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Topics - Falstaff

Do I need to worry about licensing on the Google Play store if I am thinking of selling a paid app? Have any of you guys done this?
It looks like you can provide a 72x72 icon for one size of Android icon, but it doesn't look very good on my nexus 7. I've gone and used  this tool to generate the necessary folders for the various icon sizes, but I can't seem to get my apk to successfully install if I manually place these folders into my .apk.

Has anyone had any luck with high res android icons?

I have finally finished my game enough that I would like to try to push it out to the app store. I am having an error though, as shown below "Your app contains non-public API usage. Please review the errors, correct them, and resubmit your application."
"Apps are not permitted to access the UDID and must not use the uniqueidentifier method of UIDevice. Please update your apps and serves to associate users with the Vendor or Advertising identifiers introduced in iOS 6."

I google around and found this page: where the top answer suggested to use this command to try to track down which library might be the problem: "find . | grep -v .svn  | grep "\.a" | grep -v "\.app" | xargs grep uniqueIdentifier"

I did that command, and sure enough got this:

localhost:XCode falstaff$ find . | grep -v .svn  | grep "\.a" | grep -v "\.app" | xargs grep uniqueIdentifier
Binary file ./Lib/libGLBasiciPhone-egl.a matches
Binary file ./libGLBasiciPhone-egl.a matches

So it looks like libGLBasiciPhone contains references to UDID? What can I do about this?

Thanks in advance!
Hello everyone,

I have been offered the opportunity to put together a course on computer game programming for youth at a local community center. They'll probably be in the age range around 12-15, and I think the course will run once a week after school for about 90 mins for 8-10 weeks. I am looking to use GLBasic to teach them!  :) I was wondering if anyone had any suggestions on what sorts of things I should include? I'll be covering of course the basics (variables/loops/functions), but I was wondering what might be a cool and realistic game project we could aim to work towards in say the last four or five classes. Maybe something like an old classic game like space invaders, or possibly a plants vs zombies clone?

Also, I am looking to get some feedback about the best way to approach such a class.. I have only taught programming to my son before, and it was obviously 1 on 1, so I could directly guide him through every statement. With an entire group (of say 10) kids, I won't be able to give the same attention to each individual. Should I maybe lead them through some code on a projector as a group, and then pose a problem for them to try to solve own their own? Also I was considering having them pair up and do "paired" programming, but maybe the kids might not appreciate that since they likely may not know each other before hand..

ah well just some ideas, let me know what you guys think!
At least not through "PLAYMUSIC". Just wondering why? What formats should I use then? I just bought 5 mp3 tracks for my game but I can't get them loaded up under Android.

I searched 'android mp3' and didn't see any info..
I'm having problems building my project on my desktop. Fortunately my laptop builds ok, so it's obviously something in my setup. I have recently been toying around trying to get java to be detected, and have made sure to add it to the path, but I'm still having problems.

Code (glbasic) Select

Wordcount:5160 commands
running Android build-script...
BUILD STAGE 1: Compile and pack

WARNING: Java not found in your path.
Checking if it's installed in C:\Program Files\Java instead (64-bit).

Java was found at C:\Program Files\Java\jdk1.7.0_03\bin\java.exe.
Please consider adding it to your path:
- Under Windows XP, open Control Panel / System / Advanced / Environment Variables
- Under Windows Vista or Windows 7, open Control Panel / System / Advanced System Settings / Environment Variables
At the end of the "Path" entry in "User variables", add the following:
  ;C:\Program Files\Java\jdk1.7.0_03\bin\java.exe

'"java.exe"' is not recognized as an internal or external command,
operable program or batch file.
BUILD STAGE 2: Install on device
'"java.exe"' is not recognized as an internal or external command,
operable program or batch file.
finished Android build-script.
Android=C:\Users\John\Dropbox\Game dev\Zombie Heads\code\glbasic\zombietest 0.50 - emu and small tweaks\distribute\Android
*** Finished ***
Elapsed: 20.0 sec. Time: 06:03
Build: 1 succeeded.

