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Messages - monono

#1
I loved the game as a kid. Even copied one and build the buildings out of cardboard.
I give it a try now. Tell you later.
#2
Hi,
I am not that activ anymore here. But I am still a reader. I switched to corona a while ago. Not because it is better, just because glb is missing IOS stuff. I bought glb because of the possibilty to compile for IOS. Instead of adding the missing features glbasic has been added more and more platforms any non nerd has ever heard about. I was sure one man cannot go on like this forever. Updating this thing must be a monster.

For me desktop (win / mac ), mobile (android / iOS) + new IDE (sry still do not like it) + mac IDE must be the road map! And everything native not HTML5!

With glbasic I can develop fast faster games as with any other tool I tried. I would love to use glbasic again for serious projects if I would see this priorities.
#3
Thx you all.
Kanonet! That´s it. I used the gl.gbas with a lot of doubles in it. It´s some old code of mine, that´s why I forgot the gl thingy it´s in there.
It does compile now but everything runs half the speed. But when I have a look into my old code it is some kind of deltatime. Shouldn´t be that slow.
Is there any ipad<>glb speed issue, maybe some plist fps entry I should be aware of? I am not qualified for xcode  :S
#4
Hi there,
I have a problem. I can compile my game for windows, but if I try to compile for ios it say
Code (glbasic) Select
Wordcount:2817 commands
compiling:
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glGetClipPlane(DGInt, __GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:733: error: no matching function for call to 'DIMDATA(__GLBASIC__::DGIntArray&, int, __GLBASIC__::GLdouble [4])'
/cygdrive/Q/Compiler/platform/Include/glb.h:924: note: candidates are: void __GLBASIC__::DIMDATA(__GLBASIC__::DGIntArray&, int, DGInt*)
/cygdrive/Q/Compiler/platform/Include/glb.h:926: note:  void __GLBASIC__::DIMDATA(__GLBASIC__::DGNatArray&, int, DGNat*)
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glLoadMatrixd(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:1741: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glLoadMatrixd(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glMultMatrixd(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:1796: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glMultMatrixd(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glVertex2dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:2691: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glVertex2dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glVertex3dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:2771: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glVertex2dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glVertex4dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:2851: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glVertex2dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glNormal3dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:3091: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glNormal3dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glIndexdv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:3347: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glIndexdv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glColor3dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:3955: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glColor3dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glTexCoord1dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:4723: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glTexCoord1dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glTexCoord2dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:4803: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glTexCoord2dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glTexCoord3dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:4883: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glTexCoord3dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glTexCoord4dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:4963: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glTexCoord4dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glRasterPos2dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:5427: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glRasterPos2dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glRasterPos3dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:5507: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glRasterPos3dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glRasterPos4dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:5587: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glRasterPos4dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glRectdv(__GLBASIC__::DGIntArray&, __GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:5795: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glRectdv(const __GLBASIC__::GLdouble*, const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glTexGendv(DGInt, DGInt, __GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:6889: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '3' to 'void glTexGendv(__GLBASIC__::GLenum, __GLBASIC__::GLenum, const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glGetTexGendv(DGInt, DGInt, __GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:6955: error: cannot convert 'DGInt*' to '__GLBASIC__::GLdouble*' for argument '3' to 'void glGetTexGendv(__GLBASIC__::GLenum, __GLBASIC__::GLenum, __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glEvalCoord1dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:7369: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glEvalCoord1dv(const __GLBASIC__::GLdouble*)'
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp: In function 'DGInt __GLBASIC__::glEvalCoord2dv(__GLBASIC__::DGIntArray&)':
/cygdrive/C/Users/Marc/AppData/Local/Temp/glbasic/gpc_temp5.cpp:7481: error: cannot convert 'DGInt*' to 'const __GLBASIC__::GLdouble*' for argument '1' to 'void glEvalCoord2dv(const __GLBASIC__::GLdouble*)'
*** FATAL ERROR - Bitte die Compiler-Ausgabe ins Forum kopieren
_______________________________________
*** Fertig ***
Dauer: 14.6 sek. Zeit: 01:21
Erstellen: 0 erfolgreich.
*** 1 FEHLGESCHLAGEN ***


What does it mean, what can I do? It happens with glb 10 and 11 beta.
thx in advance
#5
Hi,
Tried the mac version. Doesn't start at all. I see the glb icon in the dock for 1 second then it is gone.
#6
If you draw with a big polyvector loop, there should be a  slowdown if go from - to +, but not if you go just to 0 from any direction. As far as I know openGL has to restart the draw call to change the blending modes.
#7
Wenn auf der anderen Seite was drauf sein soll, könntest die Vorderseite von 1,1 bis 0,1 skalieren und gleichzeitig die Rückseite von 0,1 bis -1,1. Dann muss man nicht das Bild wechseln oder die Zeichenreihenfolge zum richtigen Zeitpunkt ändern.

