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Announcements / Re: Burguer stuff
« Last post by erico on 2017-Nov-17 »
Thanks Ian, this one must go out soon...

But, like @Dreamerman said, it seems the current config of pad didn´t work for him, only on the analog.
This is supposed to work natively on the cross pad of any joypad...but there are so many...:)

x360 and the likes of controllers are quite standard to a lot of people.
On my logitech, I can switch pad/analog by pressing  [MODE], but it starts on the correct one.

I can try to read both pad and analog to fix that, but is that really necessary? I wonder.

GLBasic - en / Re: config saves for steam
« Last post by MrPlow on 2017-Nov-16 »
Thanks SF!
GLBasic - en / Re: config saves for steam
« Last post by spacefractal on 2017-Nov-16 »
document folder and then create a sub folder.... and then  do a lots of dat files, not single files. this is what im did in Karma Miwa and Greedy Mouse. This was implented using "iCloud" system with on Windows just creating a lots of dat files. Here its was only the higest score that got saved.

Code: GLBasic [Select]
GLOBAL ActualFolder$

FUNCTION iCLOUDPUT: name$, value$, code$="234521"
                IMPORT "C" void CloudPut(const char*, const char*)
                CloudPut(name$, value$)
        LOCAL OK=OPENFILE(1, ActualFolder$+name$+".dat", 0)
        IF OK=1
                value$=ENCRYPT$(code$+name$, value$)
                WRITELINE 1, value$
                CLOSEFILE 1

FUNCTION iCLOUDGET$: name$, code$="234521"
        LOCAL value$=""
                IMPORT "C" const char* CloudGet(const char*)
                IF value$<>"" THEN RETURN value$
        IF value$=""
                IF DOESFILEEXIST(ActualFolder$+name$+".dat")
                        LOCAL OK=OPENFILE(1, ActualFolder$+name$+".dat", 1)
                        IF OK=1
                                READLINE 1, value$
                                CLOSEFILE 1
                                value$=DECRYPT$(code$+name$, value$)
        RETURN value$

                IMPORT "C" void CloudSync()

        ActualFolder$=REPLACE$(ActualFolder$, "save2.ini", "")
        ActualFolder$=REPLACE$(ActualFolder$, "save.ini", "")

Code: GLBasic [Select]
FUNCTION Game_Mouse_CloudSync: value$, name$
        LOCAL sc2=iCLOUDGET$(name$+value$)
        LOCAL sc=GetStr$(value$, name$)
        IF sc>sc2
                IF sc>0 THEN iCLOUDPUT(name$+value$, sc)
                IF sc2>0 THEN SetStr(value$, name$, sc2)

This is what im does for progress. im do not save settings its self in the cloud throught.
GLBasic - en / config saves for steam
« Last post by MrPlow on 2017-Nov-16 »
Hi Guys

What is the best location for saving game files for Steam game so that updates will not overwrite the old files?

Do I use the Media folder, documents or other?

Announcements / Re: Burguer stuff
« Last post by Ian Price on 2017-Nov-15 »
Yeah, I often get the same feelings towards the end of development. They do say that the last 20% takes 80% of the time - that's because you can't be arsed! :P

Looking great though :)
Code Snippets / Re: FASTMEM2SPRITE
« Last post by dreamerman on 2017-Nov-13 »
Very nice indeed, short and clean. Currently I don't have any use for it but with this speed can be surely used for some in-game effects.
Another good thing is that you can get CreateScreen out of function and this will speed it two times - that's good for effects on already created sprites/textures.
Off Topic / Re: Discord - Multiplayer join games
« Last post by erico on 2017-Nov-11 »
That is interesting.
Discord seem to be becoming the place for IRC stuff nowadays.
Announcements / Re: Burguer stuff
« Last post by erico on 2017-Nov-11 »
It has a title and general sounds, some more bugfixes and now to fix controls and level generation...

This probably happens with other people but as soon as the game is playable, my will to finish it goes down considerably.
I´m thinking to build up a framework that will easy up the last bits on future games, stuff with controls, scaling, openings, endings, game controls and all the boring stuff I usually crawl to get done. :)
Code Snippets / FASTMEM2SPRITE
« Last post by Qedo on 2017-Nov-11 »
For my application I found a certain slowness with MEM2SPRITE so I searched in the GLBASIC forum for a solution to this problem without finding anything.
So I wrote FASTMEM2SPRITE using the OpenGL routines. The result it is very fast and in some conditions, in high sprite resolution, even a 6X ratio on my computer. In Android, the increase is even slightly higher. The syntax is the same, obviously by adding FAST to the command. The only difference is that to draw the sprite because of the different coordinates of the OpenGL screen (bottom / left) you have to use the ZOOMSPRITE nsprite, 0,0, 1, -1 (vertical mirror).
Tried on Win and Android.
If you have better solution then you will be happy to receive your jobs.
Use it freely and let me know.
Off Topic / Discord - Multiplayer join games
« Last post by Moru on 2017-Nov-11 »
Discord seems to have some way to integrate games with game lobby functionality now. Mabe worth a look for multiplayer games too?

Rich Presence allows you to leverage the totally overhauled "Now Playing" section in a Discord user's profile to help people play your game together. Rich game data—including duration, score, current boss or map, and so much more—lives inside Discord. You can spectate a friend's game directly from their profile popout, or party up via beautiful chat embeds with real-time information about open party slots and the party's in-game status. No more exchanging usernames and friend codes, or wondering if there's room for you to join. Rich Presence is a living invitation to play together, or to watch your friends kick butt.
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