Hi david.
I noticed, that most of the participants did not have any manual or it was just a minimal "press these: w,a,s,d, space" type. I think my manual filled everything required.
And yes, it was a simple game from a simple man. I had no experience what to send to a Jam like this. But I think I got it pretty well right here.
BazzBasic is actually very good for game writing.
Shape system, which is pretty close of Microsoft SmallBasic makes loading, placing, rotating, scaling and removing with SCREENLOCK ON/OFF relatively easy https://ekbass.github.io/BazzBasic/manual/#/graphics?id=shape-system-sprites
Wav, mp3 etc. are also very easily available for BazzBasic: https://ekbass.github.io/BazzBasic/manual/#/sounds
But you are right about that, most examples are made for console. That is because most of example codes are made for testing, to see certain functions and/or keywords works as expected. I havent had time to do gallery stuff, which would be a good idea at this point.
I also got too exited to work with Rosetta-Code tasks, which mostly are not graphics stuff either.
But there are few great examples where BazzBasic shines with its GFX department.
- Raycaster_3d_optimized.bas
https://github.com/EkBass/BazzBasic/blob/main/Examples/Raycaster_3d_optimized.ba...
A Wolfenstein-style first-person 3D renderer. The same map from the FOV demo, now rendered as vertical wall slices with distance-based shading, fish-eye correction, and a minimap overlay. FastTrig drives the per-frame ray math across 180 rays. The frame rate holds well even on modest hardware. The full renderer - movement, input, 3D projection, minimap - fits in a single .bas file.
- Voxel_terrain.bas
https://github.com/EkBass/BazzBasic/blob/main/Examples/Voxel_terrain.bas
A Comanche-style heightmap renderer with procedurally generated terrain. Eight smoothing passes turn random noise into hills, valleys, water, beaches, forests, rock, and snow - each assigned a color by height band. The camera can move, rotate, change altitude, and tilt the horizon. It is the heaviest of the three in terms of computation, but still runs smoothly enough to feel like a real flyover.
- Fov_2D_demo.bas
https://github.com/EkBass/BazzBasic/blob/main/Examples/Fov_2D_demo.bas
A top-down maze with raycasting that runs entirely in the text console - no SCREEN command, no graphics mode. The player moves with arrow keys while 90 rays are cast each frame to calculate what cells are visible. Everything you see is LOCATE, COLOR, and PRINT. It is a good reminder that the console itself can do more than it seems.
- Animate_a_pendulum.bas
https://github.com/EkBass/BazzBasic/blob/main/Examples/rosetta-code/Animate_a_pe...
If you stript comments, this is example of pendulum wacing from left to right under 40 lines of code.
I also got finished the BazzBasic Beginner's Guide recently. 65 pages of teaching BazzBasic, not just listing the features. Check it out: https://github.com/EkBass/BazzBasic-Beginners-Guide/tree/main