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Topics - Darmakwolf

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It seems by default, GLBasic apps run upside-down on the Kindle Fire HD 7". I have to use SETORIENTATION 3 in order to see it right... but this makes the initial loading dots go backwards until it changes orientation, and exiting the app shows the homescreen switch back to rightside-up. Is there a way to force it to be the other way around before the app initializes, and does this happen on other devices?  :giveup:

I wanted to make a simple platformer like Super Mario Bros. 1 style, so I threw something together. Borrowed some mario sprites/tiles until I make my own or decide to make it some kind of mario 1 fan game :P


Open the .gbap file, press F5 to compile/run
Use the mouse, and select "New"
Use the arrow keys to move, X to jump.

Fun things to try that are enabled for testing:
Press and hold F1 to watch tile collision
Press F2 to fly
Right click any tile to smash it to bits

(I'm particularly happy with my brick-breaking effect :P)

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GLBasic - en / Windows.... 8 .... ):
« on: 2012-Sep-18 »
Well it's really a UI disaster, isn't it? I got Windows 8 from MSDN finally. GLBasic works fine, but... well this happened. I wanted to make snow, which is easy and I've done it many times before. But for some reason it's doing some weird discoloration! I've tried alphamode, smoothshading true/false, and different color variations. White snow draws as yellow snow... ick! Look.

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GLBasic - en / INI read... slow??? o.O
« on: 2012-Jul-24 »
I have a decent-size ini file for a map database. (366 kb, about 20,000 lines in it.) Just reading ONE value seems to lag my program for a good 5 seconds flat. Is there a better alternative to iniget$() ?

GLBasic - en / File transfer
« on: 2012-Jul-23 »
Is there a simple function for a server to send a client a file I can basically plug-and-play using NET commands?

GLBasic always was able to be run in WINE as long as you built for windows (via F5 key or just compiler->build.) But I noticed, even Windows build gives the same error as any other platform if done within the "build-multiplatform" dialog. Maybe changing the default target for the F5 key would fix it? (Likely it's a much deeper problem having to do with compilers that don't work under WINE, but it would just save so much trouble to have GLB compile multiplatform in WINE... or even a native IDE. for OSX/Linux) 

Announcements / JAVA ... v_v
« on: 2012-Jun-13 »
I really do hate java. I have a 6-week course on it currently, so I have to dedicate my time to that mess of a programming language. I may not post much about GLB - so just a heads up! I'm not disappearing! :P

GLBasic - en / ATi/AMD is a strange creature.
« on: 2012-Jun-05 »
I'm using a different PC for a while, and I popped an AMD HD7700 in it. Works great, but I noticed GLBasic games were acting choppy, but "reporting" full FPS. I looked at Catalyst Control Center, and noticed "Open GL Triple Buffering" was disabled. Checking the box and rebooting completely fixed the problem. Is there a way to make GLBasic tell the graphics driver we want that on? Seems odd to me it'd be off by default I guess. I tried unchecking it and the choppy display came back, so it's definitely triple buffering...

Announcements / Some fun.
« on: 2012-May-26 »
I'm working on an 8-bit smash brothers-esque game to play with some friends. I call it X Bit Tournament. It's pretty easy to work on, and I just finished a stage editor. It supports up to 4 players via game controller.

Characters possible in the roster:
Mario + friends
Bionic Commando
Ninja Gaiden protagonist
Various enemies from games (for fun!)

I'm going to use scaling so that the camera zooms in to where the action currently is, rather than showing the whole map zoomed out. This is just something I'm doing for fun, nothing commercial or high profile.

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Worked a bit with my map engine I posted previously. I decided to go with the "zelda" style, thanks to a suggestion from a forum member :)
This is just a basic 4-map demo. Use the arrow keys + z to attack enemies. I've implemented stats, HP / EXP bars that work with percentages, and fighting enemies can level you up!

For testing purposes:
hold F5 to see the enemy tile-occupy system at work
Press * to gain exp, / to lose exp (numpad)
+ to gain HP, - to lose HP (numpad)
"Clear" to scroll to the previous weapon, = to scroll to the next weapon (also on the numpad.)

Let me know what you think!

