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Messages - Emil

#31
Had some issues before with polyvector being slow on the iphone.

specifically I had this code to begin testing with.

Code (glbasic) Select
SETSCREEN 960, 640, FALSE
GLOBAL G_gameloop = TRUE
GLOBAL G_blocksize = 64
GLOBAL G_color

WHILE G_gameloop
FOR x = 0 TO 15
FOR y = 0 TO 10
G_color = RGB(200-(x*12),x*10+RND(50),y*17)
STARTPOLY 0
POLYVECTOR x*64, y*64,  0,  0, G_color
POLYVECTOR x*64, y*64+G_blocksize, 0, 64, G_color
POLYVECTOR x*64+G_blocksize, y*64+G_blocksize, 64, 64, G_color
POLYVECTOR x*64+G_blocksize,  y*64, 64,  0, G_color
ENDPOLY
NEXT
NEXT
SHOWSCREEN
WEND


Since I'm using a startpoly every increment of the loop things really go slow (I get 5 fps approximately).
I changed the code so that startpoly lies outside the loop and things went a little quicker. But the dealbreaker was when I changed the mode on startpoly to single triangles (instead of the standard 'fan') that it came back to full speed.

So now I use this code instead:
Code (glbasic) Select
SETSCREEN 960, 640, FALSE
GLOBAL G_gameloop = TRUE
GLOBAL G_blocksize = 64
GLOBAL G_color

WHILE G_gameloop
STARTPOLY 0, 1 // Using single triangles! <--------------------------
FOR x = 0 TO 15
FOR y = 0 TO 10
G_color = RGB(200-(x*12),x*10+RND(50),y*17)
POLYVECTOR x*64, y*64,  0,  0, G_color
POLYVECTOR x*64, y*64+G_blocksize, 0, 64, G_color
POLYVECTOR x*64+G_blocksize, y*64+G_blocksize, 64, 64, G_color

POLYVECTOR x*64+G_blocksize, y*64+G_blocksize, 64, 64, G_color
POLYVECTOR x*64+G_blocksize,  y*64, 64,  0, G_color
POLYVECTOR x*64, y*64,  0,  0, G_color
NEXT
NEXT
ENDPOLY
SHOWSCREEN
WEND


Just wanted to share!
If I find anything more useful with polyvectors and iphone I'll post it here!  :good:
#32
SOLVED:
I'm stupid, was such a long time ago that I did stuff that I forgot that I had installed v11 something of glbasic.., reinstalled the correct version of glbasic and got it working!  :P
#33
I restarted the imac and it recognizes the double plists for me now (and fixes it). But I still get the same annoying error.

I also checked build settings -> base SDK and it's set to latest iOS

Have also tried to make the project from scratch several times...  :sick:

Both my Xcode and device are updated to latest. And as I said before.., An older project compiles and runs just fine on my iphone using Xcode.

I'm having both projects opened now and compare anything I can find.., But I'm fumbling in the dark since nothing seems to work or make a difference

This is the code I'm trying to compile btw:
Code (glbasic) Select
SETSCREEN 960, 640, FALSE
GLOBAL G_gameloop = TRUE
GLOBAL G_blocksize = 64

WHILE G_gameloop
FOR x = 0 TO 15
FOR y = 0 TO 10
DRAWRECT x*64, y*64, G_blocksize, G_blocksize, RGB(200-(x*12),x*10+RND(50),y*17)
NEXT
NEXT
SHOWSCREEN
WEND
#34
I have older xcode projects that work fine but now when I try to compile I get this error (Xcode cannot run using the selected device). I've fiddled around with everything I can think of but nothing helps.

First I compile it to iphone from glbasic.
I create a iPhone_Prefix.pch file.
I also create a bunch of png files (that xcode complains that it can't find)
And then I'm stuck with that error.
I also get 96 warnings about CPU_SUBTYPE_ARM_ALL being deprecated (Although I read somewhere on this forum that I could ignore this)
And lastly I get 2 warnings about "The Copy Bundle Resources build phase contains this target's Info.plist 'iPhone-info.plist'.

Anybody else gets this problem? It's driving me insane  :'(
#35
Erico, I'm using drawsprites (rotozoomsprite to be precise). I'm avoiding polyvectors right now since I got such a huge framedrop with them.

Bigsofty, thanks! That's my goal. :)

Hemlos, I created a new program that drew semitransparent rectangles with this technique and it worked. So I'm probably doing something else that breakes it.


I'm looking forward to my next update. Having a big family really constrains my time to work on this.
#36

This is what it looks like on my wifes iPad.

I'll try to get the line FX to work somehow. Don't know exactly how yet though...

The shading is done with textures that I lay on top of everything with the help of alphamode -0.5 (or some similair value depending on if I want to brighten or make it darker). But as you can see it doesn't work on the iPhone/ipad.

I deleted my link to the file Hemlos.
#37
I've had to abandon (for the time being) the lines behind my character (that fade away). I'm thinking of maybe doing some particles spawning behind it instead...

This is how my game looks like right now.., except I got problems with alphamode -0.5 and 0.1 on the iphone (the shading you see on the picture) everything looks really flat for some reason on my iphone.., I've tried searching but couldn't find info on glbasic/iphone limitations when talking about alphamode....

Anyways.., A couple more features, as you can see by the picture, and also some bugs to straighten.., but it's coming along nicely

#38
I got my mac mini yesterday and have been fooling around with it. After som trial and error I got the game unto my iphone only to discover that the game is tremendously slow. I fixed it somewhat by changing my drawroutine to draw with rotozoomsprite instead of polyvector. So right now it works quick but I had to skip my trail behind the character and the teleportation effect (for now).

Anybody knows how to make drawing with polyvector quicker?

Also how would you handle the input of three fingers or two on the iphone?
Tried it quickly with checking if button1 for mouse2 had been pressed but it didn't quite work as expected.

I'll upload a video later when I get it to work better :)
But this is really cool, quite exciting to have the game in your hands!
#39
Just implemented the delay for teleportation.., Much nicer now, thanks!  :good:
#40
Thanks!

And yeah r0ber7, It's on the todo list :)
#41
Now I got teleporters working :)
Was trickier than anticipated to get it to work but at last it does!
#42
GLBasic - en / Re: Q*Boyd
2012-Nov-05
nice, congrats!  :good:
#43
Thank you so much =)
Here's yet another little wip
Been working on the character again and the colors alot.


Really thought about how one intuitively looks at this and interprets the colors.

Like the fact that the starting position and the tail of the player is the same hue (green).., and so is the body/head of the player and the goal (blue).
Swampish green is the color for blocks and golden outline for the "coins".
I think I'll continue to use red for special blocks or where ordinary movement isn't allowed (like a stop sign)

also I tried to tone down the overall brightness and colorfullnes of my iteration before this one :)
#44
A normal mouse doesn't have pressure.., that's the problem
#45
Specifically the pressure of a wacom tablet...
I'm having a hard time trying to do it with c++ and SDL. So I'm taking a long shot in asking. I expect that it doesn't work in GLbasic in any easy way....

How would you guys go about doing it? any simple way out there?

Thanks
/Emil