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Messages - MrPlow

#1
No idea if my monitor uses PWM - but after taking away busy line number and margin and running now that program
Eye Saver.. I am noticing less issues...

So all good for now at least :)
#2
Thanks - good idea - Just download f.lux and eye-saver programs for windows - see if they help  :)
I will try dark theme too - but in past that didnt help the motion issues...
#3
yes, I dont know if it could something else but when I look at code via the editor I get a little motion sickness headache.
I dont get it in notepad...  ;)
Could also be scrolling rate of the window is not agreeing with me...

So I was wondering if the refresh of the IDE is different too?!

I have sensitivity to high rate monitors too - and cant watch motion-smoothed TVs either etc.  :D  :D

-  trying diff larger font and removed line numbers to see if motion issues improves ;)
#4
Can the editor display code with custom Line Height? e.g. 1.5 or so..
Just the standard is a little hard on my eyes and would like to be able to alter it?
#5
Quote from: spacefractal on 2023-Dec-28Happy Xmas.

etc im today finally got my Spectrum Next issue 2 machine. Currectly working a that remake named "Head Over Heels" to that as one of the strect issue 2 kickstarter. Im guess all/most speccy games know that game. hihi.

HAPPY NEW YEAR ALL - wow SF, nice!! Head over heels is a well-loved game...I was more a strategy / adventure gaming type myself...but look forward to seeing the isometric implementation!
#6
Tutorials / Re: Chat.GPT
2023-Nov-20
Hi I asked GPT to create GUI menu in GLBasic and it gave me

Code (glbasic) Select
// Set the screen dimensions
SCREEN 800, 600, 0, 2

// Define menu constants
CONST MENU_ITEM_HEIGHT = 50
CONST MENU_TEXT_SIZE = 20

// Define menu items
GLOBAL menuItems[2] = ["Option 1", "Option 2"]
GLOBAL selectedMenuItem = -1

// Main loop
WHILE TRUE
  // Clear the screen
  CLS RGB(255, 255, 255)

  // Draw menu items
  FOR i = 0 TO UBOUND(menuItems)
    LOCAL itemY = i * MENU_ITEM_HEIGHT + 10
    RECT 10, itemY, 790, itemY + MENU_ITEM_HEIGHT, RGB(200, 200, 200)
    PRINT menuItems[i], 20, itemY + 10, MENU_TEXT_SIZE
  NEXT

  // Check for mouse input
  LOCAL mouseX, mouseY, mouseButton
  MOUSESTATE mouseX, mouseY, mouseButton

  // Highlight the selected menu item
  selectedMenuItem = -1
  FOR i = 0 TO UBOUND(menuItems)
    LOCAL itemY = i * MENU_ITEM_HEIGHT + 10
    IF mouseX > 10 AND mouseX < 790 AND mouseY > itemY AND mouseY < itemY + MENU_ITEM_HEIGHT
      RECT 10, itemY, 790, itemY + MENU_ITEM_HEIGHT, RGB(150, 150, 150)
      selectedMenuItem = i
    ENDIF
  NEXT

  // Check for mouse click on a menu item
  IF mouseButton = 1 AND selectedMenuItem <> -1
    // Perform action based on the selected menu item
    SELECT selectedMenuItem
      CASE 0
        PRINT "Option 1 selected", 400, 300
      CASE 1
        PRINT "Option 2 selected", 400, 300
    END SELECT
    SLEEP 1000  // Display the message for a short time
  ENDIF

  // Refresh the screen
  SHOWSCREEN
WEND

// End the program
END



Needed some fixing but the example was close -  :o

Code (glbasic) Select
SUB main2:
LOADFONz("bigscore.png",1)
SETFONT 1
// Set the screen dimensions
//SCREEN 800, 600, 0, 2

// Define menu constants
CONSTANT MENU_ITEM_HEIGHT = 50
CONSTANT MENU_TEXT_SIZE = 20

// Define menu items
GLOBAL menuItems$[]
DIM menuItems$[2]
menuItems$[0]="Option 1"
menuItems$[1]="Option 2"
GLOBAL selectedMenuItem = -1

// Main loop
WHILE TRUE
  // Clear the screen
  CLEARSCREEN RGB(255, 255, 255)

  // Draw menu items
  FOR i = 0 TO LEN(menuItems$[])-1
    LOCAL itemY = i * MENU_ITEM_HEIGHT + 10
    DRAWRECT 10, itemY, 790, itemY + MENU_ITEM_HEIGHT, RGB(200, 200, 200)
    PRINT menuItems$[i], 20, itemY + 10, MENU_TEXT_SIZE
  NEXT

