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Messages - Kitty Hello

Pages: [1] 2 3 ... 694
1
Oh, sorry. Do release it - no worries.

2
Maybe we can use GLBasic for Android to create an android studio project template? Basically, you only include files and compile.
I think a future step would be to compile everything into ONE .cpp file which you can include into any platform SDK or whatever. So, you can compile GLBasic projects on your Mac or whatnot. The backends should be able to cover most of the target platforms - we put so much work into that...

3
Announcements / Re: Red Wizard Island
« on: 2018-Aug-30 »
Might be cool. I'll try to put GLBasic on STEAM...

[edit]
I can't get screenshots off YouTube videios :( Can you post me 2-3 screenshots, please?

4
Amazing. Can I use screenshots of this game to promote GLBasic?

5
Announcements / Re: Red Wizard Island
« on: 2018-Aug-29 »
Amazing. Can I use screenshots of this to advertise GLBasic?

6
Announcements / Wumbo's Adventure for Android
« on: 2018-May-21 »
https://play.google.com/store/apps/details?id=com.glbasic.wumbo

Should be free for a frew days. I'd welcome you to put a positive feedback on the play store :)

7
Bug Reports / Android crash
« on: 2018-May-18 »
This time it's me :(

I have one app that runs perfectly, and one that does not even start:

05-18 16:35:16.670 12570 12570 E AndroidRuntime: FATAL EXCEPTION: main
05-18 16:35:16.670 12570 12570 E AndroidRuntime: Process: com.glbasic.bobbleheads, PID: 12570
05-18 16:35:16.670 12570 12570 E AndroidRuntime: java.lang.UnsatisfiedLinkError: dlopen failed: library "libcutils.so" not found
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at java.lang.Runtime.loadLibrary0(Runtime.java:989)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at java.lang.System.loadLibrary(System.java:1562)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at org.libsdl.app.SDLActivity.<clinit>(SDLActivity.java:259)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at java.lang.Class.newInstance(Native Method)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.Instrumentation.newActivity(Instrumentation.java:1079)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2591)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2766)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.ActivityThread.-wrap12(ActivityThread.java)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1507)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.os.Handler.dispatchMessage(Handler.java:102)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.os.Looper.loop(Looper.java:154)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.ActivityThread.main(ActivityThread.java:6236)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at java.lang.reflect.Method.invoke(Native Method)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:891)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:781)


What could that be?

Edit: removing -lcutils in platforminfo.txt fixed the problem. But... why did it work in the first project?

8
FAQ / Forum Access Password
« on: 2018-May-05 »
** EN
Since 2018-05-05, new users are only allowed to join and post at the forums, after a purchase. You will get the access code in the email with your registration code.
Background: 1) I have to pay for the servers and 2) the spam flood was immense.

** DE
Seit 2018-05-05 ist es neuen Benutzern nur gestattet sich im Forum anzumleden und zu schreiben, nach einem Kauf. Den Zugangscode (Forum Access Code) erhält man dann in der Registrierungs-E-Mail.
Begründung: 1) Ich muss für den Server bezahlen und 2) die Spam-Flut war immens.

9
2D-snippets / TTF - True Type Fonts
« on: 2018-Mar-24 »
The attached library can load converted TTF fonts and render them in real time. This gives the option to dynamically scale fonts and use colours.
I've not done any performance tests on mobile devices, yet.

I also attached a tiny command line program that generates the font from your installed ttf files in windows.
Just run:
TTF-create.exe arial
and it will create an arial.glbvf file (GLBasic Vector Font).
Characters 33 to 255 are supported. The font must be available as C:\Windows\Fonts\****.ttf


10
Another option is to use mem2sprite and do a 1x1 pixel sprite. Use smoothshading false!

11
Code Snippets / Re: FASTMEM2SPRITE
« on: 2017-Nov-25 »
Oooh!  =D. What crap did I program, then!?

12
Take care of the inc file. Its written omly once before compiling.
For osx we should make a xcode project, but using the one cpp file I sent you, that combines all glb source files. It might not compile, so I have to change some things at this file.

13
I didnt upload the xour e, yet. Only the update.

14
Cleaning temp is quite an issue. I also am very afraid of removing a folder.
Can you use an IDE macro, please?

15
Can you post code? I can't reproduce it.

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