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Topics - bigtunacan

#1
GLBasic - en / UO DiNGSFont?
2023-Aug-22
It's been a few years since I've used GLBasic now. Just hopped back in for a small project and I needed to do some work with very large fonts.  I remembered that the font tool built in to GLBasic was pretty limited, but that a fellow GLBasic dev had created a drop-in replacement, UO DiNGSFont.

I located the original thread https://www.glbasic.com/forum/index.php?topic=6421.0

It looks like it has since been removed from the forum.  Is this still available somewhere?
#2
GLBasic - en / LG WebOS TV?
2016-Aug-12
I know GLBasic has supported export to WebOS for the old Palm Pre line of phones that aren't really around anymore.  Was wondering if it has been tested or any updates made to get this working with the LG WebOS smart TVs?

I have a friend who has started putting some of his games on Roku which is another niche market with not many games available.  He says he makes much more money there than on Android/iOS because so few apps is easy to get featured and people will actually still pay for apps rather than ads only.

The LG WebOS smart TVs is a similar market space that would be easy for GLBasic to support.
#3
Just wondering if there are plans to support Apple TV and if so if there is an estimated timeline for this?
#4
Is there a setting where I can change the font size of code in the GLBasic IDE?  My eyes are starting to get so bad I can't read the code anymore so I need to make it bigger.
#5
This has been discussed on the forums before about centralizing the libraries around here for GLBasic on Github to make it easier for people to contribute changes.

I have gone ahead and created a repo for this here.

https://github.com/bigtunacan/GLBasic

Nowhere near everything is up there yet, but I'll keep adding and updating as can others if people are truly interested in this?
#6
I know there are a lot of in-app advertising platforms out there for mobile games (Android & iPhone), but does anyone know of something to do in-app ads (either banner ads or full screen) for download and install or web games?

I have a couple of my games that don't get any sales, but I think they are decent and I might be able to make a little money off of them this way if I just make them free games.
#7
I needed to go back and make a couple of updates to one of my games that I haven't worked on in quite awhile.  It was compiling and working fine before, but last time I touched this project was back on V10, now I'm getting the following syntax error with V12.312

Code (glbasic) Select
GPC - GLBasic Precompiler V.10.053 SN:20da3ee5 - 3D, NET
"..\Shared\jolib.gbas"(633) error : GPC0001 syntax error


The following function is where the syntax error appears to be occurring.
Any idea what has changed to cause this problem?

Code (glbasic) Select
FUNCTION IIF: condition, if_true, if_false
IF condition
RETURN if_true
ELSE
RETURN if_false
ENDIF
ENDFUNCTION
#8
Why is a topic that had 4 pages of comments and people raising serious concerns just deleted rather than being addressed?
#9
I have compiled my game for Android and the build is successful.  I tried to install the apk on my phone and just get the message "App not installed".

My phone is enabled to allow install of apps from anywhere; I'm not doing any code signing right now as I'm just trying to test on my own phone.  Not sure what is happening.
#10
Is there a way to mark a forum entry to a favorites list so I can easily find it again later?
#11
Is there a way to test for the difference between a file or directory?

I have tried the following two functions, but both return true for files and directories...

Code (glbasic) Select

DOESDIREXIST
DOESFILEEXIST
#12
I'm unable to compile my application to Android.  I have installed Java 1.6 32 bit SDK as well as the Android dev tools.

Here is the error messages I'm seeing.

Code (glbasic) Select


_______________________________________
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.9.829 SN:20da3ee5 - 3D, NET
Wordcount:75 commands
compile+link:
BUILDSRIPT
BUILD STAGE 1: Compile and pack
The system cannot find the path specified.
BUILD STAGE 2: Install on device
The system cannot find the path specified.
Android=C:\Users\sfamily\Documents\_joe_backups\Dev\GLBasic\GLBasic\FlashCards\distribute\Android
success
_______________________________________
*** Finished ***
Elapsed: 3.9 sec. Time: 22:25
Build: 1 succeeded.


I have also the following in my environment variables setup.

ANDROID_SWT => C:\Android\sdk\tools\lib\x86
JAVA_HOME => C:\Program Files (x86)\Java\jdk1.6.0_41
#13
I see there is a SQLite lib out here and I was wondering if it is compatible with Android/iOS, or is it Windows only at the moment?
#14
I'm getting a TYPE is not declared error, but I don't see what is wrong with my code.  I've included the snippets here.

First I created a base animation TYPE; I'm referencing it directly in a few places and it works correctly.
Code (glbasic) Select


TYPE ANIMATION
ID // This is a unique identifier for this particular animation
ANIM_INDEX // This is the sprite index
CURR_FRAME
NUM_FRAMES
NAME$
STEPTIME% // delta step for fixed or absolute time to finish
LAST_UPDATE_TIME
TIMESTEPMODE
LOOPMODE

FUNCTION draw:x%,y%
DRAWANIM self.ANIM_INDEX, self.CURR_FRAME, x%, y%
ENDFUNCTION

FUNCTION init: index%, width%, height%, name$
self.ANIM_INDEX=index%
self.CURR_FRAME=0

LOCAL sx%,sy%
GETSPRITESIZE index, sx%, sy%
self.NUM_FRAMES = sx%/width%
self.NAME$=name$
self.STEPTIME%=100
self.LAST_UPDATE_TIME = MASTERTIMER
self.LOOPMODE=LOOPFOREVER
ENDFUNCTION