  // Check for mouse input
  LOCAL mouseX, mouseY, mouseButton,mb2
  MOUSESTATE mouseX, mouseY, mouseButton,mb2

  // Highlight the selected menu item
  selectedMenuItem = -1
  FOR i = 0 TO LEN(menuItems$[])-1
    LOCAL itemY = i * MENU_ITEM_HEIGHT + 10
    IF mouseX > 10 AND mouseX < 790 AND mouseY > itemY AND mouseY < itemY + MENU_ITEM_HEIGHT
      DRAWRECT 10, itemY, 790, itemY + MENU_ITEM_HEIGHT, RGB(150, 150, 150)
      selectedMenuItem = i
    ENDIF
  NEXT

  // Check for mouse click on a menu item
  IF mouseButton = 1 AND selectedMenuItem <> -1
    // Perform action based on the selected menu item
    SELECT selectedMenuItem
      CASE 0
        PRINT "Option 1 selected", 400, 300
      CASE 1
        PRINT "Option 2 selected", 400, 300
    ENDSELECT
    SLEEP 1000  // Display the message for a short time
  ENDIF

  // Refresh the screen
  SHOWSCREEN
WEND

// End the program
ENDSUB
#7
Tutorials / Re: Chat.GPT
2023-Nov-20
Wow! It knows GLBasic...
Yes, I have done a few assets examples too...
#8
My previous sound issue for Android 6 - 10 was a non-issue - the platform involved for testing seems to have a sound bug for those versions.

My instructions and update steps above still follow---

I am now on my 5+ app update without any hitches...(using Android Studio 3.5.3 ) =D

API 33 (Android 13) and min 23

gradle 5.4.1, gradle plugin version 3.5.4

Admob 19.4.0

Soon with try to update to admob 20.1.0

#9
Hi Gernot, Spacefractal

Any idea why sdl mixer might not work with android 7.1 to 10 ...but 11,11,13 all are fine??
#10
Gernot,
if needed I could run the odd aab or apk file for you on my Browserstacks account... manually runs / tests from Android 8 to 14
I since found other interesting requirements to get my aab packages to run correctly "extract native libs"  etc.
#11
Also on the controls - a direction is only needed to pressed once...
then press other arrow for changing the current direction...etc.

Quote from: Qedo on 2023-Sep-05tried it and it's very nice big, the only problem but maybe it's my problem is the management of the direction keys
Perhaps they are too far away and often have to look at the position of my finger in relation to theirs.I don't know.
I will continue to play it to practice. Well done :booze:
#12
Hi Qedo,
Glad you liked it :D
It was done a good while ago...
but I am updating all my apps for better visibility in Playstore and to keep them running well...

My only issue is now getting the loadsound to load / sound files for android 7,8,9,10
#13
here is the app I recently updated - if you want to try it...

https://play.google.com/store/apps/details?id=com.gazzapper.classicarcade.spacegames
#14
The nativelibs parts helped the app work from a Playstore install!!
#15
Okay here are the changes I made

Androidmanifest.xml

if using admob
<uses-permission android:name="com.google.android.gms.permission.AD_ID" />

then application changes

 <application
        android:isGame="true"
        android:label="@string/app_name"
        android:icon="@mipmap/ic_launcher"
        android:roundIcon="@mipmap/ic_launcher_round"
        android:allowBackup="true"
        android:hasFragileUserData="true"
        android:banner="@mipmap/banner"
        android:hardwareAccelerated="true"
        android:resizeableActivity="false"
        android:extractNativeLibs="true"
        >

then activity
 <activity android:name="SDLGlbasic"
            android:theme="@style/MyTheme"
            android:label="@string/app_name"
            android:screenOrientation="sensorPortrait"
            android:minAspectRatio="1.2"
            android:maxAspectRatio="2.4"
            android:exported="true"
            android:configChanges="keyboard|keyboardHidden|orientation|screenSize|uiMode">


//In app for using admob 19.4.0
dependencies {
    implementation fileTree(dir: 'libs', include: ['*.jar'])
    implementation 'androidx.appcompat:appcompat:1.2.0'
    // GLBASIC_USER_NOTE AdMob - implement dependency
     implementation 'com.google.android.gms:play-services-ads:19.4.0'
}

then in gradle.properties file

org.gradle.jvmargs=-Xmx1536m
android.bundle.enableUncompressedNativeLibs=false