Recent Posts

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Announcements / Re: Red Wizard Island
« Last post by r0ber7 on Yesterday at 10:02 pm »
now steam have been easier, but this game also have a long dev time  :good:

Too long, lol.  :D
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Announcements / Re: Red Wizard Island
« Last post by spacefractal on Yesterday at 08:55 pm »
now steam have been easier, but this game also have a long dev time  :good:
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Announcements / Re: Started to developing new Sprite Scaling game
« Last post by spacefractal on Yesterday at 08:53 pm »
looks great and like that way the cockpit moving.
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GLBasic - en / Re: 2D full-screen shader example?
« Last post by Ian Price on Yesterday at 05:05 pm »
Gernot (Hello KItty) did a C64 shader a looooong while back IIRC. http://www.glbasic.com/forum/index.php?topic=1735.msg12285#msg12285

You'll find a real-time example about half-way down. Don't know if this will help or not though! :P
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Announcements / Re: Started to developing new Sprite Scaling game
« Last post by Ian Price on Yesterday at 04:59 pm »
I absolutely love SEGA's sprite-scaling games of yore - AfterBurner, ThunderBlade, Space Harrier, OutRun et al, so have to say that this definitely looks like you hit the nail right on the head. Superb stuffage.

Keep us informed :)
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Announcements / Re: Finally started a new game.... in years.
« Last post by spacefractal on Yesterday at 10:23 am »
Yes,  but All graphics is now draw by Lobo, so they changed to been birds: -). That gave me possible to return to the game.


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Announcements / Re: Started to developing new Sprite Scaling game
« Last post by Steinbock on Yesterday at 07:36 am »
@bigsofty
Yes, Space Harrier is the main influence
@MrPlow
The video is 30fps but on real hardware (normal Intel onboard graphic) it runs on 60fps  :)
It's all written in GlBasic. In my opinion GlBasic is heavy underrated. Performance is good and it doesn't have this huge overload like Unity
@erico
It seems since 3D-polygon graphics came, no one made anymore games like this (except bad 3D remakes)
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GLBasic - en / 2D full-screen shader example?
« Last post by bigsofty on Yesterday at 01:43 am »
Anyone done this in GLB?

If so could you point me in the correct direction of the link?
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GLBasic - en / Re: Can we still compile for iOS
« Last post by spacefractal on 2018-Apr-19 »
Im will in this summer intergrate a code single based project so I'm can avoid using libs, but require the full source code (either the single c++ Version or separated original,  I'm do prefer the original really, due but finding can been easier).

Gernot, contact me. Sorry I'm was away, but I'm was on a ski vacation and I'm soon come back here again (due my new game).

The reason with full Glbsic full code is simple it's been easier to upgrade in the future. Since I'm already have a ios10, then ios11 Should been pretty easy. But Currently I'm do not have access to a mac,  nor vmware.

Also we have also a Android studio integration project, which is required after Aug 2018. Should been in same manner as with xcode.
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Yep this looks really great and the video is awesome! I really enjoyed the details like the bullets hitting the water.
I first thought it was more like an Operation Wolf type game. :-[

Well done, let a demo loose at some point! :good:
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