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Topics - okee

Pages: [1] 2
1
GLBasic - en / Compiling for android
« on: 2016-Sep-06 »
Hi guys

It's been a while since I used GlBasic
Since I last used it it changed over to being modular

Just getting back into it now but have a new desktop
I downloaded the latest version and updated, plus the android module

Windows 7 64 Bit
GlBasic v14.371
Installed GlBasic to C:\GLBasic_v14
Android folder is in C:\GLBasic_v14\Compiler\platform\
JDK: C:\Program Files (x86)\Java\jdk1.8.0_101
and JAVA_HOME variable set

Samsung galaxy s4 setup and connected
adb sees it and is authorised

When I compile for android it doesn't seem to get copied to the phone
Is the procedure the same as on previous versions of GLB ? Just compile for
multiple platform and it should appear on the phone ?

Also is it a requirement to have the android sdk installed ?
This output is with the android sdk setup with environment variable

Here is the output I get:

Quote

*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.037 SN:8b5efaf7 - 3D, NET
Wordcount:104 commands
compile+link:

running glb_build.bat
Using ANDROID_TARGET="android-22"
You can use "D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
ECHO is off.
androidmanifest.xml:
Make sure to check do a manual check for those.
android:minSdkVersion="10" android:targetSdkVersion="22"
ECHO is off.

AndroidIcons.exe [v21-3-2015] running...
copy D:/GLBasic Projects/GLBasic/TestApp/icon_36_AndroidExtras.png to D:/GLBasic Projects/GLBasic/TestApp/distribute/Android/res/drawable-ldpi/icon.png
copy D:/GLBasic Projects/GLBasic/TestApp/icon_48_AndroidExtras.png to D:/GLBasic Projects/GLBasic/TestApp/distribute/Android/res/drawable-mdpi/icon.png
copy D:/GLBasic Projects/GLBasic/TestApp/icon_72_AndroidExtras.png to D:/GLBasic Projects/GLBasic/TestApp/distribute/Android/res/drawable/icon.png
copy D:/GLBasic Projects/GLBasic/TestApp/icon_72_AndroidExtras.png to D:/GLBasic Projects/GLBasic/TestApp/distribute/Android/res/drawable-hdpi/icon.png
copy D:/GLBasic Projects/GLBasic/TestApp/icon_96_AndroidExtras.png to D:/GLBasic Projects/GLBasic/TestApp/distribute/Android/res/drawable-xhdpi/icon.png
copy D:/GLBasic Projects/GLBasic/TestApp/icon_180_AndroidExtras.png to D:/GLBasic Projects/GLBasic/TestApp/distribute/Android/res/drawable-xxhdpi/icon.png
copy D:/GLBasic Projects/GLBasic/TestApp/icon_192_AndroidExtras.png to D:/GLBasic Projects/GLBasic/TestApp/distribute/Android/res/drawable-xxxhdpi/icon.png
D:/GLBasic Projects/GLBasic/TestApp/icon_ouya_AndroidExtras.png is missing (732x412 size)
the Ouya icon is not important, if you dont want to support the console
copy D:/GLBasic Projects/GLBasic/TestApp/icon_ouya_AndroidExtras.png to D:/GLBasic Projects/GLBasic/TestApp/distribute/Android/res/drawable-xhdpi/ouya_icon.png

Checked AdActivity (intersititals):
Does not uses a AdActivity

Android Extras version (SDLActivity.java):
* 2.11.2

Checking Icons Finished...

BUILD STAGE 2: Start compiler (android.bat)
SDK=C:\GLBasic_v14\Compiler\platform\android\bin\..\android-sdk-windows
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
Updated project.properties
Updated local.properties
Updated file D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\build.xml
Updated file D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\proguard-project.txt
Updated project.properties
Updated local.properties
Updated file D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\build.xml
Updated file D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\proguard-project.txt
.
BUILD STAGE 3: Build a debug build
Buildfile: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\build.xml

-set-mode-check:

-set-debug-files:

-check-env:
 [checkenv] Android SDK Tools Revision 24.2.0
 [checkenv] Installed at C:\GLBasic_v14\Compiler\platform\android\android-sdk-windows

-setup:
     [echo] Project Name: glbasic
  [gettype] Project Type: Application

-set-debug-mode:

-debug-obfuscation-check:

-pre-build:

-build-setup:
[getbuildtools] Using latest Build Tools: 21.1.2
     [echo] Switching between debug and non debug build: Deleting previous compilation output...
   [delete] Deleting directory D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\classes
     [echo] Resolving Build Target for glbasic...
[gettarget] Project Target:   Android 5.1.1
[gettarget] API level:        22
     [echo] ----------
     [echo] Creating output directories if needed...
    [mkdir] Created dir: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\rsObj
    [mkdir] Created dir: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\rsLibs
    [mkdir] Created dir: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\classes
     [echo] ----------
     [echo] Resolving Dependencies for glbasic...
[dependency] Library dependencies:
[dependency] No Libraries
[dependency]
[dependency] ------------------
     [echo] ----------
     [echo] Building Libraries with 'debug'...
   [subant] No sub-builds to iterate on