Note: Binary only! Has over 2250 lines of code, I'll keep it proprietary for now :P

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Beta Tests / Map Engine
« on: 2012-Feb-18 »
I've devised a strange little map system for use with pixel-y (8-16bit) games. It's grid-based, and you move between rooms in similar fashion to the Legend of Zelda (minus the scrolling between rooms... I'll work on that next.) Just run it or compile it, press play, and walk about with the arrow keys to see. I'm not sure what sort of game this will be, but if anyone wants to use my humble map-editor they're welcome to! It's easy to use. Press EDIT to open the map selector. Simply click a map to start editing that room. In the map editor, the entire room is displayed at once. Using the arrow keys will shift to the room relative to the directional key pressed. (e.g, pressing "up" moves the editor to the room above the current one, map-wise.) The actual map grid is huge - 80x80 (that's 6400 maps supported!) It's also important to note that this map editor supports LAYERS. Anyone familiar with the RPG Maker series will understand right away. pressing the numeric keys 1 through 3 switches to that layer. Anything on layer 1 is below the player and has no transparency. Anything on layer 2 is drawn above layer 1 using the pink color for transparency (RGB 255,0,255) and anything on layer 3 is ABOVE the player (the player walks underneath it if it's not using the solid-property,) and also uses transparency. Right clicking any tile copies the tile and its properties to the clipboard. Left clicking draws the tile with the selected property. It should also be noted that the tile-panel on the right side represents the tile set and clicking anything there picks up a tile to draw with. You can add or edit the tiles by editing the tile image in the media folder. For pixelation, the tiles are very small (8x8) and are drawn at 5x the size (40 pixels x 40 pixels.) No special buttons need to be pressed to save the map! Simply switching maps or pressing escape to go back or closing the window does this automatically, so playtesting is easy. Let me know what you think and what sort of game this should be :)

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GLBasic - en / DRAWANIM on iOS
« on: 2011-Nov-11 »
So I did some research on DRAWANIM on iOS. Looks like you need square textures no bigger than 1024x1024 to be safe - which is perfectly fine with me except for the problem I'm having. I have an array of TYPES. When a room is loaded in my game, the map file tells the program how many enemies are in the room. The program then DIMPUSHes enemy data from an enemy database file. One element in the TYPE is a GENSPRITE() variable, like so:

TYPE mob

and as I push a new mob into the array, I set the "sprite" element to GENSPRITE() and load a sprite into memory, which is actually an animation sheet bitmap containing the frames for the enemy. On Windows, this works AMAZING. I can have a row of animation for each phase of an enemy - walking, being attacked, attacking, dying. for 4 frames in each row at 32x32 tiles, that's a 128x128 pixel image - nothing too intense. I can get a smooth 60FPS on iOS with this and all of the enemy coordinates are correct even with 90 enemies on the screen... but the actual images do not show!! On windows they do, and they show correctly. I've seen people having issues where the sprite was stretched or slightly skewed because of improper file types or resolutions, but in this case absolutely nothing shows up. Am I missing something obvious?

Can someone possibly help me determine if this is a bug? Basically this program I have made lets the user select a NES rom file, it copies the rom to a new location, opens the file, writes a few bytes, closes the rom. On Windows, this works all well and good. On the GP2X-Wiz, everything APPEARS to work fine. All of the files are there, it can confirm the existence of the files, it successfully copies the files to the new location... but cannot alter them. Is there an issue with FILESEEK and WRITEUBYTE? Like I said above, in Windows, the bytes are written to the correct places and the rom is edited succesfully. With debugging information on the GP2X-Wiz I can see that it can find the rom perfectly fine, but writing bytes does nothing to the file on the Wiz. Windows has no issue. Anything I'm overlooking?

the writing portion basically looks like this:

LOCAL ok = OPENFILE(1,"copy_" + srom$,-1)
LOCAL pix = romaddr
FILESEEK 1,pix,0

GLBasic - en / Numbers.... o_o
« on: 2011-Oct-12 »
ok so... weird thing. With my platformer engine, I noticed an inconsistency. In iOS, all the objects snap snugly together and stay right where they're supposed to be. In Win32, it's basically the same except when there are a lot of smaller objects and the scroller moves veritcally, a line of empty space appears between the objects horizontally. I noticed that the ONLY difference is how it stores the vertical speed variable, vspeed. In debug mode, I can see that it cuts off the number to be not-so-precise in Windows. It's always like 0, 1.1, 1.2, 1.3. In iOS, it's 0, 1.100000, 1.138263, etc. I've tried declaring vspeed# with the # sign, no luck. What is causing this strangeness? The only thing different for ios is the fact that it was compiled for iOS. No game mechanics are altered!

