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Messages - dreamerman

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Same issue as above, orientation changes to landscape, message 'Wumbo has stopped' pops in and thats all, Xiaomi 4A - Android 7.0...

No personal experience with KickStarter, but if you want to keep game small you can go with minimalist version (no: special goals, fancy rewards for backers, dev blog).
For bigger projects with all those things it would be much more work to do with such PR stuff, specially for one person.

Announcements / Re: Turtle for Android
« on: 2018-May-21 »
I meant that app is 'not compatible' with my devices, and can't install it from Play Store, have you selected any special requirements for it? As I have checked other your games and I can install them normally.

It all depends on your game, for what and how you are using this. But as Bigsofty mentioned you can use GrabSprite (don't know how fast it would be), Mem2Sprite and of course OpenGL either in GLB or inline C++. Don't remember now if any one made fast sprite2mem but as you can see in this topic about Mem2Sprite using OpenGL can give you much better results. You can combine this with some other tricks - draw player and part of background to offscreen sprite then use Mem2Sprite and so on...

Announcements / Re: Red Wizard Island
« on: 2018-May-13 »
A long way to home.. eh to Steam ;) Any sneak peek about preview version?
That chicken enemy or boss looks terrifying :D

Very nice project, feels like in old days.. I hope that you plan to finish that and push it on Steam/Android.
Demo works without problems even on Intel hd2000 (only some strange slowdowns when pressing 1,2 buttons), it would be interesting to see it on mobile device, maybe then some optimization would be needed for slower devices, but you will see, as you mentioned GLB don't have such overhead as more popular larger tools..

Announcements / Re: Turtle for Android
« on: 2018-May-13 »
I assume that it requires device with keyboard built-in? As it is unavailable for my Android devices (7'' old tablet and Xiaomi phone).
Despite that I can't check it, app looks really nice, specially on yt video. :]

So, that's no an issue with BOXCOLL but some screen / navigation bar problem.
I checked that .apk on
- phone with Android 6.0, hardware buttons, both software bars (navigations and status) are invisible, line is drawn at proper position, so no issues,
- old tablet with Android 4.0 that has software bars always enabled, and they are visible in this app, (navigation bars are also visible in other GLB based apps, status bar isn't visible, but imerssive mode is available from Android 4.4),
Currently no other devices to test. I didn't play with Android from long time so can't help with such os based stuff atm.

If no navigation bar is shown then thats 'immersive' mode? So GLBasic does that by default (or it needs AndroidExtras or some manifest file changes, don't remember)..
To validate that issue you can give even some small source ready to compile and test, do you use orientation/screen rotation functions, any other special stuff or just basics? If touch controls responds with proper x y positions there should be no problem. On other hand I use hand written collision functions, that's only couple minutes of coding and much more handy if you have UDT, at least for me.

In short, there is no bug, that text is just encoded with chunks.
Checked with Fiddler, created raw HTTP request and response is same as in GLBasic, one of headers is: 'Transfer-Encoding: chunked', and as I assume GLB doesn't support such decoding (same with comperssion for response body) and it passes raw response body to you, so check your php code what headers are you setting, or force no encoding/compressing for that particular highscore file.

ps. in browser it will look ok as you don't see raw headers and all browser support encoding / compression.

Hey, some time ago I posted topic about similar (or same) issue with mouse functions, take a look:
Generally I had problems on Win8.1 but Android was working ok. For workaround as my apps didn't require multi-mouse input on pc I just forced them to use standard single mouse input only.
Wasn't sure but now as you confirmed it, that really looks like a bug.
btw. your function isn't perfect, better to use something like this:
Code: GLBasic [Select]
        LOCAL i%,mx%,my%,mb1%,mb2%,mc% = GETMOUSECOUNT() - 1, clicks%
                clicks% = 0
                FOR i=0 TO mc
                        SETACTIVEMOUSE i
                        MOUSESTATE mx,my,mb1,mb2
                        IF (mb1 or mb2) THEN INC clicks%
        UNTIL clicks% = 0

Current GLBasic version is 15.089, You can see it at right upper corner of forum webpage, from what I remember this issue was fixed in one of ver. 15 updates.
Don't forget to use GLB_ON_LOOP if you plan to put game on mobiles.

It depends what seeing you have enabled, like sandboxing every application and so on. For normal applications thats no issue but GLBasic contains compiler, linker and other tools that can interfere into existing applications? (like inject icon), Bitdefender sees that and because GLBasic isn't well known tool (like many other development tools) it's flagged as virus. So just disable when installing, and should be ok.
About compilation it's similar, at default settings: Avast, AVG, GData and others that I used will temporary block newly compiled applications (pick up to sandbox, scan app, check if it doesn't do any harm to OS and then run it normally), and that can also affect normal c++ tools. Generally I just disable anti-virus software during developing. But you can check what heuristic level is set in your AV, also that directory exclude option should work - if it doesn't than AV has a bug.

No problem. In general compiling works like this:
- precompile GLB sources with GPC.exe to c++ code (set resolution, platform and others as arguments here),
- do standard c++ compiling with those sources: compile and then link with g++.exe and proper arguments,
- if needed add icon, run other commands,
All needed commands are in platform.ini files.
Grabbed from some GLB 12 test:
Code: GLBasic [Select]
GPC arguments: -pWIN32=1 -pGLB_VERSION=11.556 -N"cube_test" -X640 -Y480 -M0 -R60 -O"C:\Users\me\AppData\Local\Temp\glbasic\gpc_temp" -L3 -EXPLICIT -P"D:\projekty\glbasic\cube_test" -V"000.001" "D:\projekty\glbasic\cube_test\cube_test.gbas" "D:\projekty\glbasic\cube_test\3d_func.gbas" "D:\projekty\glbasic\cube_test\gl_include.gbas"
and c++ stuff:
Code: GLBasic [Select]
compile: g++.exe -B"C:\Program Files (x86)\GLBasic_v12\Compiler\platform\Win32\Bin" -pipe -O3 -w -c -x c++ -mwindows -I"C:\Program Files (x86)\GLBasic_v12\Compiler\platform\Include" -I"D:\projekty\glbasic\cube_test" -D_WINDOWS_ -DNDEBUG -DHAVE_OPENGL
link: g++.exe -Wl,-Bdynamic,-enable-stdcall-fixup,--subsystem,windows -B"C:\Program Files (x86)\GLBasic_v12\Compiler\platform\Win32\Bin" -L"C:\Program Files (x86)\GLBasic_v12\Compiler\platform\Win32\Lib" -L"C:\Program Files (x86)\GLBasic_v12\Compiler\platform\Win32\Lib\DX7" -L"D:\projekty\glbasic\cube_test"  "C:\Program Files (x86)\GLBasic_v12\Compiler\platform\Win32\Bin\icon.o" -lGLBasic -lpng -ldsound -ldinput8 -lwinmm -lole32 -lopengl32 -lvfw32 -lws2_32 -lgdi32 -lcomdlg32 -luser32 -lkernel32 -ladvapi32 -lshell32<< w: 'C:\Users\me\AppData\Local\Temp\glbasic'
strip: strip.exe --strip-all
rest: MakeApp.exe "D:\projekty\glbasic\cube_test\cube_test"

Not me :p Generally I see that now VisualStudio has options to use custom languages, yet most important questions is that all language features could be implemented in this way? All syntax stuff, compilation and debug.. As for now my editor is sufficient for me. But if GLB would go to Steam then VS as default IDE would be really nice.

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