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Messages - Crivens

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1
GLBasic - en / Re: WebOS Resurrection?
« on: 2013-Feb-28 »
I read something ages ago that said they were working on making Android apps work in WebOS. Should this be possible then it would keep LG seperate to Android with their own OS, and yet still have access to the vast app list. Something like Blackberry.

You have to assume LG got WebOS for a song, so they probably are just keeping it to one side just incase.

Cheers

2
GLBasic - en / Re: WebOS Resurrection?
« on: 2013-Feb-26 »
Well lets hope it works out well in the TVs and then LG decide to bring out a phone or tablet. I wouldn't hold my breath mind...

Cheers

3
GLBasic - en / Re: WebOS Resurrection?
« on: 2013-Feb-25 »
Yeah if you look at the WebOS forums then it's practically dead. Last recent posts are spams for Furniture stores...

Can't see me going back into it for TV apps really. Esp when I have no desire whatsoever to buy such a TV, and *really* not just for WebOS development (like Pre2 and TP). Twice burnt and all that...

Just checked and I'm still getting a fair bit more daily downloads on WebOS than iOS, even though it's mainly free demos on WebOS rather than free full game on iOS (can't seem to make a WebOS paid game free unless you make a totally new release). But I doubt I'll ever go there again. Shame...

Cheers

4
GLBasic - en / WebOS Resurrection?
« on: 2013-Feb-25 »
It's back! Sort of...
http://www.engadget.com/2013/02/25/lg-acquires-webos-from-hp-smart-tv-future/

Now I can (maybe) stop crying over the purchase of that TP and Pre2 before HP hopelessly lost their bottle and then crashed and burned.  >:D Not sure though if my Snake game will play that well with tipping a 50" TV around the room though... Hmm, could have invented a whole new expensive extreme sport right there...

Cheers

5
LOADSPRITE "",spriteid should free memory.

Cheers

6
Heheh yeah. Seems ok on every other device. All I can think is XCode has changed things since 3.2 that significantly is slowing down my iPod touch when it comes to polyvectors. Everything else seems fine.

I just mentioned it as its a recent discovery of mine and it is worth testing both ways to make sure

Cheers

7
Well it's definitely the problem on my latest XCode 4.5 project. Even a single simple gradient significantly slowed down my app on an iPod 4th gen. It's important to note my last project used these sort of effects with no issues in XCode 3.2.

Cheers

8
I had a polyvector per keyboard key which were all completely black. Just replaced with a stretchsprite (for each key) and instead of really slow it's now fine. I also removed gradient polyvectors from a scrolling list of text (just used a single coloured rectangle instead) and instead of being really slow again it's all fine now.

Interestingly though I used a load of Polyvectors in my last game (with a similar scrolling list of text) and it was all fine. I'm thinking it's the latest XCode or something. And my old project doesn't seem to compile in the original XCode anymore (was 3.2 I believe) so I can't check it.

Personally overall I think with variations of Polyvector performance on different devices then I'll just keep to sprites. It's not as sexy and removes some functionality (eg. gradients although this doesn't seem to work correctly on the galaxy phones for me for some reaosn), plus maybe slightly slower in some cases, but seems to work with similar performance through a range of devices.

Cheers

9
Are you using Polyvectors? If so then stop using them and try again.

The usual standard seems to be Polyvectors are faster, but something has changed recently it appears to me. I used randomising coloured Polyvectors to create a sort of animated plasma field in my old game and it worked fine with inertia scrolled text etc. No worries.

But now I'm making a business app in GLB and have faked a keyboard. One of things I did was use Gernot's posted routine to create rounded keyboard keys. Thats a lot of Polyvectors basically. I also used Polyvectors for producing gradients.

Anyway testing was going fine on Android with and S1, S2, and S3 phones. No worries. Plus WebOS was fine (Pre2 and TP). But when I moved to XCode it was as slow as hell.