It says build succeeded, but it didn't make a new binary :/

I'm not sure why it can't find java.exe. I've got it in the system path, and when I type "java" in a command console it comes up fine. I do have 64 bit windows, and the java sdk installed. I was also getting an error about not finding swt.jar, but I was able to download a 64 bit version of it and at least that error doesn't show up. At a loss for this last one though.

Any ideas?
Hello all, as I've written about in this post, I'm looking to leverage TestFlight's SDK in my GLB apps. To do this I understand I have to write some sort of wrapper.

The code I'd like to wrap looks like this:

Code (glbasic) Select

-(IBAction)launchFeedback {
    [TestFlight openFeedbackView];

I have a rough idea of what to do on the GLB side of things from various forum topics I've found, but I'm pretty lost on where to put this code in my XCode project. I suppose I get as far as creating a file next to my main.m file, but I'm not sure what the format is for that file.

Any ideas? Thanks!
I want to have an effect where a sprite flashes white, but I'm not sure how to achieve it. I am drawing my sprites using POLYVECTOR commands, and noticed that there is a way to specify a colour when setting pixels, however white is used as the 'normal' colour.

So I know how to make something draw that is say, blue, but not white!

Any ideas?
Hello everyone, have been kept fairly busy w/ RL stuff lately, but have been trying to get back into the swing of things with my game this past weekend with some new code changes. I didn't do tooo too much, (mostly bug fixes, and implementing some new bitmap font routines.. trying to work around the weird anti-aliasing stuff that GLB suddenly has), but suddenly I'm finding my game is experiencing slow down when I go to test my latest build on my phone.. on windows of course it's a solid 60 FPS, but for some reason I'm pushing around 40 FPS on my iphone. After uncommenting my profiling code, I was able to see that yet again it is SHOWSCREEN that is the culprit, taking up a good 20-25 ms per frame.. This is the behaviour I used to see, back when I was using CREATESCREEN for everything, but hadn't seen once I switched over to using POLYVECTOR for everything, including my scaling stuff. Not too too much has changed in my code, although I have upgraded to the latest version of GLB, when I was last testing I was sticking to the last version before the weird anti-aliasing stuff that popped up in the latest updates.. was on v10.118 I think.

I guess I'll go through and start trying to re-build some old version of my code with the latest version of GLB and see if it's anything I've done with my latest build.. but yeah I'm still left with scratching my head as to how I can improve on this.. don't really have much control over SHOWSCREEN..

I am using the new ALPHATESTING command to try to get rid of these weird artifacts that are showing up around my bitmap fonts, is it possible this command is somehow responsible for the slowdown? Any other suggestions?

Would really appreciate any ideas.. thanks guys!
Something like ctrl-alt-left arrow and right arrow? I work with a lot of different files and it'd be great to be able to switch quickly with the keyboard. Hopefully it's pretty easy to add, and it would be awesome :)
Hello everyone, I'm curious what your thoughts are on the idea of having some new forums put up for platform specific discussions.

I know I personally have lots of things to talk about with my iOS game which may not really be relevant to people just using GLB for other platforms. I'd also like to be able to browse what other people have done specifically with iOS without having to resort to searching for specific keywords or just scan through pages. I guess I could just search for posts by ampos since he's amazing at sharing incredibly handy mobile-related stuff :)

I guess it would mean a lot more sub-forums, which may look too cluttered? I don't know.

What do you guys think?
Hey guys,

I briefly mentioned TestFlight in one of my posts, but just did a search and realized no one has posted about it here yet.  If you're targetting iOS at all, this is so incredibly useful. I'll try to summarize what they do in a paragraph.

It's a free web service that lets you manage a testing team as well as your app testing builds. Basically you sign up, register a team, and recruit testers to your team. As they register (on their device), their device ID is automatically stored for you to do the necessary provisioning on your end. Once you're done, you approve them and start uploading IPA's of your builds. TestFlight will scan the embedded provisioning info and let you choose which testers get access to which builds. Those people are then emailed. They can get the notification right on their device, click a link, and be installing your latest version. You get to see in real-time as they get notified, and install your app.

