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Messages - Darmakwolf

#301
GLBasic - en / OS X Wine
2011-Jul-15
GLBasic works great on WINE for OS X Lion (wine version 1.2.2) even with 3D and NET commands. The only problem is the "removed deprecated platform (insert whatever build you selected here)" dialog when clicking "build multiplatform." It even happens when selecting just Win32. It's probably WINE's fault and not GLBasic, but is there a workaround? If it could just do iOS it'd save a lot of trouble. Parallels often gives me kernel panics with GLBasic because Parallels isn't 100% stable in Lion yet!
#302
In my experience, this has never happened. This is how I normally do it - and it works fine. Example attached. I've used this method to write over 3000 lines to an ini on close without fail. Let me know how it works for you.

[attachment deleted by admin]
#303
Thanks for testing it! You're right though - there is no way to avoid internet delay. It's "natural" - when it's on two PCs and you aren't watching both screens, it's alright. And I just made the fix for the direction problem - thanks for pointing it out. Basically, there's an old and new coordinate for the "other player." Along with that was the direction they were facing. Guess it's unnecessary to send that information - so I simply had it check what direction the other character will be moving in, and draw the appropriate sprite animation, rather than sending the dir and getting the dir - it was slow. All fixed! Next update should include the ability to move to other maps (entering houses, moving to another field, etc.) as well as treasures, and POSSIBLY a basic battle system. (and improved chat.)
#304
If you get the time, please test the network performance of Thy Wanderer (make sure to download beta 2 at the bottom of the page, not the first one!)

I'd like to know if it works well for others over the net. Works great with a Mac Mini core2 duo 8GB Ram Win7 and OSX Snow Leopard as the server communicating with an old Dell desktop at my friend's. It does work locally, but I've only tested two windows on the same machine, and with one computer on the other side of the USA. Not sure if local addresses work well. Give it a try  :)

http://www.glbasic.com/forum/index.php?topic=6199.0
#305
Beta Test #2 is here! What's new?
Networked exploring!
Just edit "server.properties" in the Media folder to reflect what IP/Port you want to host on or join.
Note: the port must be open and using TCP. <google Port Forwarding if you're unsure about it.>

At the title, press 3 to host a game. This will wait for one other person to connect.
To join, edit server.properties to reflect the actual IP and port you wish to connect to, and then press 4 at the title screen.

When the server and client are able to connect to each other, the game will begin. It takes ~10 seconds to sync up so you both see each other on the screen, and then it's a miniscule delay even over long distances. (Played it over the 'net with my friend from 1200 miles away with a 0.2 second delay :P)

All that is possible right now is walking around and chatting. Chat is pretty... lacking... so to speak. but it does work. Press "C" to get a text prompt, type and hit enter. Characters have a text bubble over their head for 5 seconds when they speak. Both players can speak individually and at any time, but only characters in-range can be heard. Escape or "i" opens the menu. All that is available right now is save and quit - but the other options are there. I will add other options in the future, such as trading, dueling, and forming a party. Currently only two players are possible. I may consider making up to 30 a possibility (as in MMORPG style,) but I really think just a 2 player game is suitable. Single player is still possible, but nothing is really new there. Remember F2 = debug mode, F3 = mini map.
Collision detection is also enabled in multiplayer! Give it a shot and let me know what you think - remember to open a port which is forwarded to the correct local IP, and to find your actual IP for someone to connect to!

Download from Zshare:
http://www.zshare.net/download/90106723ea282098/

<.exe only for now, others if requested. I may release the source when it's nearly complete, but it is unavailable at the time. and messy anyway... who wants to dig through so much code.  :P>
#306
We'll see! :)
Perhaps once it's a little more developed I could use some help making large dungeons or forests (not randomly generated.)
Also - anyone got any pointers on removing tearing? Running it on OS X or XP, it often tears when scrolling directly vertical or horizontal. Changing Vsync options does nothing helpful. It's drawing the whole map at 1:1, then grab-sprite-ing around the player, and stretching the grabbed image over the screen.
#307
Quote from: erico on 2011-Apr-28
Works perfect here too.

map editor:
-can tiles be on screen somehow? it sucks to go to a separate page to select them.
-Works really nice, I´m tempted on spending some time drawing a world on it... =D

game:

The possibilities are endless, gfx reminds me of knightmare. http://en.wikipedia.org/wiki/Knightmare_(1986_video_game)
look for knightmare msx on google images...or over some online msx emulator.

