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Messages - shawnus

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1
Off Topic / Re: Windows on an old-ish MacBook
« on: 2012-Jun-29 »
yes bootcamp looks pretty good- Ill try that, thanks.

2
Off Topic / Re: Windows on an old-ish MacBook
« on: 2012-Jun-28 »
okee- its about 5 years old (sorry I just picked this up this morning & have not had time to check)- thanks for all your replies, it might be easier just to get a new MacBook Pro to be honest.
Cheers, Shawn

3
Off Topic / Windows on an old-ish MacBook
« on: 2012-Jun-27 »
Hi all,

I tried running parallels on my MacBook (so I can use GLB) but the Mac is too old- anyone have any recommendations?

Cheers, Shawn

4
SpicyP, that did it- thanks!

5
ok thats great Ill check it out, thanks very much!!

6
Hi, I am trying to build for iPad & have set 1024x768 in project settings (resolution) and then selected iPhone in 'build multiplatform'. the resolution on the iPad still comes out as if it was built for the iPhone. I have tried both ways (1024x768 and 768x1024)- the orientation changes but its still 'small'. Am I doing something fundamentally wrong here- any advice appreciated! I am on GLB v10.057.

Cheers, Shawnus

7
GLBasic - en / Re: Mac App Store
« on: 2011-Aug-30 »
ok thanks!

8
GLBasic - en / Mac App Store
« on: 2011-Aug-24 »
Hi, just following on from this: http://www.glbasic.com/forum/index.php?topic=6036.msg47588#msg47588

Kitty, would it please be possible to say when GLB might support publishing to the Mac App Store?

Thanks very much! Cheers, Shawnus

9
well, I guess I'd better get one then- thanks all for your replies!

10
Sorry I meant anyone tried to publish GLB on the iPad2?

11
Hi, just a quickie, anyone tried and if so is it much better than the iPad 1? I was going to get an iPad 1 (to ensure backward compatability) but if the 2 is scorching ahead it might just be worth getting that and making the app 2 compatable only. (also the secondhand 1's are nearly as much as the 2's as far as I can see!).

Cheers, Shawnus

12
Minion- those remakes are superb! I used to love playing those at the arcade and they more than count as 'good software' I really should clarify...

I 1st got interested in 3D back in the late 90's early 00's when 3D engines (Genesis, DarkBasic, Blitz) websites marketing strapline was something like "using this...you too can create and sell the next big FPS". The good FPSs around at the time were Doom (& later Quake), so I was hooked.

After playing Quake I quickly realised that given the sheer scale of the game, although 1 person could put together the technical framework to create a nice demo, it would take 1 person many years to 'scale up' that demo into a fully blown game that was selling for £20 ish at the time.

Looking at the forums at the time as well, it was clear that many people were working (individually) on the next big FPS, hoping to emulate the success of Quake.

I guess the point I was really trying to make is: is making 'good software in a reasonable timescale' a team effort or can it still be done by 1 person? I guess the Apps store has answered that one, but how many PC games can you buy now for, lets say £20-30, that have been developed by one person?

Acknowledged, there are plenty of apps like that at the moment but how long before the overall complexity and scale of apps within the lowest price band becomes so high that it subsequently becomes impossible for a single developer to 'compete'?

13
I started on a SinclairQL- bad choice I know (should have got a BBC), still taught me a thing or 2.

Many years later I cam back to 'programming' using Asymetrix Multimedia PC Toolbook (instead of Shockwave, another mistake!). However as a rapid app development too, PC Toolbook enabled me to do other things (i.e. the multimedia) which were necessary to make a complete deliverable.

If I was starting again now I think I'd go for Unity3D (I have already had a little go with this) because it allows me to build an interactive 3D environment quickly, thereby allowing time to do the other very necessary things (graphics,  3D modelling, soundtrack) without getting completely immersed in 'hard coding', which to be honest I still find dificult, frustrating and very time consuming.

I guess another question is- can 1 person do it all, or do we still need one coder, one graphics artist, one musician and one marketing person / salesman to create good software within a reasonable timescale?

14
GLBasic - en / Re: AR for iPhone using GLB
« on: 2011-Aug-05 »
Wow that is very good. It (the projector) would need to work on a non jailbroken phone though.

15
GLBasic - en / AR for iPhone using GLB
« on: 2011-Aug-03 »
Hi all,

I wonder if anyone would be interested in helping me to use GLB to develop something like this for the iPhone4 and iPad2 (as they have gyroscopes).

http://www.youtube.com/watch?v=iETvGbaUvs8

Just 3 questions:

1.   Has anyone tested 3D animation speed? I can get 30fps from a scene with 30k polygons but I have as yet been unsuccessful in animating objects.

2.   Has anyone successfully tested the gyroscope? I have seen Matchy’s last post on the ‘Compass in iPhone’ thread but don’t know if anyone has tested yet.

3.   How would the AR technology / Q code technology ‘fit in’ with GLB? what I mean is- does GLB support reading q codes?

I am happy to pay, providing the 3 issues above can be overcome (well they are issues for me anyway).

Cheers, Shawnus

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