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Messages - caffeinekid

#31
Awww doesn't sound promising at the moment then. Fingers crossed that it can still be sorted and that the Asus Transformer has the tech to handle this command somehow.
#32
My Android phone is an Orange San Francisco (re-badged ZTE Blade) and it's pretty nice even if it's not amazingly powerful.

I've run a few GLBasic projects on it without much in the way of problems. :)

As far as Chinese Android stuff goes I thnk ZTE are some of the nicer ones? :)
#33
A Spectrum style framework would be cool - if that is a logical next step...

Commands to draw UDGs and text with attributes etc.

It's a shame there is no pitch commands for sound in GLBasic so it would make it hard or impossible to make a BEEP command. :)
#34
Very cool. I still love the ZX Spectrum and have mine safe in a box to preserve for future generations. :D
#35
Please let me know when the update is out. I have someone who can test my code on his Asus Transformer and tell me if it's better and if the fix works right.  :nw:
#36
I hope you did find it Kitty, good luck.

Fingers crossed that this will fix the CREATESCREEN command on some Android devices too? :)
#37
I hope it's a easy fixable problem in the createscreen command rather than something that is hit and miss across devices because that would kind of put a dampener on things. It seemed like such a good way of supporting lots of screen sizes with the minimum of fuss. :(
#38
Quote from: Falstaff on 2011-Sep-15
Quote from: ampos on 2011-Sep-15
This code I sent you works on my tablet Coby Kyros 7024 2.2 as in Windows.

I changed the project settings Android screen size from your 9999x9999 to 2000x2000. Try setting up your real device resolution...

Yeah everything is working fine in windows.. but unfortunately not on this asus transformer tablet :/ I tried changing the project resolution to 800x1280, but it does the same thing.. I think the resolution is being set up fine, as I can see the drawing commands I'm doing to the backbuffer and they seem to be in native (tiny) resolution. It's just the CREATESCREEN part that I think isn't working on this particular device

I used the sc() function for scaling in my project and I've just got a 1 star review saying that on a Asus Transformer no graphics are displayed. Does anyone know how to get around this or if there is a possible fix while still being able to scale the graphics easily up or down?
#39
Quote from: Ian Price on 2011-Sep-25
Wasn't Blitz your first GLB game Caff? Is it not finished? Any chance of seeing a pc version at some point?

Yes it's finished and it's on the Android market place. I posted in the Android Market thread.

I'm going to release the free PC version when I make my developer licence costs back. It might take some time. lol

#40
At least I was :offtopic: in the :offtopic: forum, as Ian says.  LOL
#41
Quote from: Ian Price on 2011-Oct-07
Agreed - whatever the specs of a machine, unless a user turns it on and plays with it, all it is is an electronic brick - even if it's a nice looking electronic brick that costs twice as much as an ordinary brick :P

...but enough about the 3DS...  :x
#42
Awesome! I'm so excited. :)
#43
I have had a report that my Android app only shows half the screen (I think that's what they said I'm trying to clarify) on his HTC Wildfire - perhaps this is the same problem?
#44
Name: RETRO BLITZ
Genre: GAMES/ARCADE AND ACTION
Cost: 1$/65p
Languages: English

I've just published my first game, Retro Blitz - a very accurate remake of an old Vic-20 game in the style of the old type-ins from magazines.





https://market.android.com/details?id=com.tcksoft.blitz

Two sales already. I'm cooking with gas. LOL  :enc:
#45
Rapidshare or whatever would be fine for most people I imagine for the chance to get hold of this functionality!