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Topics - Kitty Hello

Pages: [1] 2 3 ... 37
1
The version sounds like nothing special, but indeed, this update brings:
AUTOCOMPLETE for TYPE MEMBERS. (Ctrl+Space)
I took some time, yesterday and finally fixed what was due for years. I am so sorry for the delay. You will love it. It makes work so much easier, if you use TYPEs.

Also, DDgui was a bit polished and the new toast messages look quite good. (See my 2nd G.A.C.K. trailer on STEAM - sprite editor, where I copy/paste an image).

2
https://store.steampowered.com/app/1117520/GACK__Gaming_App_Construction_Kit/

Wohoo! Finally made it to where it should go. I hope people will like it.
I added support for moving platforms. Did anyone program that before? Dude, that is really hard. I'm programming for about 0x20 years now, but that was a brain twister even for me. It's not 100.00% perfect after all...

3
I remember yeeeers ago, someone had a bit of code, that created a random city. Houses and stuff.
Can anyone remember this?
It would be cool to make a "deliver a pizza" game in 3D, with a city like: C64's Miami Vice, but in 3D:
https://www.c64-wiki.de/wiki/Datei:mvmap.png


4
The following is a C++ wrapper for a library, that does high-quality image scaling.
To use it, just add the gbas file to your project. The C++ lib is linked by REQUIRE.

Here's how to use it as a STRETCHSPRITE substitute:
Code: GLBasic [Select]
FUNCTION HQStretchSprite: id%, x%, y%, w%, h%
LOCAL s2% = GENSPRITE()
        ReSampler(id, s2, w,h)
        DRAWSPRITE s2, x,y
        GRABSPRITE s2, 0,0,0,0
ENDFUNCTION
 
Warning - the above does not work (yet), if you're currently on an offscreen (USESCREEN x).

5
Announcements / New Version - Android Support
« on: 2019-Jun-29 »
Live on Steam as an update now :)

6
Media Section / Android - new icon design
« on: 2019-May-31 »
In my store page I get the error:
The following localisations have not applied the new icon specification: English (United States).
Learn More

I can't change the text - what is wrong? Whatever I do with the icon - it won't let me pass.

Attached the icon I try to submit.

7
I've got good news and bad news. Good news first.

Compiling for Android no longer is a pain (for you). The kids got older and I start finding some more time for GLBasic, slowly. Spacefractal and me, we took the long route to recreate the Android build totally from scratch. Starting with a new template project based on SDL2, we adjusted and expanded this project to include all the GLBasic sources and thus compile all stuff only using Android Studio, now.
Then, we wrote a program in GLBasic, that prepares and updates this project in your project's distribute folder and starts Android Studio for you.
You just press "run" and really, you project runs on the emulator or your connected device.
You need help with some Android specific stuff? Google/Stack Overflow answers will perfectly work for your problem.
Joypads were always a pain on Android. Spacefractal remapped them for you. You can produce KEY() codes and/or GETJOY... codes.
The Android TV remote control? Works out of the box.
Google requires your native code (NDK) to be built for several platforms, now. (x86, ARM64, ...). It's all done for you. Even the SDL2 code gets compiled, so we can bring important updates just in time. Even YOU can do this - you are completely in control of your project. We're ready for any changes Google requires from us in the future.
The update will be on Steam, soon.

Which takes me to the bad news.
GLBasic V16 will from now on only be available on Steam. If you don't have a Steam version yet, please consider getting one. It's cheaper than the V1-V15 original versions, and honestly, you got free updates until now from day one. That is nineteen years! Do you know any other software, like that?
See, many game devs using GLBasic made more money with their games, than I did with GLBasic. I am happy about that. GLBasic gave me good money to always buy testing hardware and keep the servers running. It still is - don't worry. But it was always a hobby, never a commercial success. That might be, because I'm an engineer, not a business man. And that's often what makes a great product, isn't it.
So, if you want to support me further, get the Steam version. Otherwise be welcome to stay here with your V15 support.
Also, if you are on a social network, don't hessitate to post what you did with GLBasic or what you like about it. I, again, am not good at that kind of stuff.

8
Media Section / STEAM - Asset Creator
« on: 2019-Feb-01 »
The attached GLBasic project creates all assets required for your STEAM page.
You just replace the files "banner.png", "logo.png" and "font.png" with your stuff and in the source change the app$.
It will proportionally scale the banner background, add the logo at the left side and scale the app name to the right side for the capsule graphics.
That's handy, ain't it!?

Updated. Uses ReSampler lib for high quality images and a DDgui.


9
Announcements / Bluetooth / Serial RS232
« on: 2018-Dec-12 »
OK. after another sleepless night, I can print to the bluetooth printer on windows. (V16 will feature this).
http://www.glbasic.com/forum/index.php?topic=11212.0

I kept it quite abstract, so you can talk to any bluetooth device and it should be fully cross platform.
Also, you can use the COM interfaces to talk to RS232 devices with this library. I use parts of the LGPL library from http://bitalino.com/

10
Folks, I'm so amazed about my new gadget. A thermal printer (see attached image).

I've got GLBasic code running, that can send a sprite image to that printer via bluetooth on your Android device. (You can use the BT library to talk to any bluetooth device, btw.)