Sieht dann wie im Anhang aus (Auf den unteren Stapel kannst du ablegen). Beispiel ist mit polyvector und nicht mit zoomsprite!

[attachment deleted by admin]
#8
Did you try using -0.9999 instead of -1?
#9
Sag doch mal bitte genau wie du vorgehst.
Grafiksoftware -> Exporteinstellungen -> Alpha Settings in GLB (ALPHAMODE und SMOOTHSHADING)
#10
I like that pacman clone of yours. Sound effects are high class. The fighting game is lovely trashy.

One thing that came to my mind playing your games:
The worst thing in keyboard layout for a game is using the z or y (at least for the german forum members). They are switched in Czech Republic, Germany, Austria, Hungary, Slowakia, Bosnia & Herzegovia, Croatian, Serbia ,Switzerland, Liechtenstein and Luxembourg. It is damn hard to use the key more right if you want to go left  :rant:
I always wanted to find out which keys are best.

.......I know I could switch keyboardlayouts in seconds  :nana:
#11
I was exactly there as they switched from ppc to intel. The years have past and I am not that idealistic anymore.
Please buy that offer you got. Would be a strange thought, that the developer who creates glbasic, has not the hardware I am targeting.
Leave me a note and I buy you the Lion :D. You´ve earned it. Even if you never looked into windows multi touch support  :D ( I know I am kind of the only one into this).

Or everybody who has not by now bought the decent glbasic software apps at the store just gets them now. Let´s make it a win business in the end. :whip:

#12
Die Idee ist schick. Leider ignoriert sowohl FOREACH als auch LEN() die erste Dimension und nimmt immer die 0 an. Bleibt wohl nur ein nested loop. Und bla ist natürlich kein Index sondern ein Inhalt :).

:offtopic:
Wo wir hier gerade bei Wünschen für die Sprache sind: Ich wünsche mir casting. Hab schon angefangen alle meine Types in ein Muttertype zu stecken, was alle Typesorten beinhalten kann :S.
#13
iAd, native Keyboard and Tables, Game Center,  full BOX2D with fixtures and stuff, windows 7 multitouch.
And everything as an Out-Of-The-Box-Experience  and a "... for dummies"-tutorial. Nice you ask! =D
#14
GLBasic - de / Re: Alphamode
2012-Jan-07
QuoteNatürlich ist der Schatten nicht schwarz sondern nur abgedunkelt.
Ist der Schatten das abgedunkelte Sprite oder dunkelt der Schatten den Hintergrund. Ich nehme an du meinst das Zweite. :)

Wenn du dich nicht POLYVECTOR auseinandersetzen willst, kannst du doch zwei Sprites laden (das selbe Bild einmal normal, einmal komplett schwarz). Dann zeichnest du den Hintergrund, dann das schwarze Sprite mit Transparenz, dann das normale Sprite. Die beiden Sprites dürfen natürlich nicht die selbe Position haben, sonst sieht man das Untere nicht. Also etwas versetzt, je nach höhe.
Wenn du keine zwei Sprites laden willst, kannst du auch beide Bilder in einer Imagedatei nebeneinander haben, und das ganze mit LOADANIM laden und bei DRAWANIM zwischen der Schattenversion und der Originalversion hin und her schalten.

Ich würde dir trotzdem POLYVECTOR ans Herz legen. Es gibt einige Funktionen hier im Forum mit denen man DRAWSPRITE ersetzen kann. Der Vorteil ist, dass du das Sprite an jeder Ecke beliebig einfärben kannst und auch die Alphawerte pro Ecke verändern kannst.

Lass auf jeden Fall die Idee mit dem Puffer sein. Es wird im besten Falle langamer und komplizierter.

Wenn das so nicht reicht und du etwas Code brauchst, sag bescheid.
#15
GLBasic - de / Re: Alphamode
2011-Dec-31
Wie Ocean schon geschrieben hat: Alphamode ist nicht wirklich zum abdunkeln geeignet. Es gibt Minus und Plus, weil es in opengl etliche Blendmodes und Einstellungen gibt. Auch wenn in der Hilfe steht, dass es für Schatten geeignet ist, ist damit gemeint, dass es beim blenden den Hintergrund eher verdunkelt, statt z.B. die Farbwerte zu addieren. Sinn macht das ganze erst wenn du Grafiken übereinander legst. Wenn du  ein einzelnes Sprite abdunkeln willst, male es mit POLYVECTOR und gebe dunkle RGB-Werte an jede Ecke.