community for remixing and learning purposes. :) it's a few thousand lines in length and a bit messy in places, but it works nice. :) Also it should be noted that i used DBP 5.7 to make this and I have not yet compiled it under 5.8.

 
Some of the things I have made using DarkBASIC (click the button to download)
 

Cygnus (A black hole graphics demo)

An attempt at spiral particle motion turned into a small graphics demo, nothing really special, just nice to look at. This demo uses loads of ghosted plains and might slow down some on lesser equiped pc's

Uberdisko (TGC030.EXE - TGC Newsletter 30 intro / demo)

A single screen graphical tech intro / demo to celebrate the 30th edition of The Game Creators Newsletter. Much fun was had when coding this as I discovered a few neat new tricks, I will be using some of them in future demos and intros. Watch this er.... thing.

NanoPOD V1.2 (A fast action retro style shooter)

Nanopod is my first game made with DarkBASIC professional, It plays very fast and is frantic blasting action with a slight thinking angle. Just kill everything on the level before the time runs out. The firing bug in 1.11 has been resolved for this release. Have fun.

MatrixMon (A screensaver for winedoze - needs renamed to .SCR)

Well It's pretty clear what this is then! It's a Matrix code screensaver for the neonutz of you out there in the Real World. Coded in a couple of hours while pretty drunk. so if it crashes your system, contact the brewery, not me. LOL.

Blastroids (A remake of the ATARI classic Asteroids)

Welcome to Blastroids, this is my first game. I coded it using DarkBASIC Classic, the 'less powerful' version of the language. The original DarkBASIC programming language is without a doubt the best version of the basic programming language ever made my man (not including DarkBASIC Pro, of course!). PS. The game operates in an inertial environment with gravity and 360degree thrust. All without the use of higher math functions!

Fuji Boink (A remake of an old 8 bit demo)

This is a remake of what was probably the first ever scener demo I saw. It was on my beloved ATARI 800XL and it blew my mind. I made this because it is something that has stuck in my mind ever since I first seen it all those years ago.

Helios Rise (Scrolling Landscape Demo)

This demo seemed to cause quite a stir when I first released it. It does not use shaders and runs on almost any GPU that can handle DX9. The demo was made to test a system for making a wraparound game environment for a Defender remake. It turned out better than I was expecting, so i'm going to use it as the basis for a side scrolling shooter or something

Resources for use in your 'free' DarkBASIC, Pro, SDK & FPSC projects

Game Sound Tracks (44.1 Khz audio as 128Kb/s MP3 files, All original works)
 

Passive Contact (Breakbeats and light Strings with gated synth lines)

Passive Contact, This tune was originally made for a demo that i never finished, So I let Manticore Night use it as the title tune for a game he was working on about a year ago. It's quite relaxing even though it has a 150Bpm Tempo. It lasts for a little over 7 minutes.

Wallpapers (1024x768 pixels PNG files in a ZIP archive)

Wallpaper Images 03 (For use as backgrounds in front ends, menus etc.)

A collection of 10 Wallpaper images for your desktop or for use as backgrounds etc in your TGC fuelled creations. Most of the content is based on 3d renderings reworked and enhanced using Corel Photopaint. I'm sure you'll find a use for these as well as the other packs.

 

Wallpaper Images 02 (For use as backgrounds in front ends, menus etc.)

A collection of 10 Wallpaper images for your desktop or for use as backgrounds etc in your TGC fuelled creations. Most of the content is based on 3d renderings reworked and enhanced using Corel Photopaint. I'm sure you'll find a use for these as well.

 

Wallpaper Images 01 (For use as backgrounds in front ends, menus etc.)

A collection of 10 Wallpaper images for your desktop or for use as backgrounds etc in your TGC fuelled creations. Most of the content is based on 3d renderings reworked and enhanced using Corel Photopaint. If there are no problems with these being hosted you'll see a lot more as I tend to produce a lot of artwork from the 3d stuff I do. I'm sure you'll find a use for them.

Game Tile Graphics (128x128 pixel tiles held on 1280x1024 pixels PNG files in a ZIP archive)

Game Tile Graphics 01(for Puzzle and Arcade games)

A collection of 5 tilesets to aid in the creation of puzzle and arcade games. The tiles could be used as anything from score displays to tiles on a game arena floor. all tiles are 128x128 pixels in size and are held on 1280x1024 pixel PNG files. arranged by colour to make things simple when grabbing specific groups of tiles.

Game Tile Graphics (Tronic Tiles, 256x256 pixels PNG files in a ZIP archive)

Tronic Tiles 01 (for Puzzle and Arcade games)

A collection of images that allows the construction of PCB style game levels, the images are held in seperate .PNG files so as they can be used with a modeller or CShop type program to make interesting 3d levels.

Game Tile Graphics (Puzz Tiles, 256x256 pixels PNG files in a ZIP archive)

Puzz Tiles 01 (for Puzzle and Arcade games)

A collection of images that allows the construction of cool arcade and puzzle game levels, there are 6 colour schemes to choose from.

Game Tile Graphics (Mix Match Tiles 01, 256x256 pixels PNG files in a ZIP archive)

Mix Match Tiles 01 (for Puzzle and Arcade games)

A collection of images that allows the construction of cool arcade and puzzle game levels, there are 6 colour schemes to choose from.

Game Tile Graphics (Circles Mix Match Tiles 01, 256x256 pixels PNG files in a ZIP archive)

Circles Mix Match Tiles 01 (for Puzzle and Arcade games)

A collection of images that allows the construction of cool arcade and puzzle game levels, there are 6 colour schemes to choose from.

Game Tile Graphics (Circles Mix Match Tiles 02, 256x256 pixels PNG files in a ZIP archive)

Circles Mix Match Tiles 02 (for Puzzle and Arcade games)

A collection of images that allows the construction of cool arcade and puzzle game levels, there are 6 colour schemes to choose from.