For the competition you get a few functions in a library and this test project:
Code: GLBasic [Select]
        LOADSPRITE "Media/test.png", 101

        LOCAL printer_pixels_width% = 384 // must be editable by user. Default = 384
        DitherSprite(101, printer_pixels_width) // id%, cut_width%

        // Show the dithered image - you can save or use that for debugging/preview
        DRAWSPRITE 101,0,32
        SHOWSCREEN


        // List all paired BT devices - user must pick one from the list
        LOCAL devs$[]
        BT_ListDevices(devs$[])

        // connect to one of the string in devs$[]
        BT_connect("BlueTooth Printer")

        // do print the image pixels
        BT_print_image(101)
       
        // close connection
        BT_close()
       
        // some more paper and cut (if device lets you do this)
        BT_FeedPaperAndCut()

        MOUSEWAIT
 

You will also get a function to pick a picture from camera or from the gallery.

The BlueTooth-Library attached is cross-platform and can talk to any BlueTooth device with raw data streams.



That's all you need. Now join the competition and write a software for that printer with the given functions. A demo project is attached. It might not compile for Android, but the function names wil stay as they are. I did tests and all is working great. Ready? Set? GO!

Do samething amazing. Something creative. Something funny. Something that makes one want to get such a printer.

The 1st prize is such a printer. Shiny new device, sparkling on your table, purring in your pocket.
2nd to 3rd price: Printer paper

Competition ends at March, 1st 2019.

PS.Spread the word - I'm not very connected in social media anymore  :good:

Edit - See my test project and the final libraries attached.


11
Announcements / Wumbo's Adventure for Android
« on: 2018-May-21 »
https://play.google.com/store/apps/details?id=com.glbasic.wumbo

Should be free for a frew days. I'd welcome you to put a positive feedback on the play store :)

12
Bug Reports / Android crash
« on: 2018-May-18 »
This time it's me :(

I have one app that runs perfectly, and one that does not even start:

05-18 16:35:16.670 12570 12570 E AndroidRuntime: FATAL EXCEPTION: main
05-18 16:35:16.670 12570 12570 E AndroidRuntime: Process: com.glbasic.bobbleheads, PID: 12570
05-18 16:35:16.670 12570 12570 E AndroidRuntime: java.lang.UnsatisfiedLinkError: dlopen failed: library "libcutils.so" not found
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at java.lang.Runtime.loadLibrary0(Runtime.java:989)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at java.lang.System.loadLibrary(System.java:1562)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at org.libsdl.app.SDLActivity.<clinit>(SDLActivity.java:259)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at java.lang.Class.newInstance(Native Method)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.Instrumentation.newActivity(Instrumentation.java:1079)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2591)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2766)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.ActivityThread.-wrap12(ActivityThread.java)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1507)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.os.Handler.dispatchMessage(Handler.java:102)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.os.Looper.loop(Looper.java:154)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at android.app.ActivityThread.main(ActivityThread.java:6236)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at java.lang.reflect.Method.invoke(Native Method)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:891)
05-18 16:35:16.670 12570 12570 E AndroidRuntime:        at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:781)


What could that be?

Edit: removing -lcutils in platforminfo.txt fixed the problem. But... why did it work in the first project?

13
FAQ / Forum Access Password
« on: 2018-May-05 »
** EN
Since 2018-05-05, new users are only allowed to join and post at the forums, after a purchase. You will get the access code in the email with your registration code.
Background: 1) I have to pay for the servers and 2) the spam flood was immense.

** DE
Seit 2018-05-05 ist es neuen Benutzern nur gestattet sich im Forum anzumleden und zu schreiben, nach einem Kauf. Den Zugangscode (Forum Access Code) erhält man dann in der Registrierungs-E-Mail.
Begründung: 1) Ich muss für den Server bezahlen und 2) die Spam-Flut war immens.

14
2D-snippets / TTF - True Type Fonts
« on: 2018-Mar-24 »
The attached library can load converted TTF fonts and render them in real time. This gives the option to dynamically scale fonts and use colours.
I've not done any performance tests on mobile devices, yet.

I also attached a tiny command line program that generates the font from your installed ttf files in windows.
Just run:
TTF-create.exe arial
and it will create an arial.glbvf file (GLBasic Vector Font).
Characters 33 to 255 are supported. The font must be available as C:\Windows\Fonts\****.ttf


15
Announcements / GLBasic v15
« on: 2017-Aug-04 »
Hi,

I'm presenting you v15 - codename "Unicorn" (because unicorns sell!).

After some nights of coding and I present you a new version of the SDK. Mainly the debugging was improved, but also KEYWAIT and other issues were fixed.
I wanted to implemet serializtion for types, but it was a bit too much work for now.

Usually, I wanted to have an upgrade fee for this version, since the web-server costs are currently not covered by the GLBasic sells. But I gave up this idea, because it would be too complicted to implement. Maybe some day later.
But if anyone likes the new debugger and wants to donate some upgrade fees, I'm going to say "thank you"  <3.

You can find a link for the donate button on:
http://www.glbasic.com/main.php?site=paypal

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