-code-gen:
[mergemanifest] Found Deleted Target File
[mergemanifest] Merging AndroidManifest files into one.
[mergemanifest] Manifest merger disabled. Using project manifest only.
     [echo] Handling aidl files...
     [aidl] No AIDL files to compile.
     [echo] ----------
     [echo] Handling RenderScript files...
     [echo] ----------
     [echo] Handling Resources...
     [aapt] Found Deleted Target File
     [aapt] Generating resource IDs...
     [echo] ----------
     [echo] Handling BuildConfig class...
[buildconfig] Build type changed: Generating new BuildConfig class.

-pre-compile:

-compile:
    [javac] Compiling 30 source files to D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\classes
    [javac] warning: [options] source value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] target value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] To suppress warnings about obsolete options, use -Xlint:-options.
    [javac] Note: Some input files use or override a deprecated API.
    [javac] Note: Recompile with -Xlint:deprecation for details.
    [javac] 3 warnings

-post-compile:

-obfuscate:

-dex:
      [dex] input: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\classes
      [dex] input: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\libs\android-support-v4.jar
      [dex] input: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\libs\gson-2.2.2.jar
      [dex] input: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\libs\ouya-sdk.jar
      [dex] input: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\libs\openiab-0.9.7.2.jar
      [dex] Using Pre-Dexed android-support-v4-b02bce9a360b7680678aa6e9c4ce26c5.jar <- D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\libs\android-support-v4.jar
      [dex] Using Pre-Dexed gson-2.2.2-ff5467daa2bb35271d284478338b08d8.jar <- D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\libs\gson-2.2.2.jar
      [dex] Using Pre-Dexed ouya-sdk-33d7c1b123c195f25e8dfed965951884.jar <- D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\libs\ouya-sdk.jar
      [dex] Using Pre-Dexed openiab-0.9.7.2-e84a5963956fa14d9547933fe8748e4d.jar <- D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\libs\openiab-0.9.7.2.jar
      [dex] Found Deleted Target File
      [dex] Converting compiled files and external libraries into D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\classes.dex...
       [dx] Merged dex A (67 defs/114.1KiB) with dex B (371 defs/436.8KiB). Result is 438 defs/673.3KiB. Took 0.1s
       [dx] Merged dex A (438 defs/673.3KiB) with dex B (155 defs/153.0KiB). Result is 593 defs/1060.0KiB. Took 0.0s
       [dx] Merged dex A (593 defs/1060.0KiB) with dex B (204 defs/181.7KiB). Result is 797 defs/1684.0KiB. Took 0.0s
       [dx] Result compacted from 2685.8KiB to 1022.1KiB to save 1663.6KiB
       [dx] Merged dex A (797 defs/1684.0KiB) with dex B (169 defs/183.0KiB). Result is 966 defs/1022.1KiB. Took 0.1s

-crunch:
   [crunch] Crunching PNG Files in source dir: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\res
   [crunch] To destination dir: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res
   [crunch] Processing image to cache: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\res\drawable-hdpi\icon.png => D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-hdpi\icon.png
   [crunch]   (processed image to cache entry D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-hdpi\icon.png: 0% size of source)
   [crunch] Processing image to cache: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\res\drawable-ldpi\icon.png => D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-ldpi\icon.png
   [crunch]   (processed image to cache entry D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-ldpi\icon.png: 0% size of source)
   [crunch] Processing image to cache: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\res\drawable-mdpi\icon.png => D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-mdpi\icon.png
   [crunch]   (processed image to cache entry D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-mdpi\icon.png: 0% size of source)
   [crunch] Processing image to cache: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\res\drawable-xhdpi\icon.png => D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-xhdpi\icon.png
   [crunch]   (processed image to cache entry D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-xhdpi\icon.png: 68% size of source)
   [crunch] Processing image to cache: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\res\drawable-xxhdpi\icon.png => D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-xxhdpi\icon.png
   [crunch]   (processed image to cache entry D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-xxhdpi\icon.png: 78% size of source)
   [crunch] Processing image to cache: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\res\drawable-xxxhdpi\icon.png => D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-xxxhdpi\icon.png
   [crunch]   (processed image to cache entry D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable-xxxhdpi\icon.png: 94% size of source)
   [crunch] Processing image to cache: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\res\drawable\icon.png => D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable\icon.png
   [crunch]   (processed image to cache entry D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\res\drawable\icon.png: 0% size of source)
   [crunch] Crunched 7 PNG files to update cache

-package-resources:
     [aapt] Current build type is different than previous build: forced aapt run.
     [aapt] Creating full resource package...
     [aapt] Warning: AndroidManifest.xml already defines debuggable (in http://schemas.android.com/apk/res/android); using existing value in manifest.

