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Messages - ampos

Pages: 1 ... 101 102 [103] 104 105
1531
GLB is updated.

Currently I am on free version

If it is a missing IF/ENDIF (which I am unable to locate), why does it works when SUBs are unfolded? Or why the strange error when one sub is fold and the other unfold?

I am on Win7/64, and it also gives me the same error on Win XP/64.

This is driving me crazy.

1532
Beta Tests / Re: KRAKOUT: work in progress
« on: 2010-Sep-13 »
Target is iOS, but of course it will be compiled to Win and Mac at least.

Internally it is made to support 320x200, so it will be for wiz, if I found a way to test it.

1533
Beta Tests / Re: KRAKOUT: work in progress
« on: 2010-Sep-13 »
Because it is just the C64 gfx zoomed. I need to find someone to made new gfxs for me.

1534
In my prog I have a main loop and 3 SUBs.

LOOP
sub paint
sub init
sub mouse

If all the subs are unfolded, the game compiles and run fine. Sub Mouse doesnt affect compiler error

PAINT sub FOLDED & INIT sub unfold
"Krakout.gbas"(88) error : IF without ENDIF / THEN

PAINT sub UNFOLD and INIT sub fold
Wordcount:125 commands
compiling:
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp: In function `DGInt __GLBASIC__::inicia()':
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp:573: error: a function-definition is not allowed here before '{' token
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp:594: error: a function-definition is not allowed here before '{' token
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp:601: error: a function-definition is not allowed here before '{' token
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp: At global scope:
C:\Users\AMpos\AppData\Local\Temp\glbasic\gpc_temp0.cpp:614: error: expected `}' at end of input
*** FATAL ERROR - Please post this output in the forum


1535
I just play a bit with it, and yes, it has his power.

In my current project (http://www.glbasic.com/forum/index.php?topic=5031.0) the background is painted with polyvector, using just a single 32x32 pixels pattern. Also the colors are set using polyvector, and change every run.

The inner shadows are again a single 32x32 image, rotated inside polyvector.

I have noted that sprites to be tiled on polyvector can not be 24x24, they left a black border. I tryed 32x32 and they work. Dont know if they have to be 16x or 32x.

1536
GLBasic - en / Re: gradual alpha gradient
« on: 2010-Sep-13 »
No, it was fine, but if alphamode is not set, they do not work.

You can see a screenshoot of my current work.

http://www.glbasic.com/forum/index.php?topic=5031.0

The shadow of the ball is alphamode -.5

Inner shadows are created using a 32x32 pixels sprite, png, full black with alpha gradient. Then set using polyvector and alphamode -1

1537
Just to show a bit of my work

UPDATE 16-09-2010

This is a very early alpha stage of my KRAKOUT clon. You will be able to play original C=64 graphics and PLUS enhaced ones.

Currently you can press 'C' to change between original C=64 graphics and enhaced ones (in WinCE should be CALENDAR key, and in GP should be "B" key)

Paddle can be moved with mouse (+left button), joystick, cursor keys and touchscreens. Next step YOUR MIND!!! :D

Game will be avaiable on iOS (for iPhone 3G/4G/Ipad) with HD graphics, Windows, Macintosh, Linux, Windows CE (640x480 & 320x240) and GP32x.

Stay tuned.
http://www.ampostata.org/Krakout+/Krakout+.rar

UPDATE 26-09-2010



UPDATE 13-09-2010

Paddle shadow and new border (taking from a Star Wars sword!)

12-09-2010

The tiled background is created using polyvector, and scrolls. The inner border shadows are also created using polyvector and alphamode.

1538
GLBasic - en / Re: gradual alpha gradient
« on: 2010-Sep-12 »
Currently, as far as I see, alpha channel is just YES or NO (255,0)....

I'm eager to learn where you looked or what did read to arrive at this assertion... Can you please give references?

cheers
Ocean

Because I did a PNG with alpha channel and GLB ignored it.

And if you want to GLB not ignoring it, you have to set alphamode -.x, as monono and moru indicated, and GLB does not say.

1539
GLBasic - en / all this hype about POLYVECTOR
« on: 2010-Sep-12 »
You know I am new at GLB...

I have read alot about placing sprites, with and without polyvector, but frankly, I dont know what is all this hype about polyvector.

I know it has to be something, as most of you claim "it is awesome", "its faster",... but I dont see really why.

Can someone explain me more about polyvector that the "little" explanation on the online guide?

Thanks

1540
GLBasic - en / Re: Background pattern
« on: 2010-Sep-12 »
nobody?  :-[

1541
GLBasic - en / gradual alpha gradient
« on: 2010-Sep-12 »
Is there a way to use gradual alpha channel?

Currently, as far as I see, alpha channel is just YES or NO (255,0). Can a gradual alpha channel be used?

I want to cast a gradient shadow.

1542
GLBasic - en / Re: DATA statements?
« on: 2010-Sep-12 »
Oh, the old good days, copying endless lists of datas from magazines on the c64, with "out of data" when you miss a comma, or change it with a dot... So hard to find...

:)

1543
GLBasic - en / Background pattern
« on: 2010-Sep-11 »
My game has a border, so I loaded it with "loadbmp".

But inside the border, there is a moving background, made with a 24x24 pixels pattern.

What is better, draw/move around 100 24x24 sprites, or create a 600x400 (zone inside the border) background with the pattern on photoshop an move just one big sprite?

DO I explain myself? :)

whatch this video, the background when playing to get the idea...

<a href="http://www.youtube.com/watch?v=XCWNvqFZeFk" target="_blank">http://www.youtube.com/watch?v=XCWNvqFZeFk</a>

1544
You can easily show a 4:3 game on 16:9 monitor.

Open desireed 16:9 screen and add a XOFFSET to every x coordinate in your program (xoffset=(screen width - game width)/2 ). Same with YOFFSET.

The problem is that currently GLB dont know if the user screen is 16:9.

1545
If you want to do iPhone/iPad/iPod stuff it MUST be an Intel Mac.  If you wont be then a PowerPC one will be fine as GLBasic creates Universal applications.

As for minimum speed & RAM - the lowest spec Mac Mini is 2.4Ghz with 2GB RAM.  If you go the PowerPC route, 1GB is fine (and quite useable) with, I think around 1.5Ghz.  Most processors are more efficient than Intel ones - which partially explains the lower clock speed.

OSX 10.4 is Cheetah, 10.5 is Leopard (must get all the updates for this as the default version is rather buggy) and 10.6 is Snow Leopard - never used it (and have no need to upgrade to it).  GLBasic works with 10.5 and 10.6, and it should with lower versions as well.

Just to clarify, as I am in the same exact point: I need a Mac just to compile for iPhone. Nothing else. Ok, maybe later compile the same apps for Mac.

-It has to be Intel. PowerPCs can not compile for iOS.

-Is MacOS 10.6 a must, or 10.5 would do?

-If PowerPC can be used to compile for iOS... a G4 with 10.5 can be used? (they are really cheap)

-MiniMacs at 2.4 (2nd hand) are expensive for my pocket. I imagine a 1.xx mhz would do, slower but will. Also most 1.xx comes with 1gb. Can I upgrade to 2gb/4gb easily?

-If I bought with no keyb/mouse. Can I use standar PC Keyb/mouse, or has to be Mac (and expensive) ones?

I like MiniMacs, as I can have it hidden in my desk (too many things there right now), but any Mac should do. Am i correct?

Yes, I am limited to 300€, and even so, wife will kill me. Not the best moment for "wasting" money...

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