Beta Tests / A request for review / help :)
« on: 2011-Sep-17 »
I had kind of lost interest in my previous project (Thy Wanderer) because of failure to port it to handhelds. I somehow hard-coded 800x600 into every facet of the program. Oh well! ANYWAY! I have a request for all forum-goers. I decided to start work on a platforming game engine, which quickly became my inspiration for a game similar to Castlevania: Symphony of the Night. The style of game is a traditional side-scroller with open-ended exploration of a ridiculously gigantic castle (and occasionally outside of the castle.) It includes RPG elements (stats, like strength, dexterity, HP/SP/EXP, etc.) blended in with hack-and-slash fighting in real-time. The engine so far allows for infinite sized maps with a technically infinite object entity system. Only objects on-screen are drawn, which makes for good performance even with literally hundreds of other objects with their own properties off-screen.

I need some help. The engine is coming together really well, but there's some slight problems with collision detection. My code is generally very complex with not-useful-to-other-people commenting for each segment. I'm hoping someone can help me resolve these nagging little issues. They don't affect gameplay in a functional manner, but they're annoying.

1. Jumping right towards a vertical "stack" of small objects allows the player to hold jump and continually move up the wall. I think I've tried 50 times to get it to stop happening and it either broke wall detection or made things worse. Moving left is unaffected...
2. Falling onto a horizontal platform slowly "floats" the player to contact with the object to be standing upon it. I've tried to make it sort of "click" into place with the character, but this kept breaking the scroller or doing something terrible to the object. On the other hand, there is code in place to "push" the player out of a block if they happen to get stuck in it, this should stay intact.
3. Sometimes fadeout() just instantly blacks the screen. WHY? O_O
4. Hitting ceilings while jumping and moving a direction stops horizontal speed most of the time. I'd like it to just prevent the player from going though it, really )=
5. Objects appear to move slightly out of place and then back when running into them. To test this, immediately move left into a block until collision. press and release left several times and you'll see what I mean. I want things to stay solid looking...

If anyone can contribute and fix any of these things, please post your fix or the entire project with the fixed code, I'll appreciate it and put you in the credits for the iOS version as well :)

HOW-TO:  :rtfm:
The game does not rely on the mouse. I intend to finish it and port it to a variety of platforms, so eventually there will be a touch interface which acts like a keyboard button emulator.
On the PC:

*Arrow keys to move / select menu items
*Z = cancel/back/attack
*X = accept/jump
*I = inventory (can be used to exit inventory along with Z)
*F1 = DEBUG MODE. The game WILL look scary with this enabled! Entering the menu in debug mode will show selected item positions in the item menu. Pressing the "a" key on the map in debug mode will add a random amount of turkey and a sword (unequippable) with random stats to the inventory.
*F2 = toggle frameskip amount while in debug mode. I do not recommend trying this as it does not work properly.
*Holding F3 will simply show FPS to get an accurate reading of FPS while on the map

Go down to "edit" on the main menu to open the map select screen. Each square represents a different map. Clicking the upper-left map selects "map0000.ini" which is the very first map the demo will load.

LEFT CLICK to spawn an item. RIGHT CLICK an item you are hovering over to move in by its upper-left edge
+ and - on the numpad scrolls through objects in the media folder to place on the map
* and / keys on the numpad scrolls through object properties for the next object you place. Objects can be solid, invisible, bouncy, etc.
1 and 0 on the numpad toggles priority. Objects with a "1" priority appear in front of the character. This is useful for "go-thru" objects.
-> there is no way to delete objects currently. If you can devise a method for doing this... awesome ;)

Quick keys for the editor:
these are useful for building a cleanly constructed environment / map. It snaps the next object to the selected one, allowing for easy construction of large complexes which use pattern-like objects such as bricks or dirt.

U: Spawns the next item directly above the selected item
D: Spawns the next item directly below the selected item
L: Spawns the next item directly to the left of the selected item
R: Spawns the next item directly to the right of selected item

Important: S saves the room.

Obviously this is an unfinished works and I'm just beginning to get things rolling. Don't be afraid to download and try it just to use the editor and play! I do ask that you do not use any portion of this engine for your own commercial games. You may use it to build something of your own if it's just for fun. Full project with source code, Windows, OSX Universal, and Linux binaries link below in a single zip!

zShare link:
MegaUpload link:

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