Game Tile Graphics (Repeating Tiles 01, 256x256 pixels PNG files in a ZIP archive)

Repeating Tiles 01 (for Puzzle and Arcade games)

A collection of colourful seamless images for use in home brew computer games and applications using your favourite TGC tools. again in 6 colour schemes

Game Tile Graphics (Repeating Tiles 02, 256x256 pixels PNG files in a ZIP archive)

Repeating Tiles 02 (for Puzzle and Arcade games)

A collection of colourful seamless images for use in home brew computer games and applications using your favourite TGC tools. in 6 delicious flavours.

Seamless Landscape Textures (1204x256 pixels PNG format images in a ZIP file)

Seamless Landscapes 01(for 'side on' Arcade games)

A collection of 15 seamless landcape images that can be scrolled with ease. there is plenty of variation and they should fit most side on arcade games, you can chop the bitmap into smaller bits and use them as sprites or just use them as textures on plains. the choice is yours.

Seamless Sky Textures (1204x256 pixels BMP files with demo source in a ZIP archive)

Seamless Skies (For 'Side on' Arcade games)

Seamless Skies is a collection of 25 sky textures that work great on textured plains. The plains can be ghosted and stacked, and each can be given a different texture to give the impression of a volumetric horizon with very little overhead on a mid range video card. They also work great for 2D games like 'mario bros' etc. Mixing the skies and altering the blending modes of the stacked plains can yield amazing results.

Sky Boxes (512x512 pixels PNG files in a ZIP archive, no demo or source)

Sky Boxes (For '3D Environment' Games)

Cubic Maps is a collection of rendered and painted images that when arranged correctly, give a nice cubic map that can be used as a sky box or cubic environment map. Look out for the BONUS sky included in the pack, pay homage to the ONE JIMMEH!!

Cubic Maps (512x512 pixels BMP files in a ZIP archive, no demo or source)

Cubic Maps (For '3D Environment' Games)

Cubic Maps is a collection of rendered images that when arranged correctly, give a nice cubic map that can be used as a sky box or cubic environment map. Cubic maps are heavy on system resources and should only be used where there is sufficient need, Sphere mapping can be just as usefull and less stressful on resources. layered Cubic Maps as skyboxes can produce some very interesting results.

Bitmap Fonts (high resolution BMP files in ZIP archives)

Bitmap Fonts Collection (AlienNation and variants)

AlienNation, works well with futuristic HUD's as well as alien glyphs when the letters are flipped. This is the kind of font that works well for matrix code screensavers. It remids me of things like the movie Predator and other sci-fi stuff including those movies with neo. Downsampling this can produce some nice effects if used as 'screen burn' text on a old style green screen terminal effect to menu systems etc.

Bitmap Fonts Collection (Arcade and variants)

Arcade is an easy to read bold font, best used in.... you guessed it! arcade games. The letter design is simple and there are enough variants to fit most arcade game needs. this one works well even when downsampled to letter sizes of 16X16 pixels. it also scales up well to make big bold scrollers and the likes.

Bitmap Fonts Collection (BigBopp and variants)

BigBopp, A slightly more complex looking font than Arcade, but not as complex as AlienNation. Still it looks good when used with large letters. This font scales up to larger sizes well, But downsampling to sizes less than 32x32 pixels per character can cause problems if you use transparency.

Bitmap Fonts Collection (ChromaLux and variants)

Chromalux, A throw back to the early days of computing. This font has a retro feel but it's still very usefull as a scroller font and for text in scener demos. the font is simple in design and has a 1980's thing going on. Just don't downsample this one too far.

Bitmap Fonts Collection (Cyberiah and variants)

Cyberiah, An interesting and very futuristic font. this has a look that is suited to modern style front ends and HUD's. it works well on scrollers and has good scaling qualities. The colours in some of the variations are quite strong and saturated, while others are more pastel in apperance and give a soft impression. A very easy font to work with and the nicest of the collection I think.

Bitmap Fonts Collection (Graff_01 and variants)

Graff_01, a slightly cartoon looking font with a good amount of detail. I have not had a chance to play with the scaling on this font, But can assure you it looks really cool as title screen text. it also works well as an arcade font, Especially with bright coloured backdrops and the transparency turned on to remove the black backdround.

Bitmap Fonts Collection (Graff_02 and variants)

Graff_02, This is another font suited to cartoon style arcade games, it's very compact but easy to read, This font looks great on menu systems and scrollers. it also works well where a font is needed for a kids game or application. It has fun letters that stand out well on bright backdrops (depending on the variation used).

Bitmap Fonts Collection (MadAngle and variants)

MadAngle, skinny letters R us. This font has quite an intelligent feel to it, not really suited to scrollers, but good for static menu systems and demo / game credit screens. downsampling makes the font hard to read at very small pixel resolutions.

Bitmap Fonts Collection (PhatSpace and variants)

PhatSpace, Very similar to Arcade in appearance but with a bit more detail inside the lettering. Scaling is well handled, as is downsampling. this font has some nice colour variations which look like they are bump mapped. I like the simplicity of this font and use it on a regular basis.

Bitmap Fonts Collection (Singularity and variants)

Singularity, A slimmer font that has easy to read lettering, This is the font to use if you have to downsample to very small sizes. It works well for paragraph text, scrollers, HUD's and just about any other application where a bitmap font is required. This is the most versatile of all the fonts in the collection.

Bitmap Fonts Collection (TechnoBlast and variants)

Technoblast, A quite complex font that actually likes being downsampled, . This font works well with ghosting text, but can have some undesirable borders when used with transparency. Much better for static text displays. moving text becomes very hard to read depending on the variation used.

 

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