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41
GLBasic - en / Top down movement with some tweening.
« Last post by Bluepixel on 2019-Sep-14 »
Hi there, I am working on an top down stealth game and I wanted to create a smooth top down movement, I wanted to add quick easing to the movement, Tho so far I have only been able to hardcode it in.

This is what I have so far:
Code: GLBasic [Select]
ALLOWESCAPE TRUE
width=1024
height=768
SETSCREEN width, height, 0 // Set screen resolution

LOADSPRITE "Media/player.bmp", 0 // Load all sprites and sounds


setup: // Setup all variables and other systems
        px=width/2-64 // Player X
        py=height/2-64 // Player Y
        pspd=4 // Player speed
GOTO main


main: // The main loop
        GOSUB move

        DRAWSPRITE 0, px, py
        SHOWSCREEN
GOTO main


SUB move:
        IF KEY(17) // Add simple WASD movement
                py=py-pspd
        ENDIF

        IF KEY(31)
                py=py+pspd
        ENDIF

        IF KEY(30)
                px=px-pspd
        ENDIF

        IF KEY(32)
                px=px+pspd
        ENDIF

        RETURN
ENDSUB

Can anyone help me with this?
42
GLBasic - en / Re: Android - has anyone tried yet?
« Last post by spacefractal on 2019-Sep-05 »
just seen this share:
https://www.counterpointresearch.com/nokia-leads-global-rankings-updating-smartphone-software-security/

Look like some producets fails to update thier phones completly. One of produce is one of them im have and they are often cheap phones. So im cant say dropping Android 5 is a big issue if you ask me.

But is a issue im my self cannot fix. Have wrote to Gernot. So its up to him if he can fix that png issue. Im cannot promise.

But sooner or later Google depreacting Android 5 anyway on the Google Play. Android 4 is got depreacted on Google Play and is no longer updated.
43
GLBasic - en / Re: Android - has anyone tried yet?
« Last post by spacefractal on 2019-Sep-04 »
im have wrote to gernot as im cant do anything with it and not sure how to do it sadly why libpng fails to open as its diddent out error, but have not checked it due im got distracted by a game named "Tyvarian" on Spectrum Next.
44
GLBasic - en / Re: Android - has anyone tried yet?
« Last post by spacefractal on 2019-Sep-04 »
Apple do force update as well. For best practical simply set Api to been minimum Android 6.0 by now. When/if its got fixed, then a another update can been done to enable Android 5 again. By now im do still have focus on a Spectrum Next game.

Anyway if im do port Genius Greedy Mouse again to Android, then im would require Android 6+ anyway. For me missing Android 5 is not a biggue at all.

But if you can, convert all your images to bmp (its not much bigger than png when compressed to the apk really). yes you might miss some features, but just disable those.

You game was still playable by using bmp for the title screen and then playing the b&w version.
45
GLBasic - en / Re: Android - has anyone tried yet?
« Last post by MrPlow on 2019-Sep-04 »
Maybe Gernot can figure out the compiler issue?  :noggin:

I am on holidays soon and wanted to update a bug in an app, looks like android won't be really ready for while yet.

I might try update an app with a small userbase and see how it goes...can't risk this yet on apps with tens of thousands of users.
46
GLBasic - en / Re: iPad Pro IDE
« Last post by spacefractal on 2019-Sep-02 »
its still require a complete rewrite of the language. so its not possible. If im would rewrite language, more better to write in C# or such. But this is happens when Apple actuelly did that for you: OpenGL is depreacted, howover do still works throught.
47
GLBasic - en / Re: iPad Pro IDE
« Last post by Leon on 2019-Sep-02 »
I would like to check out GLBasic's source code. However, I can't. I think you have to reach 100 posts on the forum to get access to it.

It would be slower, but only on the iPad. Once you finish coding on the iPad, you send your project to a PC and use the real GLBasic there and compile your game.
48
GLBasic - en / Re: iPad Pro IDE
« Last post by spacefractal on 2019-Sep-02 »
its not that easy as this would been require a complete rewrite, then its better to rewrite it in C# instead really and use Unirt as backbend. Checkout the glbasic source code and you see why.

Glbasic does just compile the whole to c++. If we add interpreting, then the language would been much much slower. No reason to do that.
49
GLBasic - en / Re: iPad Pro IDE
« Last post by Leon on 2019-Sep-02 »
Yes, I totally agree with you, but that was not what I meant.

First, GLBasic (including the IDE) work fine on a Mac using Wine. As long as this is the case, a native export for Mac is not really necessary. It's not optimal but it works good enough.

What I was talking about is something different: We could write a simple IDE that runs on iPad and use GLBasic as an interpreted language. This means that the code is not compiled but just interpreted at runtime. As a result, you could do some serious coding on the go. Of course, the "real" GLBasic on PC is still needed for exporting, etc.

I would look into this myself but I don't have access to the source code of GLBasic and its thread.
50
GLBasic - en / Re: iPad Pro IDE
« Last post by spacefractal on 2019-Sep-01 »
its was supported for some years ago, but when Apple change mind, there is no we can do anymore.

Im do no longer have a Mac, nor plans to purchase one again (im soild mine when its got too old for xcode), and the code signing was very much a real pain to work with.

Gernot has property sold his when the Mac became old too, like me. Macs is not cheap at all!

But now as Apple did depreacted OpenGL (Vital for Glbasic), there is really no reason to try again, except if a good HTML5/JavaScript port happens, then its would been possible again. HTML5/JavaScript has been prove to been quite a good platform with many devices supporting.

Also.... Im was not even interests in Android either, but.....
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