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Messages - fivesprites

Pages: 1 2 [3] 4 5 ... 7
31
Off Topic / Re: So, OUYA. Will YA?
« on: 2013-Jul-04 »
Yep, Mr squid himself :)  New game is called drm:one  :P

Not much hope of GLB with Vita as no SDL and far too much work involved :(


32
Off Topic / Re: So, OUYA. Will YA?
« on: 2013-Jul-04 »

Quote
:offtopic:
Five sprites, what is it that you are developing on vita? Latest sony news show me they are heading towards better support indies+homebrew...got me curious.
That is c# I believe right? :(

I'm a licensed Sony developer so have access to a Vita DevKit rather than the PlayStation Mobile (PSM).  The native stuff is all C++ and Cg for shaders.  It's quite neat, but pretty complicated at times.   Working with Rob Fearon to bring pretty lasers to the Vita :)   And yes, there's a lot of indie love surrounding Sony at present!


33
Off Topic / Re: So, OUYA. Will YA?
« on: 2013-Jul-03 »
That's a shame :(

To be honest, it's a challenge for me too, but I'm going to give it a go. We'll see I guess :)

//Andy

34
Off Topic / Re: So, OUYA. Will YA?
« on: 2013-Jul-03 »
All games are free with IAP to purchase full version, so integration with OUYA IAP is a must.

Also, if you're considering selling apps then you have to fill in a form W8-BEN which is a pain in the proverbial! 

I've tried a few games (Fist of Awesome by one of my friends is brilliant) but I have to say, the controller is pretty ugh.  I plugged in a PS3 controller and once that synced I found it better to use but the latency is still there :(

The WiFi is also pretty bad - I keep getting disconnected for some unknown reason.

And I have no idea why, but when I connected the OUYA to my monitor it dropped down to a very low resolution!  Works great on the TV though.

Don't think I'll be able to play with it much tonight though as I have some PS Vita development work to do, but hopefully this weekend :)

//Andy

35
Off Topic / Re: So, OUYA. Will YA?
« on: 2013-Jul-03 »
Ok, I grabbed myself an Ouya today so expect some AndroidExtras updates soon!

Spacefractal - will work with you via e-mail to find best solution if you like :)

//Andy

36
Off Topic / Re: So, OUYA. Will YA?
« on: 2013-Jun-28 »
I did update the SDK in GLB, yes.  It's easy enough to do, but does mean a lot more files (HUGE amount of disk space).  I was going to try to reduce this and then send through to Gernot.

//Andy

37
Off Topic / Re: So, OUYA. Will YA?
« on: 2013-Jun-28 »
I don't have an OUYA, and don't really have the time to do anything with it at the moment (am doing native PS Vita dev), but I am helping a friend get his native SDL code working with it.

This is effectively the same as how it works for GLBasic, so once I'm finished I will add the same code to the AndroidExtras.

It should be pretty simple to use and I'm trying to ensure that there is little to no latency involved. 

The biggest down side is the version of Android SDK required - everybody using this will need to have an updated SDK as OUYA is API 16 (4.1).  (The SDK needs updating if you want Google Play Services support too).   Having to provide instructions on how to do this for GLB is a pain, so I was hoping that Gernot would do this as part of the next beta first.

//Andy

38
Beta Tests / Re: Android GPS Test
« on: 2013-Jun-25 »
Fantastic stuff - well done! :)

//Andy

39
Beta Tests / Re: Android GPS Test
« on: 2013-Jun-25 »
oh cool!  Haven't tried it yet but will do later!

Are you using the Android Extra's stuff for GPS?  If so, that would be awesome - nice to see people making use of it :)

//Andy

40
Thanks!

Unfortunately, I've been pretty busy with work and another project lately.  I will return to this at some point as I think Google Play would be a great addition (I've almost got it working).

The problem is that the version of the Android SDK that ships with GLBasic is too old to support it.  Kitty would ideally need to update the SDK and also include the Google Play services before I can complete this.  It is possible to upgrade the SDK yourself, but the problem is describing the steps necessary for users that aren't familiar with this process.

So, for now I'm waiting for the next GLB beta.

//Andy

41
Announcements / Re: GLBasic V11 public beta
« on: 2013-Jun-16 »
I've only found issue with setcurrentdir for Android sound in the latest beta.   If I don't use this and explicitly put the path then it works fine.

42
Off Topic / PixelProspector
« on: 2013-May-20 »
Seems to me that GLBasic should be listed here too:   http://makegames.pixelprospector.com/

43
Announcements / Re: Android Extras
« on: 2013-May-18 »
Updated to v1.1.

This is a minor update to support GLBasic Beta V11.414.  Also includes a couple of new functions for TMusic as requested.

Next update will include support for Google Play Services (Leaderboards etc).

//Andy

44
Minor update provided to support GLBasic Beta V11.414.  Also a couple of extra functions to TMusic.

//Andy

45
Announcements / Re: Android Extras
« on: 2013-May-18 »
Just looking at the code for AndroidExtras.gbas and the sample code I can see we can use music.seekTo(40000) for 40 seconds in but how can we determine a tracks length in milliseconds? Can we have a music.seekLength() or similar pretty please  :nw:

Find attached a simple update to the AndroidExtras.gbas to allow compilation in Windows for testing without having to worry about the Android specific calls.

Thanks for that spicypixel.  I did have a skeleton already set to go for the next version that covered non, android platforms but will take a look over yours too :)

Re: music.seekTo....  I'll add a method so you can determine the length of a music track.  Will match the Android API, so will be called:  music.getDuration()

//Andy

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