Hi there everyone, Who says FutureBASIC is slow? Not me. It is not the programming language, it's how you program in it =) well I just thought that I would slip you all a peek at my next game that is being made. It is 3/4 done and should be out by January. Download it at. http://www.geocities.com/SiliconValley/Heights/1125/download/eb6.sit I have been pouring my soul into this project, as a reward I have come up with some really cool technoledgies and innovations. These are the things that are really cool over my others games. - Game drawing is about 300% faster then my other games This is in part to adapting to GWORLDs AND using what I call 'Matt's Flickless FN' that is really cool. These in combination are just total speed. - The entire game is modular. While my other games have been designed the same way, this one has been taken another step beyond. Now users can create their own worlds (graphicly) with their own individual look to it. The only thing that did not make it was sounds being a plug in. So sounds reside in the application and the rest of the is outside of the program - The level editor is cool and fairly easy to use. One thing that I have found with 'us Mac rebels' is that we want to be more creative then PC people (here comes the email bombs) Now with the level editor, anyone can make their own game. Of couse there are the things that are in my other games: - Lots of cool objects (still programming them) - Sounds (still doing them) - Music (works pretty good but does bomb at a certain place but I have a fix to this) - Choose your own charactar This game has only tester on a Performa 460 (68030) and is roaring fast. So I am expecting it to be fine on higher end machines (I have a PowerMac G3 266 from Apple coming in the mail so I expect my 6000 lines of code to take less then 10 minutes to compile, however using DEF FN and .INCL files 100% makes a compile about 30 seconds as long as I didn't tinker with the globals =)