#purebasic
Blitz! I remember that - faded away, didn't it.

Moved over to PureBasic after that (which used to have an Amiga version to boot).

www.purebasic.com
PureBasic - A powerful BASIC programming language
Powerful BASIC programming language for Windows, Linux, OS X and Raspberry generating small and fast 32-bit or 64-bit native executables, without external dependencies.
www.purebasic.com
August 15, 2026 at 10:56 PM
Was just reading that someone was making a PC version about 10 years ago, but was kyboshed because BlitzBasic went bye-bye.

He then tried to get it working in PureBasic - and nothing since.

Giving me ideas beyond my station...😂
December 5, 2024 at 10:59 AM
Reached 2^13 lines of code for my game!
#programming #gamedev #indiedev #purebasic
May 13, 2025 at 7:36 PM
Particles gone wrong!
#gamedev #indiedev #purebasic
April 22, 2025 at 7:34 PM
I think #PureBasic is pretty good with backward compatibility. Problem is when you have a large codebase and some code paths that are seldom hit. Your app/game runs well but then on some rare circunstance something that your code expects to work in some way works differently and boom!... shit breaks
February 13, 2025 at 6:38 PM
Hello #indiegamedev!

I like tinkering with game engines like gamers dive into their most beloved games. What is your favourite game engine?

I like trying new engines:

#GameMaker
#GDevelop
#Babylonjs
#AppGameKit
#PhaserJS
#Flutter
#Flame
#GLBasic
#PureBasic
#CopperCube
#Irrlicht
#Unity
#Unreal
August 1, 2024 at 9:41 AM
i went down a rabbit hole looking for contact info from the original developers. they've done a lot since then, one interview said they were even involved in the purebasic language
January 15, 2026 at 12:55 AM
SimShock2025
https://store.steampowered.com/app/3704810/

SimShock2025 is a free, bilingual (EN/ES) hemodynamic shock simulator. Treat cardiogenic, hemorrhagic, and septic shock using real drugs and interventions. Written in PureBasic, available for Mac and Windows. Apple-signed and notarized.
May 28, 2025 at 9:00 AM
Fortunately PureBasic has inherited a lot of functionality from C: Threading, Structs, Lists, Hashmaps, Pointers and what not. But, yeah, there's no ==. Just =, and context provides the rest.😁And messing with Macros IS a ton of fun - it's a very close experience to coding your own language.
August 14, 2026 at 9:46 PM
Compiling #ruinsOfCalaworm to C takes quite a long time, lol. Will do that, of course, for retail, as it is the primarily supported backend now for #PureBasic.
Glad, tho, that we still have the option to compile to Assembler, which is blazingly fast, and therefore the better devOption.
August 12, 2026 at 5:33 PM
And this year, on July 24th, the thing he set out to do, has come full circle for the 6th time. 67k+ lines of code, 100% scope creep, 100% human art, 100% spaghetti code. 6 years ago, on that date, he wrote the very first line of code in the #PureBasic IDE.

How it started:
July 24, 2026 at 3:42 PM
Recent #ruinsOfCalaworm build was still compiled with a Beta branch of #PureBasic. Today I fully migrated my #coding tools to present version 6.40 - and it was fine.
Suspense moment, but nothing broke; only needed to update ReplaceString() behavior for a specific tag that's no longer supported.😥
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May 4, 2026 at 7:58 PM
PureBasic.
It's basically C with friendly BASIC Syntax. 😅
April 16, 2026 at 11:20 PM
#PureBasic has a legacy Assembler back-end, and a brand new C one. With a project as large as mine, using C-compiler can take up to 1 min, while Assembler compiles in mere secs.
Using latter for testing, former for distribution.
Supported subsystems: DX9, DX11, and OpenGL.
#coding #gameDev
April 7, 2026 at 6:32 PM
PureBasic is basically (pun intended) C with a BASIC-Syntax.😁
February 16, 2026 at 8:42 AM
Hey, thanks for the kind words.
Mac build will unfortunately not be included. Not yet, that is. However, once the game has fully released, I wanna give it a shot at least, to compile it for Macs.
PureBasic is crossplatform language, but there might be unique quirks to address.
February 13, 2026 at 5:47 PM
I love #coding in #PureBasic. ❤️😌
September 14, 2025 at 11:00 AM
FYI, #ruinsOfCalaworm is up to snuff. Been reporting compiler bugs and writing test snippets like crazy - now most recent Beta build of #PureBasic looks promising.
Crunched until night to bring all the necessary changes to my 63000+ lines of code. Both DirectX9 and OpenGL-mode are supported.
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May 3, 2025 at 1:32 PM
Headsup on the state of #ruinsOfCalaworm.
Development is on hold, cuz in the current Beta Build of #PureBasic, there's some glaring issues with Sprite transparency.
Seems like shit gonna be fixed, tho, with additional improvement to OpenGL-rendering. Will resume, once the next stable build drops.
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May 2, 2025 at 3:47 PM