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Messages - AndyH

#46
Quote from: jbrodackmouth trap was good too though I'd like to see AI in the game instead of enemies moving back and forth which makes things way too easy.
I'll release an updated version soon.  BTW, there are two other movement patterns rather than just paths - one steers towards you and another does the same when you are close.
#47
Congratulations Ian, and well done Peejay and everyone else.

Simon, take a look at the pdf for the scores.

I've seen GLB grow immensely over the time of the competition, there's new commands and plenty of fixes and other updates.  I've not got anything serious at all holding me back (the only thing that was a problem was the lock up on the PPC version but that is fixed now :)) and only wish list items left on my list... if you have bugs or problems please post them so something can be done about them.
#48
It would be cool to be able to play all the games, but at the moment I haven't got a GP2X to do that yet.  I fully understand if you do not want to though and that's your right :)

I'm planning to release Ms Mouth Trap for as many platforms as I can compile to as soon as I add a few extra features.  I'm keeping the splash screen in of course which advertises both GLB and the GP2X so hopefully new people will get to know about these wonderful products.

I kind of understood that rule as both Ian and BasicMe have interpreted it, that it must be playable on the F100 (ie: nothing restricted) but that where mouse/pen input was available to use it to enhance the game in some way/ways.  This must surely add encouragement to existing F100's users a reason they might want to consider upgrading :)  Hopefully I've achieved that in my game - everything is accessible on the F100, even the level editor, it's just easier to point and click in the editor to design the levels than to 'tab' through the buttons.  You can even choose to play the game itself with just the pen/mouse, as well as the D-PAD / Keys / Digital/Analogue joysticks dependant upon what's available on each platform .
#49
It runs fine here too. I have a DELL with a GeForce 7900 GS Go (Vista).  I found the drivers initially to be poor on XP, I went to DELL and got their standard and their 'uncertified' versions both were much better but the uncertified worked best.  Since I moved from XP to Vista, I've been using the official drivers which seem to have been very stable and not encountered any real problems.
#50
Vista, yes my drivers are the latest.  I don't really get any problems here - everything runs great (DirectX and OpenGL).
#51
Mine has shader 2 and is not that old.  I've some shader's (reportedly v2) in MMF that work ok.
#52
It doesn't seem to work on my 7900 GS Go.
#54
GLBasic - en / Glow effects
2008-Mar-31
Yes, I need to put the caps in again now (as I'm using connecting lines).  I realised that is what your example should have been doing but I was having some problems with it (it wasn't putting rounded edges on).  It might have been a bug in my code though, as I fixed something in my sprite handler.  I'll post an update to the code I'm using tonight.
#55
GLBasic - en / Glow effects
2008-Mar-29
Got the glow effect I am after (thanks to getting the alpha channel working right along with the additive alphamode) and I've modified the CoolLine function to draw a glow line in the way that I want (code below).  Thanks for all the help on this :)

Code (glbasic) Select
// to make this more flexible, could work out the sprite (spr) image width and height - I've got it set up for a 32x32 sprite.
FUNCTION CoolLine: spr, x1, y1, x2, y2, w, col, alpha
LOCAL c,s,p, dx, dy, ddx, ddy, ux, uy, lg

// direction of line
ddx = x2-x1
ddy = y2-y1
lg = QSQR(ddx*ddx+ddy*ddy)
IF lg<0.1 THEN RETURN

// short caps
lg=lg+lg
// dir vector
dx=ddx*w/lg
dy=ddy*w/lg
// up vector
ux=dy
uy=-dx

ALPHAMODE alpha/2

STARTPOLY spr
POLYVECTOR x1+ux*2, y1+uy*2, 0.5,  0.5,col
POLYVECTOR x1-ux*2, y1-uy*2, 0.5, 31.5,col
POLYVECTOR x2-ux*2, y2-uy*2, 31.5, 31.5,col
POLYVECTOR x2+ux*2, y2+uy*2, 31.5,  0.5,col
ENDPOLY

ALPHAMODE alpha
// center
STARTPOLY spr
POLYVECTOR x1+ux, y1+uy, 0.5,  0.5,col
POLYVECTOR x1-ux, y1-uy, 0.5, 31.5,col
POLYVECTOR x2-ux, y2-uy, 31.5, 31.5,col
POLYVECTOR x2+ux, y2+uy, 31.5,  0.5,col
ENDPOLY

ALPHAMODE alpha/2
ENDFUNCTION
Here's the image I'm using....

#56
Here's the image:




and here's some code:

Code (glbasic) Select
SETSCREEN 640,480,0
LIMITFPS 60

BLACKSCREEN

LOADSPRITE "achannel.png",0

WHILE TRUE
LOCAL x,y,a,b

IF KEY(2) THEN ALPHAMODE -1
IF KEY(3) THEN ALPHAMODE 1

DRAWRECT 105,105,100,10, RGB(0,0,255)

MOUSESTATE x,y,a,b
DRAWSPRITE 0, x,y

DRAWSPRITE 0,100,100

SHOWSCREEN

WEND
By default, the alpha channel on the red circle is ignored.  If shows a solid circle.  Hold 1 on the keyboard to apply the alphamode of -1 and the alpha channel works.  Is this correct or should alphamode 0 also work?
#57
GLBasic - en / Glow effects
2008-Mar-28
I'm making a quick game (for the RR project) for Windows, Mac & Linux, so I don't need the alpha channel support for PPC right now.  A nice to have for the future when you've some time to look at it I guess.

I'd like to make a short to medium length trail for an object that doesn't  change direction.  The line will be around 8 pixels width, but could be wider, and I'd like it to fade out at one end.
#58
GLBasic - en / Glow effects
2008-Mar-28
Ah - cool.  I think I must have messed up my alpha channel when I saved my image and just assumed they weren't supported.  This is perfect then thanks.  I remember a post now that I think about it, it's only OpenGL platforms that support the alpha channel so PPC and GP2X will ignore them, is that right?

Yes, I came across that line effect in that linked post which looked cool in the screenshots but I couldn't figure out how to use it as my line didn't look the same.  I'd like to put a small glowing trail on some objects.
#59
GLBasic - en / Glow effects
2008-Mar-27
Hi all

Is there any way to make glow effects in GLB?

What I'd normally do is use an alpha channel and additive blending.  I don't think GLB can currently load graphics with alpha channels?

I've tried alphamode 0.1 -> 1.0 with a variety of graphics but I'm not able to find anything that works for me.

I also found this (scroll down to Gernot's post) which looks interesting over at RR, but I can't seem to get it to work.

Any suggestions (and code examples)?
#60
This is how I use them:

Code (glbasic) Select
TYPE tGame
  score; lives
ENDTYPE
GLOBAL game as tGame
game.score = 0
game.lives = 3

MainGame()

FUNCTION MainGame:
 LOCAL localLives, localScore
 localLives = game.lives
 localScore = game.score
 WHILE localScore < 10
  IF localLives > 3
   DisplayLives( localLives )
   IF MOD(localScore,3) = 0 then DEC localLives ,1
   IF MOD(localScore,3) = 0 then INC game.lives ,1
  ENDIF
  INC localScore,1
  SHOWSCREEN
 WEND
 // localLives and localScore will cease to exist from this point on
ENDFUNCTION

FUNCTION DisplayLives: _lives
 // localLives and localScore do not exist in here, but we pass the value of localLives over in _lives parameter
 // game is global so exists everywhere
 PRINT "Lives past via function params="+ _lives, 0,0
 PRINT "Lives in game.lives="+ game.lives,0,10
ENDFUNCTION