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Messages - dreamerman

#346
Bug Reports / Re: v14 bugs ?
2017-Jan-25
Latest editor version was built with never compiler version but not all dll's are included in update package, there was some topic about this:
https://www.glbasic.com/forum/index.php?topic=10859.0
#347
*bump*
I'm porting some of my old routines to GLB, more specifically path finding code that was intentionally written for an rts engine tests. And from curiosity to get some comparison with other algorithms available here I made some changes to my lib to be compatible with Wampus test code.
At now my mini library consist of 2 working path finding functions: FloodFill and A-star with BinaryHeap, there is also classic A-star but it's totally unoptimized for GLB :D
Both functions are little simplified as my project doesn't most of that cost based calculations, yet still you can tweak them to be more effective in that manner, also they do diagonal checking, but you can disable it to get more speed, both functions are using global map arrays but they clean all garbage.
Generally such small map isn't perfect place to test path finding, yet still it can give interesting results ;-) FloodFill is the king of small maps :D especially without diagonals checking - in terms of speed.
For larger maps like 256x256 I had also sector/region based A* version that on average was 10x faster than this BinaryHeap code...

Edit: I needed some app to test routines on larger maps so I modified Kanonet's original code (from HERE) added Wampus and my code to compare, also nice map2spr loading function, so you can check some things.
I will look into JPS implementations as it would be best for my needs.
#348
canvas% sprite is your output
colors% sprite is base for brush
I will add 'brush% sprite' to this, that will be used for drawing on canvas

pseudo code:
Code (glbasic) Select

USESCREEN brush% //first draw on brush
ALPHAMODE 0.0 //disable alpha
draw_part_of_sprite from colors% with proper source position to brush% as simple rectangle
ALPHAMODE -1.0
draw_inverse_mask for brush shape on brush% with 0x008000FF color //32bit image with transparent brush shape and GLB pink as rest of image
USESCREEN canvas% //finally draw on canvas
ALPHAMODE -1.0
drawsprite brush% on proper position on canvas%

at least something like this if I understood correctly..
#349
I'm just curious if any of Windows10 users tried to use Desktop App Converter, app from Microsoft that can convert Win32 apps/games to Universal Windows Platform - so such converted app/game can run on both win10 - desktop & phone versions, and can be published on Windows Store. It looks that should work with GLB made games, as there is also project ANGLE that can be used to port OpenGL ES commands to DirectX..
I don't have any device with Win10 so can't test it how it really works, but I will try to do some test with older Angle branch - for win8.1, just after I will deal with some build issues - just to many Win SDK packages and different VisualStudio version installed..
#350
Yeap there was small issue with no project on list - when creating new project an empty bookmark list should be created also, but it wasn't, so there NullException appeared in later code.
ENDINLINE - some GLB keywords are still missing from function definitions file, and GLB syntax highlighting list,  easy to 'fix'.
Haha this is strange but never used Const in GLB so just I forgot about including them in parser :) Fixed, and now they are threated like normal variables.

I can include Your style/color theme in next update, how should I call it, 'Schranz0r_style', 'dark_orange', '50_shades_of_orange'? :)
#351
Yesterday I uploaded new version. Switched to more advanced AutoComplete menu, as I figured out how to use it properly with multiple Scintilla objects and GLB style of coding. After few weeks of testing it's looking good, also few tweaks to code analyzing were added.
Some other issues were also fixes: if you used source not from project directory but with absolute path like 'd:/my_glb_libs/gui.gbas' it wasn't passed properly to compiler, projects with more than 10 source files are compiled now (temp source name is based on hex), and so on..
Wasn't able to identify problem with 'undefined reference to `___dyn_tls_init_callback'' as it didn't appear during my tests.
#352
I wish you happy and peaceful Christmas, a lot of quality time with family and friends and a healthy, successful New Year 2017!
#353
Interesting thing, GetMouseCount() on my Win 8.1 laptop returns number 32, and I have only mouse connected, and one visible in sys device inspector (of course beside touchpad), no touch screen.
Is that normal in systems newer from Win 7/Vista? (as in XP/7 GetMouseCount() returns proper value) I know that Win 8 has many touch features but I would rather expect that additional mouse devices would be visible in GLB only when touch screen (if available) would receive some actions.
When using 'SystemPointer True', MouseAxis(2) -> mouse wheel info, isn't working, it's always = 0, beside that mouse functions are working ok.
But if I use SystemPointer False, then strange thing starts: mouse device 0 (SetActiveMouse 0) is that 'normal' mouse connected to pc, but mouse 1 also looks like active mouse, its X & Y position coords differs from mouse 0 only a little bit, and when physical mouse buttons are pressed both in-GLB mouse 0 & mouse 1 receive those 'clicks'.
Can someone check how it's looking on Win 10? Is this some kind of bug or rather new OS feature? :D It isn't big deal as for desktops there is no need to check additional mouse devices.
#354
hm.. I have laptop with Intel HD (2500) + Win 8.1, all 2d projects (PolyVector, sprites, UseScreen), and small 3d test are working properly without problems.
Also Your Zombie Manor is working ok here, or it's some other project?
Are you using any c++ inline for extra OpenGL stuff or basic GLB functions, what OS version, any anti-virus software that could block app? (popup about that should be visible but you know how it is)
#355
Update.

