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Messages - spacefractal

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1
Karma Miwa is online, howover need to update the screenshots as the game now focus on the 3 point controls rather the original 4point. But hopefully the game works as intended.

Im diddent do Catchout Online yet. Karma Miwa was one of the easier one.

"Jam Beagle" is now playable with touch controls and now uses 96x64 pixels. This game would been released completly ads free and free or other google services at all (if Google allow me to do that of course).

2
Announcements / Re: Red Wizard Island
« on: 2020-Jun-23 »
you can use fullscreen ads on Android, but not micro-transactions.

PowerUp Elevation was also such a game that used a internal resolution in mind  (1280x720) and that game might uses offscreen for gameplay scaling and eventuelly add some graphics instead of a black border (none scaled, but repeated graphics).

Also, you cant force 1280x800 on Android in mind at all, so you are forced to use the surface you will get from Android. This was why im release a snippet about it. just use that and the issue will been fixed.


3
Announcements / Re: Red Wizard Island
« on: 2020-Jun-22 »
yes that fixed the issue and works perfectly on windowered mode in that level. also not all monitor supports 1280x800 and then might looks very wierd and strected.

in Karma Miwa im did also internal collosion used a fixed resolution, but was completed uneffected by the gameplay that used different assets to draw the scene.

But you could also want to uses a virtual offscreen and scaling it (include mouse):
https://www.glbasic.com/forum/index.php?topic=9848.0

Howover....... Good fix in the end and im would have do the same thing property and playable without those bugs. that is most important! Windowred mode does plays PERFECTLY as well.


4
Announcements / Re: Red Wizard Island
« on: 2020-Jun-19 »
https://www.dropbox.com/s/x9gafpzq8uy13ry/RedWizardIsland.jpg?dl=0

yes im did. im even deleted all Media files and sync it.

The level data might not have updated correctly and need a reupload (and make sure you use the changed files as this also sometimes happens here too).

This also happens to me few times when im forgot to manually copy the data files, glbasic might not replace when compiling the win32 version or you diddent press on the live button (but the game exe seens to been updated, but not the dat files?).

5


its works here, also using Firefox. Include this link.

6
Announcements / Re: Red Wizard Island
« on: 2020-Jun-18 »
not fixed here. still fall throught floor start in level 3 and all enemies walk on the water. Im did even  tried to validate. So did you updated with right exe file?

7
Bug Reports / Re: Win64 compiling
« on: 2020-Jun-16 »
not at all. music plays fine here.

8
Bug Reports / Re: Win64 compiling
« on: 2020-Jun-16 »
property its should now only create the win64 binary now and copy the file alone to the distribute\Win32\ alone (im changed makeapp.exe to makeapp.bat and just copy its created exe file with no other tasks done).

Im have no plans to rename it to Windows rather than win32 for combatible reasons.

9
Bug Reports / Re: Win64 compiling
« on: 2020-Jun-16 »
As im see, its a bug in the editor or a limit. sadly. Its not possible to create 2 exe in the same distrubute folder as im wanted as win32 and win64 should of course have shared the same media files. There is no changes on those at all. But its dont work well.

so in a perfect world, this should been happens:

PowerUpElevation\distribute\Win32\PowerUp_Elevation\
  PowerUp_Elevation.exe
  PowerUp_Elevation64.exe

But the Win64 version still replace the 32bit PowerUp_Elevation.exe in that folder for some reasons.

But its does create a 64 build file in the main app folder throught, like this:

PowerUpElevation\PowerUp_Elevation.app
PowerUp_Elevation.exe
PowerUp_Elevation64.exe

But im can just cant get the exe created ALONE to the win32 folder as win32 and win64 actuelly should just share the same assests files as there should been no changes at all rather than seperate one that doesent make sense at all.

This would been same akin for Android that compile to 4 versions.

So there is issues with win64, but in the distribute when creating win64 files. Im do might in the next beta simple disable doing the distrubute thing for 64bit for now to avoid this confuction.......

10
yes this is a issue as the 64bit version just compile top in the win32 exe one. Its was the 64bit version you saw, but compiled top on the 32bit version. This is fixed now as im added a 64 prefix to it. There is still a tiny issue for the icon in the build version (you see a "warning" sign"), but its should build now.... regaardles what the gray tick is set too, so dont worry about it.


Also in the update coming soon today, android ads code has been updated a bit, so you can get test ads when compiling debug versions as its was intended to been, but retail when you compile the signed version.

beta update online.

11
Announcements / Re: Red Wizard Island
« on: 2020-Jun-10 »
and if you ask me, no need to delete bug reports. im is happy to get those in my games as well. im will newer delete bug reports. its a reason :-D. Some bugs can sometimes been quite strange....

12
Announcements / Re: Red Wizard Island
« on: 2020-Jun-09 »
im have tested it and confirm it. Also you can do get past it by jumping on the water, but then the game might crash back to desktop after a few death (as im tested the area).

Howover im do not have the wierd VIEWPORT issue here throught as seen on your youtube. Im guess this has been happens because the original resolution game use does not present in fullscreen. so glbasic failed to set that resolution and still uses the desktop resolution? This is why im in my games allways uses the desktop resolution and scale to that. All you do need here to set a proper VIEWPORT and center it, then the issue is fixed. Im dont mind borders at all.0

This was a issue a user have pointed it back in 2019 throught.

Also the windowred mode does not work correctly as well and uses larger than the desktop, looks odd. Just resize it some where 64 pixels down or use the game native resoloution.

in Greedy Mouse im did that, while im in Power Up Elevation used its game native resolution (but scaling down if its dont fit as im remember):
Code: (glbasic) [Select]
GETDESKTOPSIZE x, y
FOR i=1 TO 3
LOCAL oldy=y
x=x-64
y=x*0.5625
LOCAL diff=ABS(oldy-y)
IF diff>128 THEN BREAK
NEXT
SETSCREEN x, y, 0;

Im do not remember where 0.5625 game from, property to retain a screen ratio format in windowered mode.

Im wonder why im diddent play  the game, as im really like it and the flow and even nice camera scrolling as well? The atmosphere is excellent and well done! Love that.

13
but can cause some issues if you uses alpha throught. Im do only have used GRABSPRITE for uses with internal collosion in Karma Miwa on the landscape. Here im was just used two colors image.

14
First at all. welcome to the forum. nice to see.

If you plan to do a game, using one internal resolution, you should take a look into this thread:
https://www.glbasic.com/forum/index.php?topic=9848.0




15
Finally Karma Wiwa now run again on android. A lesser project really, but was need to fix some strange bugs, etc it's did not load settings right and back borked of course.

This game also run nicely in 240fps as I'm max set to that fps.

So property I'm release catchout and karma miwa same time.

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