-package:
[apkbuilder] Current build type is different than previous build: forced apkbuilder run.
[apkbuilder] Creating glbasic-debug-unaligned.apk and signing it with a debug key...

-post-package:

-do-debug:
 [zipalign] Running zip align on final apk...
     [echo] Debug Package: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\glbasic-debug.apk
[propertyfile] Updating property file: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\build.prop
[propertyfile] Updating property file: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\build.prop
[propertyfile] Updating property file: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\build.prop
[propertyfile] Updating property file: D:\GLBasic Projects\GLBasic\TestApp\distribute\Android\bin\build.prop

-post-build:

debug:

BUILD SUCCESSFUL
Total time: 6 seconds
.
BUILD STAGE 4: Build a release build
   [subant] No sub-builds to iterate on
    [javac] warning: [options] source value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] target value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] To suppress warnings about obsolete options, use -Xlint:-options.
    [javac] Note: Some input files use or override a deprecated API.
    [javac] Note: Recompile with -Xlint:deprecation for details.
    [javac] 3 warnings

BUILD SUCCESSFUL
Total time: 3 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
HOW TO INSTALL? Install by invoke this command:
"C:\GLBasic_v14\Compiler\platform\android\bin\..\android-sdk-windows\platform-tools\adb.exe" install -r "D:\GLBasic Projects\GLBasic\TestApp\distribute\Android/bin/glbasic-debug.apk"
.
HOW TO SIGN? Sign it by invoke this command:
"C:\GLBasic_v14\Compiler\platform\android\bin\glb_code_sign.bat" "D:\GLBasic Projects\GLBasic\TestApp\distribute\Android"
.
Android=D:\GLBasic Projects\GLBasic\TestApp\distribute\Android
success
_______________________________________
*** Finished ***
Elapsed: 16.2 sec. Time: 11:31
Build: 1 succeeded.


2
GLBasic - en / Texturepacker and glbasic
« on: 2013-Oct-14 »
If i use texturepacker to store graphics in a texture map/spritesheet,and am using Drawsprite to draw sprites
I assume i have to use grabimage to grab the image in the spritesheet using the coordinates that texturepacker
generates. is that correct ?

3
Just thought i'd bring this to peoples attention, skn3 posted about it a few months ago
but it's now on kickstarter

Quote
The ultimate 2D game development tool. Create skeletal animations, sprites, levels, tilemaps, more!
Use with your existing engines.

http://www.kickstarter.com/projects/skn3/objecty-2d-game-development-made-easier

4
Off Topic / Anyone good with Inkscape ?
« on: 2012-Oct-25 »
Hi I need a simple shield made in Inkscape and saved as an SVG file
but i don't know the program well enough
to create and manipulate shapes.
It has to be as close as possible to the image attached

If anyone could help it would be greatly appreciated


Thanks

[attachment deleted by admin]

5
I want to check if there are any elements in an array of Types
ie
Enemy[CurrentEnemy].Weapons[]

something like
Code: GLBasic [Select]
if Enemy[CurrentEnemy].Weapons[] = Null
 

6
Off Topic / Intel Ultrabook Offer
« on: 2012-Jun-23 »
Got this email last week from Intel but hadn't opened it, thought it was the usual update but while lying in bed this morning
i read it and immediately sent them an email. DOH

I know a few on here signed up when the netbook developer program was going on so might have also got this email
don't know if it's too late to join and get this offer but it's worth a try.

I'm nearly sure this is the device: http://www.youtube.com/watch?v=EPENA5D1cJI
A laptop that folds into a tablet

Anyway fingers crossed

Quote
I am happy to inform you that as a member our Software Partner Program Intel is considering sending you an Ivy Bridge, touch screen and sensor, Windows 8 Ultrabook in July, in order to aid you in your software enablement work.

This state of the art Ultrabook would be yours to keep free of charge once a non-disclosure agreement has been signed.

The only condition would be your commitment to enable your software for these devices by incorporating the use of touch screen and/or sensors capabilities into your software.

If you are interested and willing to work with Intel on this, please send me a description of the type of software you would work on, and whether you would be incorporating touch screen or sensor capabilities into it, or both.

Obviously touch screen is something that is important with regard to Windows 8, and by sensor capabilities I am referring to compass, accelerometer, gyroscope, GPS, ambient light, etc.

Once we have this information, we will study it and decide whether or not it is suitable for this program.