Really slick :)

On to my question: I already get a ton of value from their basic service. Now I'd like to take advantage of their SDK. With it, you can apparently gather more specific usage information.. such as how long the testers are playing for. They also have methods for popping up questions to ask your testers about certain things. Apparently you can also get crash logs through the SDK as well.

I'm following along with their SDK docs here. I've got the library referenced in my xcode project, and it shows up like it should (ie steps #1-2 are ok)

But step 3 is where I quickly get lost. I've seen some examples (such as here) of implementing code in GLB that calls code from the iOS xcode project, but I don't know if we have access to the "Application Delegate" they are referring to. Specifically this:

In your Application Delegate:

Import TestFlight: #import "TestFlight.h" NOTE: If you do not want to import TestFlight.h in every file you may add the above line into you pre-compiled header (<projectname>_Prefix.pch) file inside of the

#ifdef __OBJC__ section.
This will give you access to the SDK across all files.

Get your Team Token which you can find at select the team you are using from the team selection drop down list on the top of the page and then select edit.

Launch TestFlight with your Team Token

-(BOOL)application:(UIApplication *)application
        didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
    // start of your application:didFinishLaunchingWithOptions
    // ...
    [TestFlight takeOff:@"Insert your Team Token here"];
    // The rest of your application:didFinishLaunchingWithOptions method
    // ...

So, if you haven't heard of TestFlight.. def worth checking out.

And then, if anyone has any ideas how to get their SDK code working in GLB, I'm all ears!
From this link:
QuoteIn the second quarter of this year, Android accounted for 44% of all mobile app downloads, whereas Apple had only 31%.

Interesting stuff :)
My artist and I have recently decided to try out our code using higher res versions of our graphics, essentially targetting retina display resolution 640x960 instead of 320x480.

In doing so, we apparently somehow increased our memory usage drastically. Basically if I run my game with the old 32x32'ish sprites (some are a bit bigger, but not by much), under windows my game is taking up around 40 megs of ram. When I load in the double sized media, my game shoots up to around 214 megs. It's almost as if the sprites are somehow being loaded in ram, and somehow taking up megs and megs of ram?

I don't notice any impact on my PC, but on my iPhone even though the game somehow still runs, it has 30 FPS instead of 60.. and my artist's iPad crashes out altogether shortly after starting up (maybe while loading the increased graphics size I guess?)

I'm not really sure how or why this is happening? We basically are just using standard LoadAnim and DrawAnim commands.

The biggest sprite sheets we're loading are around 456x684.. well within the limits I've seen looking around online (which are apparently around 1024x1024)

Anyone have any ideas? How big are the sprite sheets you guys are using in your games? how many frames do you have in them?

Edit: I guess I should mention I'm also using ampos' method of drawing to a virtual screen using the CREATESCREEN commands.. perhaps that's contributing too?

Edit x2: Also, is anyone else able to get the Instruments stuff working in xcode 4.2? Specifically the Leaks instrument?
So I finally got impatient enough waiting to test my game on my actual iphone.. that I went and bought a second hand mac mini! It's pretty cool :)

I've finally got xcode 4.2 loaded up on it, and am trying to load up a simple "Hello World" type app which I've created on my windows machine.

