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Messages - erico

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GLBasic - en / Re: GLBasic
« on: 2019-Oct-16 »
I think it is a matter of sending them an email to evaluate the product and from there you can take part.
Also, how are the image problem going on on the forum?

I was going to repost some stuff but better wait till the full transition.

GLBasic - en / Re: Multiple poly vector shapes
« on: 2019-Oct-15 »
A quick look into the 2d snippets, I think this 2 examples will help you out:
In this case, Spacefractal is substituting drawrect for polyvectors and he is generating multiple rectangles shapes that way.
He seems to be using POLYNEWSTRIP command for that.
This is by Hemlos and also does a great job with polyvectors and multiple shapes.
I recall this impressed me a lot on the polyvector side of things so it might be a good place to start.

I hope that helps you out, sorry it took a while to answer. ;)

GLBasic - en / Re: Multiple poly vector shapes
« on: 2019-Oct-15 »
I haven´t used polivectors enough to feel confident in helping you out.
Out of memory, I recall one can start and end each polivector call, and should have at least 3 points within that that should be called in an anti-clockwise order.
I think you also can´t have some commands in between start and end poly.

I ran and read your code and it seems ( I could be wrong) that you are only calling polystart an polyend once and that will always draw a single polygon, you would have to call that again or probably put that inside a loop to call it as many times as you have full separated shapes.

If you want to resolve the thing in a single call, like your code shows, you could use the polynewstrip command?
That would lift the "pen" and create disconnected shapes.

I suspect though that calling polystart/end for each closed shape is a better solution and am confident I have seen code for that around the forum.
If I can find it I will add here, otherwise we just wait a bit for a more knowledge user to pop by. ;)


GLBasic - en / Re: GLBasic
« on: 2019-Oct-12 »
Ace! <3

GLBasic - en / Re: GLBasic
« on: 2019-Oct-11 »
Yep, I plan to use it till forever! :)
But nothing to worry I guess. Just a server change going on I guess.

Announcements / Re: Server change
« on: 2019-Oct-10 »
I think posts from the past 1 or 2 weeks are not up, at least.
I checked some old heavy image threads, some have images but they look corrupt, others are fully broken.

I do it with a variable for speed and another for acceleration.
For example, PX and PY for player position, PSX and PSY for their speed and PAX and PAY for acceleration.

On the loop, I add acceleration to the speed:

Then I have this to add the final speed to the positions:

Then I have another set of lines to add friction per cycle so the object has a tendency to stop as time goes by if no direction is pressed:
if PSX>0 then PSX=PSX-.1
if PSX<0 then PSX=PSX+.1
if PSY>0 then PSY=PSY-.1
if PSY<0 then PSY=PSY+.1

With the WASD keys, I alter the acceleration, if no key pressed, acceleration is 0.
You have to control max speed and a few other bits but this should give an idea.
The last .1 values could also be a variable in case the terrain under the player changes and you need more or less friction, say ice or sand.

Then I add

Off Topic / Re: Voxels are the future!
« on: 2019-Aug-27 »
but yeah, it is impressive. I guess I was being a bit too critic. :-[

warning!...a wild hunch approaches....

Could it be that certain settings on the PNG and JPG creation are causing trouble?
Like if the file is not generated a certain way it will fail security and not load?

Sorry if it sounds stupid, but I have to try to chip in one way or the other. :)

Announcements / Re: TH_AVOCADO MAYHEM
« on: 2019-Aug-23 »
The parser is a mixed feelings decision. For once, it is what taught me english but it is also very natural for old computers with rom basic, so using it takes VERY little of the few kbs available.
On the other hand, like stated by Snoopy, modern players won´t enjoy it.

Yep, that is pretty much what I first thought about Spacefractal, but I didn´t know of that c64 version, it is quite similar!
A pull down menu with the verbs I need and then display a bunch of options to go along that verb.

Here is an image of it, I already did the basic code proof of concept but it sucks as it takes almost 20kb :) works nice though.

Off Topic / Re: Voxels are the future!
« on: 2019-Aug-23 »
Very difficult to listen to that guy...

I have seen promises of 100% destructible environment and what not for quite some time now so I´m a bit septic on the subject.
While as a demo scene piece, it sure looks great, but add the in-game elements and you will probably get stupid enemies like minecraft or buggy people like GTA, on the later, such breaks immersion on my side. It also seems only the above ground objects are destructible, doesn´t look like one can dig a hole on this flat, non-mountains, world.

I could go on based on all past fails, but this is just my opinion, maybe people nowadays don´t care much about such details.
Least that is a nice effort and I will be looking into what could come out of it, with not much hope.

Maybe there is a game which could fit and benefit from this engine´s characteristics?
A quick memory access tells me, for example, that this work in progress game here could use it well:

Thanks for sharing Bigsofty

I´m not sure I understand what you are looking for and its use, but wouldn´t REDIM help?
If it´s more complex, better wait for the more pro people to chip in on the subject.

Totally understood, it truly sucks the way they keep changing stuff all the time.
Still, it is nice job you did so far and that and the 3.4 version working is great! :good:

I will try to step into the android back again soon, just didn´t have the time yet.

Beta Tests / Re: Beta test 3D demo 0.1
« on: 2019-Aug-22 »
Android arts should be a good reference. Can´t find the main page but an img these days, here it goes, there should be more.

Announcements / Re: TH_AVOCADO MAYHEM
« on: 2019-Aug-22 »
Not only based on that game watch but a few others as I played in my youth. :)
Strangely enough, I never owned those but I had OCTOPUS and plan to do something about it.

Yep, those definently were inspirations into it for sure.

Point and click AD I thought about, but truly, am into making a IF adventure, like those old ones on the trs-80 color computer. I´d like to drop the parser and use a menu driven thing.
I made a few attempts so far into Color computer basic and also would love to have a PC version similar to that made with glb.
It looks like this:

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