Some time ago I tried to use more advanced auto-complete menu (look into 'images' dir to find icons), but some issues occurred, that I wasn't able to resolve, so I sticked to standard simple auto-complete. In meantime AutoCompleteMenu along with ScintillaNet got updated, but I didn't looked into this. Good that you reminded me about that. After some changes to my code, better auto-complete is working quite ok, there are some things to fix, but it's first public release with this feature.

That problem with compilation may be depended (from what I found here on forum) on some sys variable PATH settings, standard GLB ide had similar issues some time ago, maybe some 'hack' is needed to bypass this. Check your PATH variable, maybe has some duplicate definitions or something like this, never had such problem so this will need some time to check, but in some way it can be fixed.

Edit: Yet another update fixing some new issues with loading project, parts of code were changed so they are under testing.
#356
Ah version from yesterday has one nasty issue with parsing function definitions (I was working on some changes in argument counting part and forgot to use proper code for public build), already uploaded with fixed code.
That issue with global vars is caused by defining value of that variable (in same line as definition), I will look into it, should be easy to fix.
Forcing auto completion (for variables/types) with Ctrl+Space would require some more work, and priority is to fix that issue from above.

Edit: I was wrong, variables were recognized properly, just list with current scoped vars wasn't refreshed, now should be ok. New version uploaded.
#357
Update.

Previously I didn't do any workaround for 'DE' keyboard layout as this problem appears in many code editors, even VisualStudio inserts Ü+ instead of []. But if this is necessary change I will try to fix that, at start there is now 'Add brackets' options in popup menu as you wanted with CtrlB shortcut, if any other keys need to be switched let me know (I'm using qwerty keyboard and it looks like that other chars like ;',. also should be switched).
EndFunction is highlighted, just style parser has some issues with parsing/coloring last chars in file, now should work better but some workaround is always to have one empty line after all of your code.
Create project works ok, tested on 2 pc's (win 8.1, win 7), maybe anti-virus software is blocking something, or try running it with admin rights (but this should be needed, editor save files only in temp directory), if you have VS 2013/2015 installed run source code and maybe this will give some hints what makes this problem.
After typing new/changing some variables press enter and they will be updated (rather current line would be parsed in search of keywords), also when switching to other source file current whole file will be parsed, so all variables should be visible in other sources.
Also can't reproduce that compiling error, it looks like file with definition of 'myglobal' variable wasn't compiled after typing it, I didn't encounter something like this even despite that I'm using this editor for normal projects and nothing like this happens. It looks really strange, send me sources for both files on pm or attach them here.
#358
Update. Much of code reworked (text/variables/function analyzing), some stuff works faster, few bug fixes.
Some issues remain, but it's usable  :)
#359
I see that your game is in current IndieGala Monday Motivation Bundle, thats good, some sort of recognizability, and little $$, as with IG there are those HappyHours and most bundles are sold during them. But still you should add trading cards, and after that bundle, put some new cheap promo on SteamGifts, maybe it will raise additional sales.
#360
Yeap, trading cards can make difference as they are very popular, and have some value specially if game is good and wasn't in some cheap bundles, so this may encourage to purchase of game. Btw did you make any promotion of game like on SteamGifts or indie dev sites?