You should also take a look at POWDER (rogue like) at
http://www.zincland.com/powder/index.php?pagename=news

powder is extremely addicting, if it was real time somehow and multiplayer I probably would stop eating...

I've played all the games mentioned here! I played EVERY msx game possible on the GP2X Wiz (every one that worked, anyway.) I loved Knightmare. I do not want it to work like powder, as much as I enjoy that game. I'm thinking more like a more user-friendly combination of Dragonquest and FF1 only two-player. I'm glad you like it so far though! There's some scary programmer tricks going on in the background I don't even know how I accomplished - but it works! xD
#308
Quote from: MrTAToad on 2011-Apr-28
I think the graphics could be tidied up a bit more - the initial text is hard to read.

But it certainly moves and scrolls smoothly - and could be a unique game.

Well, like I mentioned - it's obviously a work in progress and the level editor and title screen are not final or even supposed to be close. It's not like the basic menus made for the programmer need to be beautiful. In fact the level editor won't be usable in the final game because the game will have scripts and events and such - wouldn't want people breaking the game in multiplayer! But thanks - it does have some unique potential I think.
#309
For fun I'm making a multiplayer old-school (Dragon Warrior, FF1) style RPG. Currently it is not really "a game," however I have made a tile map system which works, along with a toggle-on mini map, and a smooth scrolling free-roaming map with block collision detection. I intend to make two modes - one which allows two separate characters over the network explore by themselves or simultaneously, being able to trade items and fight together, OR allow the connected individual to control enemies in battle while spectating player 1 outside of battle. It's going to be an interesting learning experience. Below is a link to just the executable and media folder inside a zip file on zshare. Basically, there's no fancy menu on the title screen yet. Press "1" to use a shoddy map editor I made. It's not intended for the "end user," but does its job. Left and right selects a map, enter goes to the editor. 1 and 2 in the editor switches between "layers" (like RPG Maker,) and left click draws tiles while right click copies them. Clicking the blue box on the lower-left brings up a tile palette to draw with. At the title screen, pressing 2 loads "first.ini" - (this is hardcoded at the moment.) You can move with the arrow keys to try out the collision detection testing map. F1 toggles smoothshading (should be left off.) F2 toggles Debug Mode (display FPS, coordinates.) F3 toggles the mini-map in the corner. Clicking the scroll in the corner will have the same effect. Let me know what you think! (Tested on Mac Mini, Intel Core2 Duo + 8GB RAM on Windows XP, running at 60 FPS constantly.)


http://www.zshare.net/download/895315901ee9125e/
#310
I just installed beta (it was hard to find! make a big download button ><) and NOW it works. Please don't break basic functions in a standard update... but I'm glad it's fixed! xD thank you for the suggestions. I can get on with work now. DDGUI wasn't a good alternative for this project.
#311
Well I'm currently using XP to develop in GLB - but all my preferences are set to english with an english keyboard. I seriously don't need to implement the entire freaking DDGUI for ONE box to type in. one. Input$ may be a mostly unused command, but it's STOPPING production right now. I don't want to go through the trouble of rolling back to an older installation, that should not be necessary. Is there a quick-fix for XP?
#312
... well. Just read another post about it - how'd you manage to break Input? xD anyways. I just need simple input from the keyboard for something *I* will use, rather than a polished end-user thing. It's for a level editor. Guess I'll have to research DDGUI... which is really a bit of a pain. It'd be a lot simpler if input just worked.
#313
GLBasic - en / Odd problem
2011-Apr-24
Well I decided to try out BootCamp on this Mac Mini (intel core2 duo + 8gb ram nvidia 320M osx snow leopard + win xp pro) - and it works really well. Never seen a small computer run this well with anything - except I think there's a problem with the way GLBasic interprets the return key on the Apple keyboard for some reason. If I use an Input command, I can't get "return" (or "enter, for that matter,) to actually finish the input and go on to the next part of the code. It makes a yellow block with my custom font, and a blank space with the default font. I've even run the sample for Input - it does the same thing - generates spaces when I hit return. The key tool in the tools folder says the key being pressed is "28." This is the corded, aluminum Mac keyboard with two USB slots on it. Not sure what else to say - am I just being really stupid and am I overlooking something?  :doubt:
#314
So it seems it will work on legitimate Android devices with 2.2 and higher...except with some kind of touch-coordinate problem. Not a bad start!!!
#315
HTC Droid Incredible with Gingerbread: App runs fine, except that the coordinates are way off at first. After a while of touching the screen, the cross hairs are accurate. They start out too far to the right and below my finger. However - the app runs!