FUNCTION anim:
IF(GETTIMERALL() > (self.LAST_UPDATE_TIME + self.STEPTIME%))
self.CURR_FRAME = IIF(self.CURR_FRAME>=(self.NUM_FRAMES-1), 0, self.CURR_FRAME+1)
self.LAST_UPDATE_TIME = GETTIMERALL()
ENDIF
ENDFUNCTION

FUNCTION is_equal: an AS ANIMATION
IF an.ID = self.ID
RETURN TRUE
ELSE
RETURN FALSE
ENDIF
ENDFUNCTION

ENDTYPE


Then I tried to reference the ANIMATION type from within another TYPE; this is where I have the issues

Code (glbasic) Select


TYPE BLOWFISH
STATE%
STATE_START%=0
STATE_TRANSFORM%=1
STATE_BLINK%=2
STATE_FROWN%=3
STATE_HUGE%=4

START AS ANIMATION
TRANSFORM AS ANIMATION
BLINK AS ANIMATION
FROWN AS ANIMATION
HUGE AS ANIMATION

SUB bf_init:
self.START = FILE_LOADANIM("/Animations/enemies/", "blowfish.xml")
self.TRANSFORM = FILE_LOADANIM("/Animations/enemies/", "blowfishtransform.xml")
self.BLINK = FILE_LOADANIM("/Animations/enemies/", "blowfishblink.xml")
self.FROWN = FILE_LOADANIM("/Animations/enemies/", "blowfishfrown.xml")
self.HUGE = FILE_LOADANIM("/Animations/enemies/", "blowfishhuge.xml")

self.STATE = self.STATE_START%

POSX%=0
POSY%=0
ENDSUB

SUB bf_draw:
GOSUB bf_update

SELECT self.STATE
CASE self.STATE_START%
self.START.draw(1,1)
CASE self.STATE_TRANSFORM%
self.TRANSFORM.draw(1,1)
CASE self.STATE_BLINK%
self.BLINK.draw(1,1)
CASE self.STATE_FROWN%
self.FROWN.draw(1,1)
CASE self.STATE_HUGE%
self.HUGE.draw(1,1)
DEFAULT
self.START.draw(1,1)
ENDSELECT
ENDSUB

SUB bf_update:
self.START.anim()
self.TRANSFORM.anim()
self.BLINK.anim()
self.FROWN.anim()
self.HUGE.anim()
ENDSUB

ENDTYPE
#15
I've creating an ANIMATION type that I use to store a single animation loop, then I assign multiple ANIMATIONS to a character and switch between these based on the state of the character.

Initialization looks something like this.
Code (glbasic) Select

ANGEL = FILE_LOADANIM("/Animations/Ubi/", "angel" + UBI_INDEX + ".xml")
FATSPR = FILE_LOADANIM("/Animations/Ubi/", "fat" + UBI_INDEX + ".xml")
FIRESPR = FILE_LOADANIM("/Animations/Ubi/", "fire" + UBI_INDEX + ".xml")
HITSPR = FILE_LOADANIM("/Animations/Ubi/", "hit" + UBI_INDEX + ".xml")

STATE = UBIFALLSPR
   

Then I try doing a comparison something like this.
Code (glbasic) Select

IF UBISTATE = UBIFALLSPR    // THIS ALWAYS RETURNS FALSE :(
UBIPOSY%=UBIPOSY%+1
ENDIF


I'm guessing that when I do the assignment it is actually creating a new object and the comparison is just checking if they are the same object.  Is there a way to do this as more of a BYREF style assignment and have my comparison come back as I expect?
#16
I know there are a lot of libraries, functions, add ons, tools, importers, etc... floating around here on the forums.  It is often a bit difficult to navigate; locate; and keep up to date a lot of these things as a group.  Would anyone be interested in starting a sort of GLBasic standard library out on Github as an open source repository?  If so I would be willing to set it up initially and administer, review, and help to keep it up to date and working.  If no one is interested though then I won't bother...
#17
Is there a function that will return the number of frames in my animation if I created the animation using the LOADANIM function?
#18
How do I cleanup an image that has been loaded via LOADSPRITE so that it's index will get reused again by GENSPRITE() ?
#19
My game is crashing on the iPhone when I try to write to my high score fail.

I have included the error that I'm getting from XCode when I tried to debug this.
Code (glbasic) Select

Status: 0
request: fopen_case("Media/scores.csv", "wb") opens "Media/scores.csv": failed
can't write to file: 
GLB Error: 3
Shut down GLB
glb is shut down
exit


Here is my code to write to the file.  This same code works fine on the PC version of the game with no problems.  Also; I'm able to read from the same file on iPhone, I just can't write to it.
Code (glbasic) Select

OPENFILE(1, "Media/scores.csv", 0)

FOREACH ldr IN ldrarr[]
WRITELINE 1, ldr.name$ + "," + ldr.score%
NEXT

CLOSEFILE 1
#20
For my next game I want to create a turn based game along the lines of Words With Friends, but I don't know where to start for the server side of the things and the whole push notifications type scenario.  I need something that would word over http so I could get it to work for all platforms.  Anyone have any information on how to go about something like this?