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Messages - Falstaff

#76
I would like to help but I'm not sure what is being requested of us to test?
#77
To me, types and arrays serve different purposes. Keep in mind, you can actually have arrays of types, so you can have the best of both worlds ;)

Types are good when you have several pieces of information which, when used together, describe something in your program (ie an 'object').  So if you have strings, floats, ints, that all describe something (say, a Player), then you can group those different pieces together under one "Type". Then you can make different copies of that Type, and deal with it much easier. Speaking of copies..

Arrays are good when you have many copies of information which has the same type. The advantage of arrays is you can use things like FOR loops to quickly run through each copy of information.

As for some examples.. Say you have a game where you have a bunch of monsters, instead of doing something silly like doing

monster1x = monster1x + monsterspeed
monster2x = monster2x + monsterspeed
monster3x = monster3x + monsterspeed
monster4x = monster4x + monsterspeed
and so on...

Notice how of course every time we add a monster, we need a new variable, and we have to work with that variable everywhere else we had our other monster code. Why not use arrays! Now look how easy it is to have more monsters :)

For n = 0 to numMonsters
monsterx[n] = monsterx[n] + monsterspeed
Next

or of course, combining them is where you get the best of both worlds. This is similar to what I do in my game.

Type MonsterInfo
x
y
xvel
yvel
EndType

Global Monsters[] As MonsterInfo
Dim Monsters[MAXMONSTERS]

For n = 0 to numMonsters - 1
Monsters[n].x = Monsters[n].x + Monsters[n].xvel
Next

These are of course really primitive examples that wouldn't actually do anything, but yeah I hope they show off the power of working with both types and arrays :)

(p.s. why is this in the Off Topic section? This seems totally relevant to GLB :))
#78
*bump*

I've been noticing this behvaiour as well. Any way we can get it resolved?
#79
*bump*

I'm starting to test my app on my iPhone and don't have music in my app yet.. it'd be nice if GLB didn't stop the music being played by my streaming radio.

I can personally get it working again by hitting the button on my headphones, but my testers are complaining about it..!
#80
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?
#81
Hello, nice to meet you. I am still new-ish to the community (having chosen GLB for my current game project back in around August), but have found it to be invaluable. I've been able to pick up the language pretty quickly thanks in large part to everyone responding to my questions when I've had them. So I'll be happy to help you in your quest to master it ;)

It's also great how involved the author is. If you ever run into any issues with a specific platform or the compiler or something that rests within GLB itself, you don't have to worry about waiting until a service pack 6 months from now to have it resolved.

Actually all these reasons are why I finally ended up recently decided to invest in all the necessary tools to develop for my iphone. Between the (used) mac mini,  Apple developer license, and GLB license, it cost a few bucks, but hey.. Now I've actually got testers running my latest builds on their iphones/ipads, and it's a very exciting feeling! and all thanks go glb :)

So good luck! Remember to poke around the code snippets available on the forum.
#82
I'm assuming that it's your use of CREATESCREEN specifically that is slowing things down.

Maybe try moving it outside the function, like just call it once to initialize the sprite, then you can still use the USESCREEN commands you've got like they are.
#83
Quote from: Slydog on 2011-Oct-28
Ha, it'd be funny if the problem is because Incredibuild only sees the first 10 or so files! And all files after that are not checked!

I'm glad you narrowed down a project to replicate this bug!  :good:
hahah looks like we owe Slydog a beer, he called it ;)  :booze:
#84
Yay :) I'm glad I could help.. and I knew it had something to do with the number of files..! I only really noticed it recently ever since splitting my code  into a whole bunch of files.

This is good news, I've wasted a bit too much time staring at my bugfixes wondering why they've had no effect, lol!
#85
hehe yeah dunno what it is but it was definitely driving me nuts before I realized what it was.. lol.

Now I'm getting used to hitting "ALT->C->D" really quick before I hit "F5" :)
#86
Well, this problem has been getting pretty annoying ever since my project crossed whatever file threshold it is that triggers this bug.. so I took a few minutes to create a sample project which consistently shows the behaviour. It's attached to this post. Basically it's 20 source files that have a sub that prints the file # to the screen. Notice after you build the project once, Incredibuild will always skip file "3.gbas" after, even if you make changes. I didn't bother testing each file but at least this is 1 case which should be enough to start with.

[attachment deleted by admin]
#87
Yeah I was reading about that too.. it sounds pretty handy. So does that mean if you have your game's save file in "Documents", then iCloud will keep it sync'd across all the user's devices? And you could store say unlocked content settings from in-app purchases in files and it'd be ok? Perfect :)
#88
Ah right well I guess that could happen when I start opening our stuff up for public testing.. right now I've kept the testing team to a small group of 10 or so people that me or my artist personally know. And for that it's working perfectly :) TestFlight isn't a way to find testers.. just the means to send out test builds directly to peple's iDevices without them needing to sync to iTunes.

What service did you try?
#89
Good idea.. I was thinking of doing something similar. Love that it's possible thanks to GLB :)
#90
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:

Quote
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 http://testflightapp.com/dashboard/team/ 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!