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Messages - Dabz

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GLBasic - en / Re: Mac Crossover
« on: 2011-Feb-19 »
I use VMWare, with a shared folder, write and test in the Windows VM, compile the xCode project in OSX.

Would be great to lose the extra OS layer though!


Congrats on the release! :)

Though, the name of the app seems a bit... well, you probably would guess what word sprang to mind when I read the thread title! ;)


GLBasic - en / Re: Forum problems
« on: 2011-Feb-15 »
Google have a bit of a habit of automagically updating your browser in such a way that it occasionally breaks things...

We have a shout box at indiecodez and from out of the blue the 'ding' noise had stopped working when people posted a shout... As well as it opening a javascript dialog window staying there was an error everytime you accessed the page... We tried like mad to fix it but it wouldnt graft, we eventually found that the only thing we could do was sit and wait till Google fixed what they broke... Which eventually, they did and everything went back to normal!

Obviously though, if it was IE the interwebs would of melted, they'd be mass protests on every bulletin board known to mankind, Google breaks its browser and all there was was a slight burping noise! ;)


When I submitted Logic Battleships, I used xCode to do it... Basically, I went to Build->Build and archive, then in the Organizer (Window->Organizer), you should see Archived Applications section in the menu to the left, underneath that, there will be a list of your archived apps... When you click the required app, the main organizer pane will show details of your application, as well as a a few buttons to validate, share, or submit your app.

Peasy! :)

EDIT: Though, make sure your signings are correct, otherwise, when you hit 'Submit', it will fail.


GLBasic - en / Re: New Here
« on: 2011-Feb-06 »
Code: GLBasic [Select]
LOCAL a$    //<---------- define a$ as a local scope variable (You can also replace this with &#39;GLOBAL a$&#39; too)
LET A$ = "Hello World"
PRINT A$, 100, 100

I think you can switch this off via Project/Options and untick 'Explicit declarations', generally though, I keep it on!


GLBasic - en / Re: AppStore Thread
« on: 2011-Feb-06 »
Logic Battleships

Denathorn Games first iOS game is now complete and is now available from all good app stores:-

Three screenshots in this image

Price: $0.99
Genre: Arcade

Logic Battleships is an arcade version of the classic pencil and paper game known as Battleship Solitaire.

The enemy's navy is making its way to your primary coastal base, you must find and destroy their fleet before they attack.

This wont be easy, the enemy has a system of hiding its ships, and the only way you can pinpoint them is by using a number system that helps you determine their location.


- Three levels of difficulty
- Randomly generated levels

Can you use your logical might to defeat your enemies navy before its too late?


Bug Reports / Re: IDE feature gone?
« on: 2011-Jan-31 »
lol, Seems like the complete opposite of the old phrase "Its not a bug, its a feature"! ;)


Off Topic / Re: Android NDK r5 & GLBasic
« on: 2011-Jan-28 »
Yes - once I start with Android, I can make a donation thread, because obviously I need a device to test on, and google won't give me one for free. (Or will they?)

Donations are a real pain in the bot hole for generating cash in my experience, I'm new to the community so I have no idea how generous people are on these boards, but, for testing, you'll want a decent phone, with proper OpenGL ES support, a number of cheaper phones only have a software driver for OpenGL ES, a member of my site had the use of a Android phone, the phone was indeed a pretty decent spec'd phone, yet, it only contained the software driver... Thus, he had to hack and slash at it before he could do anything decent with it!

I'm pretty keen supporting Android, so will oblige with a donation anyway, but, and this is just an idea, why not reward people who donate with something, maybe like personal access to your Android based beta software, that they can test on their actual devices up until you aquire yours... So on one hand, your getting a bit of a run out with it on other users phones, on the other, you'll probably end up with a shiny new phone faster then you would with just a normal donation scheme!

Just an idea! ;)


Code Snippets / Re: Pseudo 3D track Part 2
« on: 2011-Jan-24 »
You should see Cygnus who wrote the Blitz one, he pops into my site now and again... Worth the ask if the Blitz one didnt convert over very well!


GLBasic - en / Re: Odd PlaySound with volume
« on: 2011-Jan-24 »
Code: GLBasic [Select]
soundVol# = POW(0.5,  2.7182818285)
LOCAL ch% = PLAYSOUND(menu_click%,0,soundVol#)

Nothing Kitty, not a whimper, even with it as soundVol# = POW(0.8,  2.7182818285), with 0.8 being audible when used without POW!

I uninstalled what I coould find and just have VLC player and media player installed, and it worked fine.

Well, thats all well and good, and indeed a fix then, but alas, no good if your planning to sell your game... No customer is gonna want a faff like that, some of them can barely open a zip file never mind fannying on with codecs! :D


GLBasic - en / Re: Odd PlaySound with volume
« on: 2011-Jan-23 »
instead of "MUSICVOLUME x" try "MUSICVOLUME (POW(x,  2.7182818285))" - does that sound better?
I'll include that in the engine then. The problem is, the ear is not working linear, but exponentially.

MUSICVOLUME seems fine, its #volume in the PLAYSOUND parameter that seems to be the broken Kitty me auld fruit.

If that works, I'll just wait till you update the engine, as mentioned, it all seems fine on iOS! :)

Thanks for taking a look at it, much appreciated! ;)


GLBasic - en / Re: Odd PlaySound with volume
« on: 2011-Jan-16 »
I've bunged this in the bug reports section, because obviously something is wrong (Tried it on two PC's now)


Bug Reports / Windows PLAYSOUND bug
« on: 2011-Jan-16 »
Basically, when setting the volume, say, at 0.5, which should be half, its barely audible.

More reading here:-

Which is roughly the same results I'm getting.

Mr Toad has mentioned that it uses DirectSound, which is horrible, wouldnt OpenAL be a lot better, with the added bonus of using the OGG format and potential for streaming music without having to worry about licenses!


GLBasic - en / Re: Odd PlaySound with volume
« on: 2011-Jan-16 »

Never tested, but thats roughly what I'm getting... Basically, when its set at 0.5, its barely audible, and I mean volume is right up and I can just make it out... Though, it does work as expected on my iPlod, which is good enough for the moment.

But, it is a bit of a knacker since 99% of the dev is on bootcamp, and to test I have to log out of bootcamp, go into OSX, copy and paste the xCode project, build that, go back into bootcamp,  tinker with the value... Rinse repeat*!  :S



*Fixed... Needed to add a drive letter to the sodding shared folders in order for that libsomething.a to be outputted... NICE!!!!

GLBasic - en / Re: Odd PlaySound with volume
« on: 2011-Jan-15 »
Looks like its a Windows thing!!!

Maybe Kitty should move the windows driver to OpenAL... That works, and OGG format is pretty good!


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