#blitzmax
new game+ editor in action, written in BlitzMax 🥰
June 25, 2025 at 1:06 PM
Pre-game message from my 1995 Amiga Solitaire game. Also I'm still using Blitz! (BlitzMax for PC)
February 24, 2025 at 4:16 PM
BlitzMax (original not NG)
BLIde
Notepad++
Excel
Photoshop (latest)
Audacity
Dropbox
Trello (for my wife's gamedev tasks)
Quote repost with your tools 🔧
- Visual Studio 2019 (C++)
- Modo
- Photoshop CS4 + Aseprite
- Textpad
- Audacity
- Affinity Suite (manual/store art)
- OneNote (project management)
Quote repost with your tools ⚒️
- Blender
- Photoshop
- Unreal
- Notion
October 20, 2024 at 12:33 PM
BlitzMax!
February 17, 2025 at 11:37 PM
Who needs Unity when I've got BlitzMax + my own custom level editor for Forbidden Solitaire ;-)
February 16, 2026 at 4:39 PM
Because BlitzMax is based on C++ code, and is opensource (see BlitzMax NG) you can modify the underlying code. Also it's fast. I'm not locked into something proprietary and reliant on a corporation to stay "good".
January 17, 2025 at 3:31 PM
Had fun on Thomas Brush's podcast! Also there’s some exclusive footage of Forbidden Solitaire and a look at my dev environment (BlitzMax) at the end.

www.youtube.com/watch?v=eAvH...
Jake Birkett: How To Make Indie Games Full Time, Unity vs Custom Engine, Indie Survival | Ep. #051
YouTube video by Thomas Brush
www.youtube.com
July 25, 2025 at 5:42 PM
This is literally everything I need to set up my dev environment (for BlitzMax) on a new Windows machine. It's pretty simple.
October 22, 2025 at 12:13 PM
rip Mark Sibley, creator of Blitz Basic on the Amiga, and Blitz3D / BlitzMax which i've been using since 2006 for all my game editors and tools + games like Soundless Mountain II

a huge inspiration and one of the reasons i'm doing what i do

thankyou for all the joy you brought with your software
June 24, 2025 at 9:11 PM
about to make the first world edits since 2019

the editor is built into the old version of the engine, in Blitzmax. it's not ideal. might have to rebuild it into the Unity version at some point...

#newgameplus #actionrpg #gamedev #blitzmax #solodev
September 10, 2024 at 12:07 PM
I just fixed a visual bug that only occurred if someone's PC has been left on for over 25 days. I saw it occur on a recent Stream!

It was because a DWORD from Windows was being typecast to a signed int in some underlying BlitzMax code.
August 9, 2025 at 8:07 PM
I made a BlitzMax developer "starter pack". It's me*! That's it basically.

*(not technically true but is close enough to true for joke purposes).
October 22, 2024 at 2:47 PM
Coded in Monkey which is the language that Mark Sibly (RIP) made after BlitzMax. I used Monkey for quite a lot of game jam games (and a mobile port of Titan Attacks). I used BlitzMax for my commercial games.
December 27, 2025 at 12:01 PM
The best engine/framework to use is the one you can use to make the games you want to make. Grey Alien Games just had a hit with Forbidden Solitaire, which is built in BlitzMax of all things.
June 17, 2026 at 7:39 PM
I'm still using an old Steam SDK and BlitzMax so yay!
June 21, 2026 at 9:34 PM
BlitzMax has none of this because it's from 2004!!
May 1, 2025 at 7:45 AM
BlitzMax

https://macintoshgarden.org/apps/blitzmax

BlitzMax is a modular multi-platform game engine using a BASIC-based programming language.

#macgarden #developmenttools #2004 #blitzresearchltd
August 1, 2025 at 10:05 AM
posting from my new mac! now i need to know if it'll run blitzmax...
December 9, 2024 at 3:02 PM
BlitzMax is also written in BlitzMax
August 1, 2025 at 8:23 AM
I've been maintaining my "Game Framework" for almost 20 years and using it for most of my games. I call it a framework instead of an "Engine" because it's built on top of BlitzMax which is really the engine, but my framework is huge and handles a lot of stuff that games need.
January 17, 2025 at 3:30 PM
BlitzMax is still a thing??
October 20, 2024 at 6:39 PM
Information: (I’ve also been making games a long time and I use BlitzMax which isn’t really an engine, it’s a language like c# that sits on top of modifiable c++ libraries, which handle some lower level stuff. I built my own game framework in it and stuff I made 20 years ago still compiles.)
I've been making video games in some form for 20 years, so I wrote an article about my process - and why I don't use an engine.

noelberry.ca/posts/making...
Making Video Games in 2025 (without an engine)
Thoughts, tools, and libraries I use to make games
noelberry.ca
May 20, 2025 at 12:38 PM
Haven't even looked at my old #blitzmax wizard of wor code (unfinished) but turns out I mapped loads of the dungeons which is a bonus! This is the only "worlord" dungeon though. Definite time-saver!

#picotron #gamedev #arcade #retrogaming
December 23, 2024 at 6:57 PM
Went down a code rabbit hole today trying to manually code some dithering without shaders in BlitzMax. It works now but I made some silly assumptions about file formats and image flags that really confused me for a while.
April 26, 2025 at 10:25 PM
And BlitzMax won't suddenly decide to charge you a million dollerz.... ;)
February 16, 2026 at 4:42 PM