I traced it down to where the keyboard was used and gradients. Remove the polyvectors and replace with sprites and it ran absolutely fine. I had noticed that on Android it was slightly slow but not too much to be worried about.

Note this was with with the last stable GLB (not 11 beta which I couldn't get to compile my old game in XCode) and the lastest XCode (4.5.something).

On a side note, the Polyvector gradient didn't look quite right either on Android (was fine on WebOS and iOS).

Cheers

10
GLBasic - en / Re: Remote access to Mac Mini
« on: 2012-Nov-23 »
Yep. I even have the Mac Mini playing media on the TV at the same time at it seems to run ok (late 2010 Mac Mini). Good old completely split accounts since Snow Leopard I think.

Cheers

11
GLBasic - en / Re: Remote access to Mac Mini
« on: 2012-Nov-22 »
Yeah, and it actually isn't that slow at all once you have it going. Nicely means I can put that idea of a Mac laptop on hold with a little bit of hassle. But not that much :)

Cheers

12
GLBasic - en / Re: Remote access to Mac Mini
« on: 2012-Nov-22 »
It works! Whoop. It's a little slower, but it gets the job done. Essentially compile to an iDevice using a Windows PC. Just make sure your Mac Mini is on to be the middle man. Hurrah!

Plus I noticed while it was installing it mentioned accessing the USB drive from anywhere over the internet. Nice.

Cheers

13
GLBasic - en / Re: Remote access to Mac Mini
« on: 2012-Nov-22 »
Unfortuantly that device got a lot of negative reviews and apparently doesn't work for OSX :(

But I did find this : http://www.eltima.com/products/usb-over-ethernet/
Apparently it's the only USB redirector written for OSX and they do a 14 day trial.

The sales guy said that v2 of their OSX software should work (unreleased beta because v1 doesn't work with iDevices properly), so I'll give it a go over the weekend.

Hopefully it works as it would be very handy to be able to compile XCode from any PC in the house without actually being right next to the Mac Mini. Mix that with a VNC (UltraVNC I'm using) and multiple logins (so can use the Mini for other things like a TV media centre) and your Mac Mini is just an XCode server. Nice.

Cheers

14
GLBasic - en / Re: Remote access to Mac Mini
« on: 2012-Nov-21 »
Interesting. Might be possible but needs to work with OSX, so might need more research. Ta for that!

Annoyingly there was an option to use wireless devices in XCode 4.2, but it has been removed for being unreliable. Honestly, hardly rocket science surely...

Cheers

15
GLBasic - en / Remote access to Mac Mini
« on: 2012-Nov-21 »
Ok so I've got my GLB application setup and now I'm moving from Android to setting up on iOS.

This was no worries in the past as my Mac Mini was connected to my 2nd monitor on my desk. Now though, since I've moved countries, I have it as a media server on my lounge TV.

I've got around annoying the wife's TV by using VNC (UltraVNC) from my Windows laptop to a different user on the Mac. Works pretty well by keeping both OSX users seperate so she can watch TV on the Mac while I use the laptop with GLB and UltraVNC to then compile in XCode. Pretty sweet.

Only downside is I then have to get up, walk across the lounge, and use the iDevice plugged into the Mac. Not exactly the end of the world but a bit of a pain when you are compiling quite a lot. And a little annoying for the TV loving wife.

Anyway I was thinking of getting an extension cable to the Mac so I can keep the iDevice next to me. Not ideal as it's a wire going across the lounge floor, but acceptable. However I got thinking is there a way to basically access the USB from the remote machine (especially good for different parts of the house). Googling is difficult as it raises things like keeping VNC on a USB drive and the like. I can't find much on it at all. Essentially I want to plug my iDevice into the Windows PC and the Mac Mini will then detect it like I have plugged the iDevice into it. So when I go to compile in XCode it transfers the app to the iDevice that is actually plugged into my Windows PC.

So I was wondering if anyone has done this and can point me in the right direction.

Cheers

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