Please do not hesitate to contact me if you require any further information.

7
Hi

Just wondering if anyone is using this tablet with GLB apps
It's got an AllWinner A10 (ARM Cortex-A8 based) processor
From the reviews online 99% of android apps seem to run on it
and at good speed.
It looks good for the price about €130, and you can connect usb disks
mouse keyboard, has hdmi out
but was there something about the Cortex chip that apps had to
be recompiled to run on it or something.

http://www.youtube.com/watch?v=PtNeMH96yp4


8
Off Topic / Legend of Grimrock
« on: 2012-Mar-30 »
I've been watching this for a while, it's a modern Dungeon Master type game
aka movement is one square at a time like eye of the beholder, Black Crypt etc
Anyway for any of you old school gamers that are interested it's out April 11th
Pre Order for $11.99
OH and prordering from their site gets you a DRM free version plus a Steam key
to get it off steam and also the Epic music as an mp3 file


<a href="http://www.youtube.com/watch?v=xmSJ1iFx5zA" target="_blank">http://www.youtube.com/watch?v=xmSJ1iFx5zA</a>


Website: http://www.grimrock.net/

9
GLBasic - en / Grabsprite problem
« on: 2012-Mar-11 »
Basically i want to grab the left half of the screen and the right half of the screen
into 2 separate images to do a simple transition.

When i do

Code: GLBasic [Select]
GRABSPRITE Grab1,0,0,400,600 // grab left side of screen
GRABSPRITE Grab2,400,0,400,600 // grab right side of screen
 

I end up with 2 images of the right side of the screen
if i do
Code: GLBasic [Select]
GRABSPRITE Grab2,400,0,400,600 // grab right side of screen
GRABSPRITE Grab1,0,0,400,600 // grab left side of screen
 

I end up with 2 images of the left side of the screen.
Is it not possible to do 2 GrabSprite together ?


Full code
Code: GLBasic [Select]
SETCURRENTDIR("Media") // go to media files
SETSCREEN 800,600,1
SETTRANSPARENCY RGB(255,0,255)
GLOBAL Back = GENSPRITE(); LOADSPRITE "back.png",Back
GLOBAL Grab1 = GENSPRITE();
GLOBAL Grab2 = GENSPRITE();

DRAWSPRITE Back,0,0

GRABSPRITE Grab1,0,0,400,600
GRABSPRITE Grab2,400,0,400,600

WHILE KEY(1) <> 1
       
        DRAWSPRITE Grab1,0,0
        DRAWSPRITE Grab2,400,0

SHOWSCREEN
WEND

10
I was listening to the radio this morning and heard an interview
with a 12 year old who's become the youngest mac app developer
for a half hour he knocked Angry Birds off the top spot in the Mac App Store
with his game Pizzabot.
The game looks like a Space Invaders type game and the graphics are basic
but good luck to him, here's hope for us all  :)

http://www.gamezone.com/news/pizzabot-dethrones-angry-birds-claims-top-spot-on-app-store

11
GLBasic - en / GETFILELIST() question
« on: 2011-Nov-04 »
when i do the following
Quote
num = GETFILELIST("*.png", files$[])

I assume GETFILELIST populates the files$[] array with the names of the files
that match the find string "*.png"

but when i do

Quote
FOR i=0 TO BOUNDS(files$[], 0)-1
  PRINT files$, 0, (i+3)*font_y
 NEXT

It outputs
.
..
for directories
should it not skip those, as i've specified to list *.png

okee

12
Bug Reports / Website bugs
« on: 2011-Sep-02 »
Clicking

Submit a new program
and
Control Panel

on the main page brings up script errors at the top of the page

13
Could there be an option to just have the selected directory as the homepath
rather than <selected directory>/glbasic
and also a tickbox to select whether to copy samples or not


14
Off Topic / HTML5
« on: 2011-Jul-09 »
Are there any plans down the line to support HTML5
I know Gernot is busy with Android at the moment but in the long run ?
I'm just discovering the joys of the chrome app store with games like
Angry Birds https://chrome.google.com/webstore/detail/aknpkdffaafgjchaibgeefbgmgeghloj?hl=en-US  and
The Secret of Grisley Manor https://chrome.google.com/webstore/detail/kpaadcbfeeiehmjlfbgpafdjbeikhgff?hl=en-US

seems a nice easy way to play online or simply install to play offline.

okee

15
If i do

Code: GLBasic [Select]
IF OPENFILE(1, WordFile$, 1)
     print "Open",1,1
else
      print "Couldnt open" + WordFile$, 1,10
endif

This tries to open a file and returns a message if it can't
If the file opens succesfully, is there any way later on to
check that the file is open, say something like ISFILEOPEN(1)

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