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Messages - aroldo

#61
I compiled and tested Brickbuster on the Palm Pre2 and it worked fine.

On XCode I did not compiled and I got the following error messages:
Undefined symbols for architecture armv7:
  "__GLBASIC__::CGStr::CGStr(char const*)", referenced from:
      void __GLBASIC__::glb_err_array_range<__GLBASIC__::DGArray<__GLBASIC__::star> >(__GLBASIC__::DGArray<__GLBASIC__::star> const&, int, int, int, int) in libPROGRAM.a(gpc_temp0.o)
      void __GLBASIC__::glb_err_array_range<__GLBASIC__::DGArray<__GLBASIC__::brick> >(__GLBASIC__::DGArray<__GLBASIC__::brick> const&, int, int, int, int) in libPROGRAM.a(gpc_temp0.o)
      __GLBASIC__::__GetPrpjectVersionGLB() in libPROGRAM.a(gpc_tempg.o)
      __GLBASIC__::__BuildSerial() in libPROGRAM.a(gpc_tempg.o)
      __GLBASIC__::__CompileTime() in libPROGRAM.a(gpc_tempg.o)
      __static_initialization_and_destruction_0(int, int) in libPROGRAM.a(gpc_tempg.o)
  "__GLBASIC__::__DG_DEBUG", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_FRAMERATE", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_FULLSCREEN", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::SHOWSCREEN(int)", referenced from:
      __GLBASIC__::draw() in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_WANTMOUSE", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_RESX", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_RESY", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_MULTISAMPLE", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)
#62
Gernot,

Very cool stuff! Thank you!

I compiled 2 of my projects on V11 , MetroBeatHD and Brick Buster, they both work.
The only compilation error issue I had was the TYPE, I had a TYPE called Mouse and another called State I just had to rename them to TMOUSE and TSTATE and the apps work fine on Win32.
I will test on iPhone and HP/Palm devices and let you know the results.

Sincerely,
#63
Hello GLB developers.

This is a new game console that will hit the market in 2013.
It runs on Android.
Please see details on the link below.

http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console

May be GLBasic will have a compiler for it.
#64
Gernot thanks for the news, if you need help you can count on me.
Enjoy the weekends!
#65
GLBasic - en / GLBasic V11
2012-Jul-13
Gernot,

What is the status on V11? I remember reading on previous posts that it was scheduled to Summer 2012.
Are you planing to demo V11 on a video?
Is it possible to get a beta of V11? I am interested to see how the screen layout with buttons, text boxes and etc will work and the new IDE.

#66
That is cool!
djtoon can you share your GLBasic code?
#67
How can I disable the iOS screen timeout in GLBasic?
#68
Very Nice!

Good luck!

#69
Just say it is a free version!!!

Look at what Brd did with the Snake Slider, he has a Free version and if people like they buy the  full version.
#70
GLBasic - en / MetroBeat
2012-Mar-08
Name: MetroBeat and MetroBeatHD
Genre: Music
Cost: US$ 1.00
Min OS: WebOS 1.4.5
File size: 1.4MB
Application Submission Type : Appstore
Available for : Palm Pre and HP TouchPad

https://developer.palm.com/appredirect/?packageid=com.apdconsultinginc.metrobeat

MetroBeat is a precise metronome for Apple mobile devices. Musicians will enjoy the intuitive controls in one screen. Audio and visual tempo indicators a volume control with a built in mute! Tempo ranges from 30 to 300. Tap up and down controls to increment tempo in 1 or 10 units. Time signatures up to 17 beats per measure and beat counter. Auto Save store your settings automaticaly!
#71
GLBasic - en / MetroBeatHD
2012-Mar-08
App Name: MetroBeatHD
App Version Number: 2.2
App SKU: 500-01
App Apple ID:506064470

Name: MetroBeatHD
Genre: Music
Cost: US$ 0.99
Min OS: iOS 5
File size: 1.4MB
Application Submission Type : Appstore
Available for : iPhone, iPod Touch, iPad

http://itunes.apple.com/app/metrobeathd/id506064470?mt=8

MetroBeat is a precise metronome for Apple mobile devices. Musicians will enjoy the intuitive controls in one screen. Audio and visual tempo indicators a volume control with a built in mute! Tempo ranges from 30 to 300. Tap up and down controls to increment tempo in 1 or 10 units. Time signatures up to 17 beats per measure and beat counter. Auto Save store your settings automaticaly!
#72
Did any one that included iAds and Promocodes for iOS devices?

Can you share some examples?
#73
spacefractal,

Thank you, I will give it a try.
#74
BdR

QuoteA few of  the new lines were missing a translation. I've tried to translate them myself using google-translate. Are these somewhat correct?
Rate this game! -> Deixar sua avaliação! (="Leave your review!")
Tap to inspire the developers! -> Clique par apoiar os programadores!

I updated the Google Docs as per above!

Let me know when the Portuguese version is available, so I can download it to my device.



#75
Gernot,

Thanks for your help!

I finally got the device orientation working when I flip the device to left, right, bottom or top.

I used the JOYSTATE to get the orientation from the device and modified the "SETORIENTATION"sample file from the GLB help.

I tested on the iPhone 4S, iPad2, HP Touchpad and Palm Pre 2 and it works fine!

On the TP and iPad the device "Rotation Lock" switch doesn't lock the screen. Can this be an issue with the Apple or HP app submission?

