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Messages - Poetronic

#1
Hah! I just went through some pretty old backup files... and guess what I came across  :nana:

I just played the game again and it was quite a bit of fun! In case you also want to try I reactivated the game and the online hiscore feature. Downloads are available on the following site:

http://tinyurl.com/9p6usvc

Lesson learned: never delete stuff, you might regret it some day.

- 32 Levels
- Final Boss
- Map/Soundtrack changes every 8 levels
- Enemies starting at level 24
- Lots of Items
- Lots of blocks

Have a nice week  :booze:



#2
Ok, don't bother, working now.   :)

EDIT: Haha, ok - I got it all working, but the point is that on my 2.2.2 Phone the return false on Keypress Back Button doesn't make any difference at all.
#3
Hi,

I copied the code from fivesprites and inserted the rest at the specified locations, but now I am getting a fatal error:

Code (glbasic) Select
gpc_temp0.o:gpc_temp0.cpp:(.text+0x7e06): undefined reference to `_android_JAVACALL'

Seems like the function is ignored by the compiler?
#4
Hi everyone,

is it possible by any chance to communicate directly between the SDLActivity.java and global variables in GLBasic? I would like to be able to change the Android Back Button's behavior based on the state of a global variable in the GLBasic app, or even better be able to change the variable inside the SLDActivity.java. Possible or not?

Thank you!
#5
Update:

Ok, when I uncomment this line:

Code (glbasic) Select
// System.exit(0);

The App is closed as expected when pressing the BACK button and has to be restarted. HOME Button sets the game on Pause (runnnig in the background). I use

Code (glbasic) Select
AUTOPAUSE TRUE
ALLOWESCAPE FALSE


Seems like a working solution for now!  :)

Best
P.
#6
Ok, found the Beta and installed it.

It's getting better, but it's still not perfect.


When I close the App with the Home Button, it returns to the app when I retstart it. That seems to be OK as far as I can tell.

But when I close the App with the Backbutton, it will crash on re-opening and has to be closed/killed manually. That's bad.

I tested on Android 2.2.2 and 4.1.2 - same symptoms.

In my SDLActivity.java is the following code:

Code (glbasic) Select
if(keyCode==KeyEvent.KEYCODE_BACK)
{
if(!event.isAltPressed()) // some handle alt+back as "circle"
{
Log.v("SDL", "keycode_back w/o alt-key -> finish?");
// mActivity.glbasicOnPause(1);
// SDLActivity.finish();
// System.exit(0);
return super.onKeyDown(keyCode, event);
}
}


Is this correct? Or do I have to uncomment the glbasicOnPause(1)?

Thank you!
#7
Quote from: spacefractal on 2013-Sep-10
Im uses the onKeyDown(int keyCode, KeyEvent event) and public boolean onKeyUp(int keyCode, KeyEvent event) events for all manager all key presses, which works nice for my devices. Im thinks glbasic v10 did use a different api, but its did not works very well, why im changed it to use those.

Also im dosent have test it on Android 2.2 anymore, due its very low marketshare.

PS. Have you also tried its with glbasic 11.414 Beta with the new sdk? The upgrade was suitable to use with that beta, not Glbasic 10.

Could you perhaps send me a more detailed instruction on how to use onKeyDown and OnKeyUp?

And also: Where fo i get the 11.414 Beta? Web Update doesn't tell me that there is v11 available - i only get informed about 10.283.

Thank you!
#8
Changed that, doesn't make any difference. (I'm on Android 2.2.2 with my phone btw, so not exactly what one might call up to date. Maybe it's a compatibility issue?)

The problem is that I want the app to keep running in paused mode in the background. What it does here is just close and quit completely, so exiting and re-opening the app will always completely re-start the app. What I want to achieve is to be ablte to make use of the GLB_ON_PAUSE and GLB_ON_RESUME Subs (as far as I have understood, I just have to add these 2 subs to my source code).

There is a software called Basic4Android out there that handles the task almost the same (with an on_pause and on_resume routine). It would be so great to get this behavior working with GLBasic!

Best
P.
#9
Hi S.O.P.M.

Ampos hatte hier mal eine Lösung gepostet: http://www.glbasic.com/forum/index.php?topic=7145.0

Hat bei mir unter Android allerdings nicht funktioniert (habe auch nicht lange damit experimentiert). Das könnte aber vielleicht ein brauchbarer Ansatz für Dich sein? :)

P.
#10
Ok, thank you very much!  :)
#11
Hi spacefractal,

thank you for the reply.

Since I don't have 100+ posts already, I can't download the whole Android folder from the "Bonus" section (whatever THAT is supposed to be).

Now I am getting the exact same error as Marmor in this thread:

http://www.glbasic.com/forum/index.php?topic=9379

What can I do? Could you please just upload the Android folder to some download site? I really don't see the need for putting it in a "bonus" section.

Thank you in advance!

#12
Hi James,

you might also want to have a look at the SETCURRENTDIR() command!

:)

Best,
P.
#13
Hi everyone,

I am currently trying to figure out how to make my Android application pause when I use the back button or home button on my phone.

I tried to find some info on the forum, but without much success.

It is the same problem described by Ampus in this thread: http://www.glbasic.com/forum/index.php?topic=6788.0

Now, is there a solution for this problem yet? What do I have to do in order to make my application PAUSE when i click the back button, and not QUIT?

I;m pretty sure the problem has been asked and will be asked again, so I guess a step-by-step instruction would be fantastic.

Best,
P.
#14
Hi phaelax,

you can check out your score here: http://tinyurl.com/9p6usvc

:)
#15
Quote from: Wampus on 2013-Jan-17
Once a level has enough bricks/whatever-they-are smashed you can exit via the top of the screen to the next area. If your ball falls below the paddle then it goes to the previous screen. Maybe a bit easy but for the casuals gamers of today it might suite well. :)

Hi Wampus,

totally lost sight of this thread, so thank you for the reminder :-)

I already added a feature similar to what you describe that allows the player to exit the level once enough bricks are destroyed. Some green arrows will show up on the bottom right and when you position the paddle below them and then click the left button, you can start a short timer to go forward to the next level. In order to motivate players to finish the level, the score will increase significantly when skipping levels.

Maybe you want to re-download the game, since I accidentally put some jpg-files in the shoebox some time ago...

Also I think I will leave the game at the state it is right now. It's fully playable, could not find any more bugs, not too bad for a premiere I hope, I have learned what I could learn from it and would rather like to start a new project now (my time ressources are rather confined...).

Thank you again for the comment, and by the way: It seems that noone has yet managed to complete the game but me :D