When I try to build the app in xcode, I get the following warnings:

Code (glbasic) Select

Ld /Users/john/Library/Developer/Xcode/DerivedData/iPhone-fxlajhqnytnxtqagiuifcwxohika/Build/Products/Debug-iphonesimulator/ normal i386
    cd "/Users/john/Dropbox/Game dev/Zombie Heads/code/glbasic/iphonetest/distribute/iPhone/XCode"
    setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"
    /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/clang -arch i386 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk -L/Users/john/Library/Developer/Xcode/DerivedData/iPhone-fxlajhqnytnxtqagiuifcwxohika/Build/Products/Debug-iphonesimulator "-L/Users/john/Dropbox/Game dev/Zombie Heads/code/glbasic/iphonetest/distribute/iPhone/XCode/Lib" -F/Users/john/Library/Developer/Xcode/DerivedData/iPhone-fxlajhqnytnxtqagiuifcwxohika/Build/Products/Debug-iphonesimulator -filelist /Users/john/Library/Developer/Xcode/DerivedData/iPhone-fxlajhqnytnxtqagiuifcwxohika/Build/Intermediates/ -mmacosx-version-min=10.6 -Xlinker -objc_abi_version -Xlinker 2 -lstdc++ -Xlinker -no_implicit_dylibs -D__IPHONE_OS_VERSION_MIN_REQUIRED=30000 -framework Foundation -framework UIKit -framework OpenGLES -framework QuartzCore -framework AudioToolbox -framework CoreLocation -framework OpenAL -lGLBasiciPhone-egl -lpng-gf -lPROGRAM -framework MediaPlayer -o /Users/john/Library/Developer/Xcode/DerivedData/iPhone-fxlajhqnytnxtqagiuifcwxohika/Build/Products/Debug-iphonesimulator/

ld: warning: ignoring file /Users/john/Dropbox/Game dev/Zombie Heads/code/glbasic/iphonetest/distribute/iPhone/XCode/Lib/libGLBasiciPhone-egl.a, file was built for archive which is not the architecture being linked (i386)
ld: warning: ignoring file /Users/john/Dropbox/Game dev/Zombie Heads/code/glbasic/iphonetest/distribute/iPhone/XCode/Lib/libpng-gf.a, file was built for archive which is not the architecture being linked (i386)
ld: warning: ignoring file /Users/john/Dropbox/Game dev/Zombie Heads/code/glbasic/iphonetest/distribute/iPhone/XCode/Lib/libPROGRAM.a, file was built for archive which is not the architecture being linked (i386)
Undefined symbols for architecture i386:
  "_isIphone", referenced from:
      _main in main.o
  "_GLB_iPhone_call_main", referenced from:
      _main in main.o
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)

Not sure why it's doing stuff for architecture i386.. any suggestions? Sorry, I'm brand new to xcode!

*edit: attached a .zip containing what my project looks like, which includes the distribution/xcode folder.

[attachment deleted by admin]
I seem to notice in various rendering routines that I have to put ALPHAMODE -1 over and over again, or my image transparency doesn't work. Is there some reason for this? Should I be literally using it for every DRAW command I have?
So far my game's prototype just consists of the core gameplay experience, which I've been having fun tweaking and adding to. Now I'm thinking of adding an overall "game state", for managing things like the main menu / options / game mode selection, etc. I'll also be needing to implement a decent GUI to do this. I'm curious what sort of approach you guys have found easiest to work with in your games.

Some questions I have are: how do you manage the different buttons or 'hot spots' in the screen..? I noticed something about a lib called "DDGUI", and have started reviewing the docs. Is this what you guys use?  For example for a level select screen, we could have several places on the background that are clickable. Also if it matters my main target is going to be android/iphone.

I am looking to release a game made with GLBasic, and so I'm looking into licensing costs. I am aware of GLB's / Apple's / Google's respective licensing fees, but was wondering about legality of distribution of games using fonts made with the font editor tool that comes with GLB? I was reviewing this on Wikipedia, but thought I would ask here just to be safe:

Are there any legal concerns with using and distributing these fonts in our games?
Anyone have any games in the works to take advantage of it? I hate software joysticks but the possibility of a hardware controller sounds pretty awesome :) What do you guys think? Anyone have one?
Hello, I was noticing when I run my Android game that there is a little white rectangle that fades into view in the top left corner of my app every few seconds. Is this just some sort of "trial demo" nag thing? Does it go away when you have a licensed copy of glbasic? I'm looking to pick up a license soon but am curious about this!