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Topics - CCJ

#1
Hi all,

I am having some trouble creating what should be a simple animation for an iPhone app I'm working on--

Code (glbasic) Select

LOADANIM "yesnobuttons.png", 0, 295,300
FOR y=0 TO 19
  DRAWANIM 0, y, 0, 100
  SHOWSCREEN
  MOUSEWAIT
NEXT

MOUSEWAIT


The animation is supposed to draw two buttons rising up out of the ground for the user to press, but instead I just get crazy mangled looking results.  Is there an easy way to just load in and display a pre-made animation, and have it run through its frames in one location (i.e. not require any user input to etc. to change frames as in a walking animation).  Also, what's the best way to control the speed at which an animation iterates through its frames?  As you can see here I just made it pause at every frame so I could check on what was being displayed, but in the final app the animation should run smoothly on its own when called.
#2
hey all,

Despite Apple's recent 'relaxation' of restriction policies I thought I'd ask about this before planning a project around Newton Physics-- Are .dll calls (like those used in Newton SDK projects) allowed in iPhone apps now?  In the Apple press release I believe they said the only thing apps still cannot do is 'download code,' so I expect that calls to dll files would be allowed... but you never know with Apple.  Anybody know their policy here?

Thanks,

CCJ
#3
Hello all,

I am very interested in applying the warp/deform effect seen in the iPhone app Wobble (it lets you define regions on a raster image and then deforms those regions as it gets input from the accelerometer or the user's touch as if they had adopted faux soft-body physics) to a game I am making, but I'm not sure how this effect was achieved.  Anyone have any advice as to how I might program an analogous effect using GLBasic?

Thanks,

CCJ
#4
Hi all,

When compiling the DDgui project files from the "DDgui_proportional" download [unmodified] I get the following compilation error output:

Code (glbasic) Select

_______________________________________
*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.6.922 SN:db0cc0c3 - 3D, NET
"DDgui_test.gbas"(72) warning : implicitly created GLOBAL  : num$
"DDgui_test.gbas"(73) warning : implicitly created GLOBAL  : col$
"DDgui_test.gbas"(74) warning : implicitly created GLOBAL  : text$
"DDgui_test.gbas"(83) warning : implicitly created GLOBAL  : now
"DDgui_test.gbas"(84) warning : implicitly created GLOBAL  : flips
"DDgui_test.gbas"(85) warning : implicitly created GLOBAL  : nt
"DDgui_test.gbas"(87) warning : implicitly created GLOBAL  : old
"DDgui_test.gbas"(87) warning : implicitly created GLOBAL  : fps
"DDgui_test.gbas"(180) warning : implicitly created GLOBAL  : index
Wordcount:3009 commands
compiling:
C:\DOCUME~1\jeffreyc\LOCALS~1\Temp\glbasic\gpc_temp2.cpp: In function `DGInt __GLBASIC__::ReadKern(__GLBASIC__::DGStr, __GLBASIC__::DGIntArray&, __GLBASIC__::DGIntArray&, DGInt)':
C:\DOCUME~1\jeffreyc\LOCALS~1\Temp\glbasic\gpc_temp2.cpp:1855: error: invalid initialization of reference of type 'DGNat&' from expression of type 'double'
C:/Program Files/GLBasic/Compiler/platform/Include/glb.h:938: error: in passing argument 2 of `void __GLBASIC__::READBYTE(DGNat, DGNat&)'
C:\DOCUME~1\jeffreyc\LOCALS~1\Temp\glbasic\gpc_temp2.cpp:1863: error: invalid initialization of reference of type 'DGNat&' from expression of type 'double'
C:/Program Files/GLBasic/Compiler/platform/Include/glb.h:938: error: in passing argument 2 of `void __GLBASIC__::READBYTE(DGNat, DGNat&)'
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 123.4 sec. Time: 12:48
Build: 0 succeeded.
*** 1 FAILED ***



The DDgui project is documented as having been created in 2008 with version 5 of GLBasic-- did something big change since then that would have caused this example program to fail?

Thanks,

CCJ
#5
Hello all,
Where can I find some good documentation/tutorials/etc. on the subject of GUI programming in GLBasic, with an emphasis on iphone GUI construction?  I downloaded the DDGui example program, but all it has is a long comment at the outset with terse explanations of commands.  Technically it won't even compile right away (it was posted several years ago and a certain command, I believe it was 'fillrect' must have changed because the compiler doesn't recognize it), so additional/updated resources would be nice.  Are there any? I know there are also a few alternatives to the DDGUI commandset floating around-- where can I find documentation on them?  Do they work at all with the iphone?  Finally, has the performance of DDGUI improved at all on the iphone recently?  Last I heard it didn't work all that well [specifically scrollbars as I recall simply failed to function, and other elements ran slowly].
Thanks,
CCJ
#6
Hello,
The iphone touch example is extremely handy, but I have a question about some of the code, most particularly the mouse[].active function-- where is this function in the GLBasic documentation?  I searched but couldn't turn up any results in the help files.  This function is obviously pivotal for touch commands in GLBasic, so I would like to know more about it.  Also, I couldn't turn up any analogous examples of dot notation like that which is used in mouse[].active anywhere in the documentation so if anybody could explain the mechanics of this syntax in GLBasic and where I can find more about it I would be most appreciative.

Thank you,

CCJ
#7
Hey all,
I'm new to Mac development entirely, so I'm not really sure how out-of-the-question this might be... Is there any way to use Apple's Interface Builder to design GUIs for GLBasic games?  I know IB is meant to link up to objective-c code from the Xcode IDE, but I'm not sure if that precludes the possibility of using IB for projects created in another programming language/outside of Xcode.
#8
Hey all,
I'm just starting up with GLBasic and I'm having a bit of a problem... When I try out a simple
Code (glbasic) Select
PRINT "hello world" ,100,100
SHOWSCREEN
MOUSEWAIT
END

I get nothing but a black screen.  I tried running the sample programs showcasing various GLBasic features (the included hello world program on up to 2D and 3D graphics examples) and I got the same black screen.  I've read the various threads about black screen issues and their common causes, but nothing seems to fix my problem.  What uncommon things could cause a black screen?  Could it be related to directories (i.e. where I've installed GLBasic versus where exactly I'm saving files)?