Here is the code:



Code (glbasic) Select
// --------------------------------- //
// Project: Orientation
// Start: Tuesday, February 28, 2012
// IDE Version: 10.237


// SETCURRENTDIR("Media") // go to media files



// Test mode: 320x480

X_OBJSTART 0
X_OBJADDVERTEX  0, 20,  0, 0,0,0xffffff
X_OBJADDVERTEX  0,-20, 10, 0,0,0xff0000
X_OBJADDVERTEX  0,-20,-10, 0,0,0x0000ff
X_OBJNEWGROUP
X_OBJADDVERTEX   0, 20,0, 0,0,0xffffff
X_OBJADDVERTEX  30,-10,0, 0,0,0xff0000
X_OBJADDVERTEX -30,-10,0, 0,0,0x0000ff

X_OBJNEWGROUP

X_OBJADDVERTEX  10.5,-15,  10.5, 0,0,0x00ffff
X_OBJADDVERTEX  10.5, 15,  10.5, 0,0,0x00ffff
X_OBJADDVERTEX -10.5,-15, -10.5, 0,0,0x00ffff
X_OBJADDVERTEX -10.5, 15, -10.5, 0,0,0x00ffff

X_OBJEND

LOADFONT "Media/fonts/APDfont_Blue.bmp",0
SETFONT 0


LOCAL mx%, my%, b1%, b2%
LOCAL irot%  = 0
LOCAL accelx%,accely%,accelz%
LOCAL accelRx%,accelRy%,accelRz%
LOCAL rot%
LOCAL joy_x, joy_y, joy_a, joy_b
GLOBAL text$=""
LOCAL info$ = PLATFORMINFO$("")
WHILE TRUE

accelx = GETJOYX(0)*100
accely = GETJOYY(0)*100
accelz = GETJOYZ(0)*100

accelRx = GETJOYRX(0)*100
accelRy = GETJOYRY(0)*100
accelRz = GETJOYRZ(0)*100

rot = GETORIENTATION()

PRINT "X:"+accelx+" Y:"+accely+" Z:"+accelz, 0, 300
PRINT "RX:"+accelRx+" RY:"+accelRy+" RZ:"+accelRz, 0, 320

JOYSTATE joy_x, joy_y, joy_a, joy_b;

IF joy_x=1; LET text$="LEFT";SETORIENTATION (3);   ENDIF;
  IF joy_x= -1; LET text$="RIGHT";SETORIENTATION (1);  ENDIF;
  IF joy_y=-1; LET text$="TOP"; SETORIENTATION (0);   ENDIF;
  IF joy_y= 1; LET text$="BOTTOM"; SETORIENTATION (2);     ENDIF;
PRINT text$, 0, 340
IF info$="WIN32"

   IF KEY(2) ; irot=0; text$="TOP"; ENDIF;// top
   IF KEY(3) ; irot=1; text$="RIGHT"; ENDIF;// right
   IF KEY(4) ; irot=2; text$="BOTTOM"; ENDIF;// bottom
   IF KEY(5) ; irot=3; text$="LEFT"; ENDIF;// left
   // rotate the screen. Stays locked until you change that!
     SETORIENTATION irot
ENDIF

   // mouse position on screen (in screen pixels - not device)
   MOUSESTATE mx, my, b1, b2

   // print where mouse is and rotation index
   PRINT "Rot: "+irot+" Mouse: "+FORMAT$(4,0,mx)+ ", "+FORMAT$(4,0,my), 0,0


   // get the full viewport
LOCAL vpx%, vpy%, x%, y%
   GETVIEWPORT x, y, vpx, vpy

   DRAWLINE x,      y,      vpx,    y,       RGB(255,128,128)
   DRAWLINE x,      y,      x,      vpy,     RGB(255,128,128)
   DRAWLINE x+vpx-1,y,      x+vpx-1,vpy,     RGB(255,128,128)
   DRAWLINE x,      y+vpy-1,vpx,    y+vpy-1, RGB(255,128,128)

   PRINT "VP: "+x+","+y+" "+vpx+" x"+vpy, 0,20

   // and screen size
   GETSCREENSIZE vpx, vpy
   PRINT "SC: "+vpx+"x"+vpy, 0,40

   // draw line to viewport rect
   DRAWLINE vpx, vpy, 50+200,100+100, RGB(0,255,255)

   // render to a viewport area
   VIEWPORT 50,100, 200,100
   // make sure we don't paint outside the viewport
   DRAWRECT -999,-999,2000,2000,RGB(64,64,128)

   // render 3D into that viewport
   do3D()


   // start rendering in 2D over the same viewport again
   X_MAKE2D
   VIEWPORT 50,100, 200,100
   PRINT "2D Viewport 200x100",0,0
   // is the size correct?
   GETVIEWPORT x, y, vpx, vpy
   PRINT "VP: "+x+","+y+" "+vpx+" x"+vpy, 0,20


   // now grab that viewport and paste it again
   VIEWPORT 0,0,0,0
   GRABSPRITE 1, 50,100,200,100
   DRAWSPRITE 1, 50,201



   // mouse position
   DRAWRECT mx-4, my-4, 8,8,RGB(255,255,0)


   SHOWSCREEN

WEND

FUNCTION do3D:
   ALPHAMODE 0
   X_CULLMODE 0

   X_MAKE3D 1, 100, 45
   X_CAMERA 3,3,40, 0,0,0
   X_ROTATION GETTIMERALL()*0.1, 0,1,0
   X_DRAWOBJ 0,0
ENDFUNCTION