Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Dabz

#76
Quote
Well, I don´t think you have to drop any platform. Perhaps somebody needs make something in PPC, well is obsolete

I've never actually met anyone with a PPC, to be fair, theres only a few I know with an Intel Mac, then... I know plenty of people with an iThing, on top of that I probably know more people with an Android phone now.

If the platform is obsolete, and a user of that platform says it is... Then I can see no better reason then getting rid!

Dabz
#77
I think Android is a must, since, erm, I have a HTC Desire! :D

Nah, seriously... Currently, I'm loving using GLBasic, but BRL's monkey isnt very far from being released, which includes these export options:-

* HTML5 - HTML5 compatible browser required for testing.
* Flash - Open source Flex SDK required.
* XNA - Visual C# Express + XNA framework
* Android - The Android SDK (plus Java SDK and 'Ant' on Windows).
* Native (ie: C++) - Mingw/GCC (will probably add visualc support too in future).
* iPhone - XCode.

Not to be sniffed at... On a personal level, HTML5 (Provide online demos of my games), XNA, Android and iPhone are all targets I'd love to get games on.

Dabz
#78
Quote
remember? GLBasic is not a serious language!

How could I forget that GLBasic let me create my first iOS game in one month (Night's and weekends), and it managed to get said game on the app store without a hiccup....

If that's not an example of a serious game dev language then show me one that is?

Not serious... Pffft... B'lox!!!

Dabz
#79
Quote
Then technically all you have to do is set a flag (encrypted somehow obviously so can't just use an iPhone explorer to change things) to say it's using the full version and switch in the functionality.

I would like to say this could be a great thing... But, theres some clever buggers out there that will probably take this up and will indeed beat it.... Companies spend millions on this stuff, they hire the cleverest of people that specialize in this field... Yet, all it takes is one bedroom coder to figure it out and wallop... It all goes down the pan.

I see DRM as a good thing, but, I also understand that its nothing more then damage limitation when it comes to post-release sales.

Dabz
#80
I use VMWare, with a shared folder, write and test in the Windows VM, compile the xCode project in OSX.

Would be great to lose the extra OS layer though!

Dabz
#81
Congrats on the release! :)

Though, the name of the app seems a bit... well, you probably would guess what word sprang to mind when I read the thread title! ;)

Dabz
#82
Google have a bit of a habit of automagically updating your browser in such a way that it occasionally breaks things...

We have a shout box at indiecodez and from out of the blue the 'ding' noise had stopped working when people posted a shout... As well as it opening a javascript dialog window staying there was an error everytime you accessed the page... We tried like mad to fix it but it wouldnt graft, we eventually found that the only thing we could do was sit and wait till Google fixed what they broke... Which eventually, they did and everything went back to normal!

Obviously though, if it was IE the interwebs would of melted, they'd be mass protests on every bulletin board known to mankind, Google breaks its browser and all there was was a slight burping noise! ;)

Dabz
#83
When I submitted Logic Battleships, I used xCode to do it... Basically, I went to Build->Build and archive, then in the Organizer (Window->Organizer), you should see Archived Applications section in the menu to the left, underneath that, there will be a list of your archived apps... When you click the required app, the main organizer pane will show details of your application, as well as a a few buttons to validate, share, or submit your app.

Peasy! :)

EDIT: Though, make sure your signings are correct, otherwise, when you hit 'Submit', it will fail.

Dabz
#84
GLBasic - en / Re: New Here
2011-Feb-06
Code (glbasic) Select

LOCAL a$    //<---------- define a$ as a local scope variable (You can also replace this with 'GLOBAL a$' too)
LET A$ = "Hello World"
PRINT A$, 100, 100
SHOWSCREEN
MOUSEWAIT
END


I think you can switch this off via Project/Options and untick 'Explicit declarations', generally though, I keep it on!

Dabz
#85
Logic Battleships

Denathorn Games first iOS game is now complete and is now available from all good app stores:-

http://itunes.apple.com/us/app/logic-battleships/id417602097?mt=8&ls=1

Three screenshots in this image


Price: $0.99
Genre: Arcade

Logic Battleships is an arcade version of the classic pencil and paper game known as Battleship Solitaire.

The enemy's navy is making its way to your primary coastal base, you must find and destroy their fleet before they attack.

This wont be easy, the enemy has a system of hiding its ships, and the only way you can pinpoint them is by using a number system that helps you determine their location.

Features:-

- Three levels of difficulty
- Randomly generated levels

Can you use your logical might to defeat your enemies navy before its too late?

Dabz

#86
lol, Seems like the complete opposite of the old phrase "Its not a bug, its a feature"! ;)

Dabz
#87
Quote
Yes - once I start with Android, I can make a donation thread, because obviously I need a device to test on, and google won't give me one for free. (Or will they?)

Donations are a real pain in the bot hole for generating cash in my experience, I'm new to the community so I have no idea how generous people are on these boards, but, for testing, you'll want a decent phone, with proper OpenGL ES support, a number of cheaper phones only have a software driver for OpenGL ES, a member of my site had the use of a Android phone, the phone was indeed a pretty decent spec'd phone, yet, it only contained the software driver... Thus, he had to hack and slash at it before he could do anything decent with it!

I'm pretty keen supporting Android, so will oblige with a donation anyway, but, and this is just an idea, why not reward people who donate with something, maybe like personal access to your Android based beta software, that they can test on their actual devices up until you aquire yours... So on one hand, your getting a bit of a run out with it on other users phones, on the other, you'll probably end up with a shiny new phone faster then you would with just a normal donation scheme!

Just an idea! ;)

Dabz
#88
You should see Cygnus who wrote the Blitz one, he pops into my site now and again... Worth the ask if the Blitz one didnt convert over very well!

Dabz
#89
Code (glbasic) Select

soundVol# = POW(0.5,  2.7182818285)
LOCAL ch% = PLAYSOUND(menu_click%,0,soundVol#)


Nothing Kitty, not a whimper, even with it as soundVol# = POW(0.8,  2.7182818285), with 0.8 being audible when used without POW!

Quote
I uninstalled what I coould find and just have VLC player and media player installed, and it worked fine.

Well, thats all well and good, and indeed a fix then, but alas, no good if your planning to sell your game... No customer is gonna want a faff like that, some of them can barely open a zip file never mind fannying on with codecs! :D

Dabz
#90
Quote
instead of "MUSICVOLUME x" try "MUSICVOLUME (POW(x,  2.7182818285))" - does that sound better?
I'll include that in the engine then. The problem is, the ear is not working linear, but exponentially.

MUSICVOLUME seems fine, its #volume in the PLAYSOUND parameter that seems to be the broken Kitty me auld fruit.

If that works, I'll just wait till you update the engine, as mentioned, it all seems fine on iOS! :)

Thanks for taking a look at it, much appreciated! ;)

Dabz