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GLBasic - en / Re: Quick request
« on: 2013-Jul-02 »
No difference I'm afraid - just tried it with IE and FF, and hit shift-refresh to ensure I didn't have a cached copy of the page.
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gkeyDesc$[86] = "\\"
It causes my app to close down as soon as it gets to that line. If I comment out that line, it works fine.I had some spare time at the start of the year so jumped into iphone development and have done 4 apps now mainly in spare time whilst doing a day job *and* with a family.Without wishing to be too nosey, how have those apps done finacially? Have they basically given you a bit of beer money, or have they brought in a reasonable amount of cash?
Do you think its possible for just one person to develop, release, market & maintain successful PC game?
I can see how one developer could develop a hit app game & make it big, but games for the PC are just so big in scope & attention to detail that I'd suggest its physically very dificult/impossible for one person to develop a hit PC game within an acceptable timeframe.
I just remember playing Quake back in '97 and thinking at the time- there is no way I could do this, the scope is just too big. At the same time if you are spending £20 on a game this is the type of game I would expect for my money.
Cheers, Shawnus
// left and right arrow to rotate
IF KEY(203) THEN DEC player.angle, player.rotationSpeed
IF KEY(205) THEN INC player.angle, player.rotationSpeed
// keep angle within bounds
IF player.angle > 360 THEN DEC player.angle, 360
IF player.angle < 0 THEN INC player.angle, 360
// up arrow to thrust
IF KEY(200)
// calculate angle to thrust at
player.vectorX = COS(player.angle)*acceleration
player.vectorY = SIN(player.angle)*acceleration
// add new direction vector to current velocities
player.velocityX = player.velocityX + player.vectorX
player.velocityY = player.velocityY + player.vectorY
ELSE
// apply friction to slow down
player.velocityX = player.velocityX/friction
player.velocityY = player.velocityY/friction
ENDIF
// cap maximum spped
IF player.velocityX > topSpeed THEN player.velocityX = topSpeed
IF player.velocityY > topSpeed THEN player.velocityY = topSpeed
IF player.velocityX < -topSpeed THEN player.velocityX = -topSpeed
IF player.velocityY < -topSpeed THEN player.velocityY = -topSpeed
// update player position
player.x=player.x+player.velocityX
player.y=player.y+player.velocityY
Oh, and the only command that can initialise variables is RGBThat's a change which needs to be made to the help file then, as it states:
GLOBAL gImgFoo = GENSPRITE(); LOADSPRITE "foo.png", gImgFoo
GLOBAL gImgBar = GENSPRITE(); LOADSPRITE "bar.png", gImgBar
DRAWSPRITE gImgFoo,0,0
DRAWSPRITE gImgBar,0,100
SHOWSCREEN
MOUSEWAIT
GLOBAL screenGrab = 1
screenGrab = GENSPRITE()
LOADSPRITE "/Menu/outer.png", screenGrab
GLOBAL menuPointerSprite = 2
menuPointerSprite = GENSPRITE()
LOADSPRITE "/Menu/pointer.png", menuPointerSprite
PRINT screenGrab, 10,10
PRINT menuPointerSprite, 10,20
GLOBAL menuPointerSprite = GENSPRITE()
LOADSPRITE "/Menu/pointer.png", menuPointerSprite
As indicated in the help file, the game compiles correctly, but when it runs I just get the spiny circle icon, and my app never appears. I have to go into Task Manager and kill it off. GLOBAL menuPointerSprite = 0
menuPointerSprite = GENSPRITE()
LOADSPRITE "/Menu/pointer.png", menuPointerSprite
My game compiles and runs, but it always assigns 0 to menuPointerSprite. GLOBAL screenGrab = 0
screenGrab = GENSPRITE()
GLOBAL menuPointerSprite = 0
menuPointerSprite = GENSPRITE()
LOADSPRITE "/Menu/pointer.png", menuPointerSprite
PRINT screenGrab, 10,10
PRINT menuPointerSprite, 10,20
Shows me that both screenGrab and menuPointerSprite are equal to 0. I don't think I'm doing anything wrong (famous last words!)...