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Messages - ampos

#1531
UPDATE 13-09-2010

Paddle shadow and new border (taking from a Star Wars sword!)

About Wiz&co: let me first end the game!  :enc:
#1532
I have find (maybe) an easy solution: viewport.

If you create a viewport, any sprite placed will be offset from this viewport, not the screen. So:

Code (glbasic) Select
setscreen 800,600,0  //creates a 800x600 screen
viewport 100,100,600,400 //creates a viewport (virtual window) 600x400 in middle of screen
drawsprite any_sp,0,0 // places a sprite at 0,0 of VIEWPORT, not screen. So it will be same as 100,100 on screen.


Dont know if USEBMP is relative to viewport or screen, but it deserve a try.
#1533
Stop working on silly pandora, and make the PS3 version for GLBasic  :-*

Or maybe a Wii one, it should be much easier/cheap.  :nana:
#1534
Amazing...

I created a new proyect, and typed my entire source to get it working again.

I did a copy and paste on a plain TXT windows file. Then I was copying on a new source bits of code, and some of them work and other dont. Very strange. So I ended typing most of the source.

I will keep the "mistery" source on disk to be sent to Kitty, so he can find any strange ascii code hidden in the source, and maybe find how the IDE put it there.
#1535
This little test program just gives the error, but ony if the SUBs are closed.

Code (glbasic) Select
// --------------------------------- //
// Project: Krakout
// Start: Monday, September 13, 2010
// IDE Version: 8.085


TYPE Mouse
   x
   y
   b1
   b2
ENDTYPE
GLOBAL mouse AS Mouse

DIM r#[8][3]

modo=4     // 1=320x200 2=480x320 (IPhone) 3=640x400 4=960x480 (Iphone4) 5=1280x800

GOSUB inicia

REPEAT


SHOWSCREEN

UNTIL salir=1

// ------------------------------------------------------------- //
// ---  INICIA  ---
// ------------------------------------------------------------- //
SUB inicia:

SETCURRENTDIR("Media") // seperate media and binaries?
SYSTEMPOINTER TRUE
IF modo=4
SETSCREEN 960,640,0
pat$="960/"
ratio#=3.0
ENDIF

ENDSUB // INICIA

// ------------------------------------------------------------- //
// ---  PINTACOSAS  ---
// ------------------------------------------------------------- //
SUB pintacosas:



ENDSUB // PINTACOSAS


// ------------------------------------------------------------- //
// ---  MIRAMOUSE  ---
// ------------------------------------------------------------- //
SUB miramouse:



ENDSUB // MIRAMOUSE


// ------------------------------------------------------------- //
// ---  MUEVECOLORES  ---
// ------------------------------------------------------------- //
SUB muevecolores:



ENDSUB // MUEVECOLORES


#1536
GLB is updated.

Currently I am on free version

If it is a missing IF/ENDIF (which I am unable to locate), why does it works when SUBs are unfolded? Or why the strange error when one sub is fold and the other unfold?

I am on Win7/64, and it also gives me the same error on Win XP/64.

This is driving me crazy.
#1537
Target is iOS, but of course it will be compiled to Win and Mac at least.

Internally it is made to support 320x200, so it will be for wiz, if I found a way to test it.
#1538
Because it is just the C64 gfx zoomed. I need to find someone to made new gfxs for me.
#1539
In my prog I have a main loop and 3 SUBs.

LOOP
sub paint
sub init
sub mouse

If all the subs are unfolded, the game compiles and run fine. Sub Mouse doesnt affect compiler error

PAINT sub FOLDED & INIT sub unfold
"Krakout.gbas"(88) error : IF without ENDIF / THEN

PAINT sub UNFOLD and INIT sub fold
Wordcount:125 commands
compiling:
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp: In function `DGInt __GLBASIC__::inicia()':
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp:573: error: a function-definition is not allowed here before '{' token
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp:594: error: a function-definition is not allowed here before '{' token
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp:601: error: a function-definition is not allowed here before '{' token
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp: At global scope:
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp:614: error: expected `}' at end of input
*** FATAL ERROR - Please post this output in the forum

#1540
I just play a bit with it, and yes, it has his power.

In my current project (http://www.glbasic.com/forum/index.php?topic=5031.0) the background is painted with polyvector, using just a single 32x32 pixels pattern. Also the colors are set using polyvector, and change every run.

The inner shadows are again a single 32x32 image, rotated inside polyvector.

I have noted that sprites to be tiled on polyvector can not be 24x24, they left a black border. I tryed 32x32 and they work. Dont know if they have to be 16x or 32x.
#1541
No, it was fine, but if alphamode is not set, they do not work.

You can see a screenshoot of my current work.

http://www.glbasic.com/forum/index.php?topic=5031.0

The shadow of the ball is alphamode -.5

Inner shadows are created using a 32x32 pixels sprite, png, full black with alpha gradient. Then set using polyvector and alphamode -1
#1542
Just to show a bit of my work

UPDATE 16-09-2010

This is a very early alpha stage of my KRAKOUT clon. You will be able to play original C=64 graphics and PLUS enhaced ones.

Currently you can press 'C' to change between original C=64 graphics and enhaced ones (in WinCE should be CALENDAR key, and in GP should be "B" key)

Paddle can be moved with mouse (+left button), joystick, cursor keys and touchscreens. Next step YOUR MIND!!! :D

Game will be avaiable on iOS (for iPhone 3G/4G/Ipad) with HD graphics, Windows, Macintosh, Linux, Windows CE (640x480 & 320x240) and GP32x.

Stay tuned.
http://www.ampostata.org/Krakout+/Krakout+.rar

UPDATE 26-09-2010



UPDATE 13-09-2010

Paddle shadow and new border (taking from a Star Wars sword!)

12-09-2010

The tiled background is created using polyvector, and scrolls. The inner border shadows are also created using polyvector and alphamode.
#1543
Quote from: Ocean on 2010-Sep-12
Quote from: ampos on 2010-Sep-12
Currently, as far as I see, alpha channel is just YES or NO (255,0)....

I'm eager to learn where you looked or what did read to arrive at this assertion... Can you please give references?

cheers
Ocean

Because I did a PNG with alpha channel and GLB ignored it.

And if you want to GLB not ignoring it, you have to set alphamode -.x, as monono and moru indicated, and GLB does not say.
#1544
You know I am new at GLB...

I have read alot about placing sprites, with and without polyvector, but frankly, I dont know what is all this hype about polyvector.

I know it has to be something, as most of you claim "it is awesome", "its faster",... but I dont see really why.

Can someone explain me more about polyvector that the "little" explanation on the online guide?

Thanks
#1545
nobody?  :-[