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Messages - dreamerman

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Beta Tests / Re: GUI in purely GLBasic
« on: Today at 07:51 pm »
In shorts, I've checked code, and if I undersand correctly You are using InStr in wrong way, in GLBasic it's:
Code: GLBasic [Select]
pos% = INSTR(where_to_look$, what_you_want_to_find$, start%=0)
so it should be:
Code: GLBasic [Select]
ins = INSTR(self.contents[i][c].sval$,param$)
in 'search_table_partial' function and that's working... despite that I would advise to declare variables as integers %, by default they are float #..

ah.. @Quentin was faster :]
data is already there, yet at least I've some problem with fonts - solid black background, properly visible only after hover/focus.

Bug Reports / Re: Fail Fast Exception
« on: 2018-Dec-09 »
Never had such problem on Win7/8.1/10, but after fast search on google looks that it's not caused by GLBasic, rather software/hardware issues.
Generally after fresh install I run some bash scripts to disable 'advanced' system functions, like telemetry, background task (defragmentation, scanning) and other garbage...
Try some tips from net that should resolve the issue.

Announcements / Re: Red Wizard Island
« on: 2018-Nov-22 »
In general best way is to have screen shoots/trailer in SD - 720p and HD - 1080p sizes, as they will scale without issues, and most stores (not only Steam) have containers with similar aspect ratio for that game media. And as full HD is mostly used screen resolution on Steam (65% as in last survey) it's good to show users how exactly the game will look on their monitors. So it's recommended to take that in note when designing game UI and so on. Additional work needed for special graphic resources like capsule images is worth time, at least for Steam platform, but that also requires some good ideas to make such image 'eye catching' and interesting for possible buyers.
Store page in 'beta' mode is visible only for dev/publisher or can be viewed by others?

Works without problems on local apache server/xampp.. This is a little off topic but what's current status of 123script? As GitHub sources are 3+ years old, I didn't test them, but if it can use Polyvector and more complex code that could be good alternative solution for hmtl5 target output.

Opera, Chrome - no issues here, menu image is linked to '../images/theme/menu_gfx.png', maybe some browser plug-in that messed up with that.

Announcements / Re: Burger Lord Released
« on: 2018-Nov-06 »
That first trailer has some glitches in between 2-3sec.
Did you consider translating game to other languages? If you have only few buttons / little text it should be fairly easy to do, and this may benefit. (there are some web resources with quite good translation for most Steam languages for basic stuff like 'new game', 'highscores' and os on)
PM with Polish translation ;]
And Good Luck!

Off Topic / Re: Back on the net
« on: 2018-Oct-26 »
Nice, at least some bonus from that ISP ;-)
And that's good, as can't wait to see PMS on Steam.

In general HTML5 is just next iteration of standards for web development in browser based environment (end client). Previously many advanced features like video playback, 2d/3d graphic, audio needed external plugins (Flash/Java) or browser specific extensions/coding, so that complicated cross platform app/page coding. Now with standards brought by HTML5 and it support from all web browser developers you can use one code base to have you site with same features on all modern browsers. Like for example Canvas for 2d graphics or WebGL for 3d stuff. It’s up to browser devs to have all such features to work properly.
Taking that into consideration, as MrPlow already specified, you should use JavaScript and one of many popular JS libs like Jquery, that have many webpage / app features already built-in. There is really ton of it, but I’m not an expert so can’t advise what would best fit your needs.
As development tools you can use for example VS Code / Brackets as editor, Xampp for server.

Hm.. If I remember correctly some basic apps where compiled to HTML5 without problems on latest GLB, but there were issues with something more advanced. Now as I messed up some Java stuff for android building I'm not sure if it's that or something else, multiple warnings during compilation, and final project doesn't work - even simple ones like template for testing array speed. But I'm not concerned with that. That HTML5 target would be usefully with full support for PolyVector and all such commands, and that never worked for me. Still it would be nice to have that working even with some restrictions.

Announcements / Re: Red Wizard Island
« on: 2018-Oct-12 »
Ah, yeah early access is a little different story, will need to read about it later..
You are planning to release it as English only game or to support those most populars languages on Steam?
I think that at least store page should be translated, even if you would use a Google translator for it :d

Announcements / Re: Burguer stuff
« on: 2018-Oct-12 »
I though that basic joypad input should be same for all gamepads. Does button numbers (are mapped differently) on PS3/4 pads differs from those on Xbox pads or its something else?
Or maybe this are issues with JoyState only?
As Xbox controllers have more than 60% of Steam market it still would be good to support the rest of possible gamepads, specially in such kind of game. On other hand GetJoy should also work with those pads without problems hm..

Announcements / Re: Zen Blocks on Steam
« on: 2018-Oct-06 »
I see that Your game supports also simplified Chinese, and I have a question about that. From screen shots I see that not all things are translated e.g labels counting moves and scores, specially scoring bothers me, translating such things isn't required to pass any additional checking for 'multi language' game?

Announcements / Re: Zen Blocks on Steam
« on: 2018-Sep-30 »
Nice new trailer, shows game in faster paced gameplay. Yet I think that possible biggest impact on sales would give addition of Trading Cards together with discount on incoming Steam Sale. I already grabbed some free game code so my review also wouldn't count ;/

No problem, nice that I could help ;) I will check it later again and play around a while with it..

Device Xiaomi 4A, Android 7.1, no issues, look like it's working as intended.
I think that this is rather problem with users just don't know how to use this app, and they didn't watch that video with basic usage. 'Enter Commands' may be misleading as they may think thats for typing text with Android/OS keyboard and they press it before using right side panel buttons.
But I found other issue, sometimes not whole command is properly parsed, for example typing: PEN 6 FD 30 RT 89, will be cuted to PEN 6 FD 30 RT 8.
Screen taken from device

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