Author Topic: [BMAX] BlitzMax continued support.  (Read 126 times)

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Offline Pixel_Outlaw

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[BMAX] BlitzMax continued support.
« on: July 14, 2026 »
Just thought it was worth the mention that BlitzMax has continued support under BlitzMax NG.
Sadly, Mark has passed away but his software lives on and is currently being maintained

There have been some changes but code for the most part works.
I believe there have been some library renaming and such but I was able to get some old things going once more.

One of my annoyances though is the removal of GOTO.
Generally it's considered bad style but when you are implementing a programming language in BlitzMax, it's a nice feature to have if the language you're implementing supports non local exit.
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Offline Shockwave

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Re: [BMAX] BlitzMax continued support.
« Reply #1 on: Yesterday at 03:18 PM »
It's great that BlitzMax is still being supported, very sad that Mark Sibley is not with us any more too - I discovered this sad news after I saw a linkedIn post by you last year (or maybe the year before) which piqued my interest and caused me to download and install BlitzMax.

I made some things with it too but put it down in the end as I was having difficulties in one filing DLLs for music replay into the exe and the exes were huge for what they were.

Zawran used to do a lot with BlitzMax and his stuff seemed to be of an acceptable size so it's more my incompetence than the fault of BlitzMax.

Going by posts that I've seen Mark create down the years I am sure that he'd be happy that the language was still being supported...

While I am here, there was something else that came after BMAX called Monkey iirc, I don't know how much traction that got and if there's anything being developed with it these days.
Shockwave ^ Codigos
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Offline Pixel_Outlaw

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Re: [BMAX] BlitzMax continued support.
« Reply #2 on: Today at 03:02 AM »
While I am here, there was something else that came after BMAX called Monkey iirc, I don't know how much traction that got and if there's anything being developed with it these days.

Yeah, I used Monkey X (a nice way to ship cross platform games) for a bit.
There is a continuation called Cerberus X that is community driven.
I think Monkey is a bit more simplified than BlitzMax in order to be multi target a bit easier between host languages.

Neither are a truly advanced programming language, but BlitzMax lets me do some cool things with pointers (like NaN boxing).
When you just want to "Ship a simple game with visuals for grandma" they do that well though.

Mark started Monkey 2 as a new system shortly thereafter and I think things went south pretty quickly.
« Last Edit: Today at 05:46 AM by Pixel_Outlaw »
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