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Topics - kaotiklabs

#41

While debugging a program that uses the arrow keys for the menus, the keys were not captured.
I tried to debug the problem using inkey but was not capture either.
Strange of all, the range of keys from A to Z were captured but numbers and other especial keys like arrows weren´t.

In a normal compilation (without debug) all work as expected.

#42
GLBasic - en / Frameskiping
2009-Oct-21
Hi mates,

Has glbasic implemented some kind of frameskiping by default?
If not, how could I implement it?

Thans in advance.
#43
Hi mates,

after coding some stuff in landscape mode on the iPhone and a bit of beta testing I´ve realised that the orientation of the screen is not the correct for the device.
Glbasic rotates the screen having the home button on the right.
If you have the earphones pluged, is nearly imposible to handle the device properly.
If the earphones are unpluged, your hand usually blocks the little sound output hole on the bottom.
Anyone had the same problems?

I´ve been checking some of the landscaped games on the apple store and they use to be rotated the other way.
Eitherway, I remember that the iPod Touch had the earphone hole on the bottom, so a fix for one device could affect the other.
Maybe could be better if we could choose our prefered orientation...

What do you think?
#44

This may be a stupid question.

Wich mode is best for performance on iPhone platform, smoothshading ON or OFF?

Sorry for this question, but I don?t get the point.
#45
Hi,

I?m coding a small game for the iPhone in landscape mode. It?s uses tiles and horizontal scroll.
When using landscape mode, the tiles loaded using usescreen/createscreen (a bypass for the bugged grabsprite on iphone) are rotated -90?, so everything gets rotated.

I?ve tried to code a small app to automated the rotation but have problems when using pngs and alphas. (glbasic can?t save pngs, or at least no the alpha channel)

How are you fixing this?
Just rotating the whole image (tile container) tile by tile by hand? any app?
or something more sophisticated?

Any help will be appreciated because I?m really stacked.
Thanks in advance!




#46

After selecting a text block, you mus check twice "toogle block comment".
First time doesn?t work.
#47

ALPHAMODE -.999 for png alpha support is not documented.
#48
Hi,

I?m just trying some little demos on landscape mode on the iphone and I?m having very bad fps.

I?m just testing some on screen touch controls ideas using rotosprite for showing one moving 32x32 png.
The frame rate is stacked at 17fps without moving the object. Why is so slow??
I?ve tried also with smoothshading on and off, without any fps changes.

Another problem, not related, I?m implementing control movements calculating a vector inside a touchable area (the big circle area), I cannot get the vector from center of the big circle to the touched region inside the circle. This is working on Windows but is not working on Iphone.
Maybe the landscape mode is not working properly?

I?m attaching the project,  in case anyone could help me will be apreciated.



[attachment deleted by admin]
#49
Hi mates,

I have problems while trying to read a binary .dat file.
I use    OPENFILE(1,"file.dat",1) and read it later with READUWORD 1,value.

I don?t have any problems on a Windows machine but on an Iphone there?s a segmentation fault.
I?ve checked several times that the file has the correct path and is located on the media folder of the project.
Other files, like sprites load correctly.

Using the debugger I?ve found this line:

<notice> request: fopen ("file.dat", "rb") failed
<notice> shut down GLB

Any clue??
#50
Hi,

I?m programming a little app for windows platforms.
I?m using a 512x384 res.

When I?m executing the app, the mouse cannot leave the game window borders.
I?ve checked my code and I?m not drawing the mouse in any weird way.

is this the usual behaviour in windowed applications or am I missing something?
#51
I?m trying to write a highscores file using PUTFILE but it seems that doesn?t work under WIZ.
Reading a post with a related problem under GP2X it recommends to use WRITELINE and sync.

Trying this solution, altought I sync everytime a file has been modified, when I try to read it later it?s not synced untill I restart the game.
So highscores are not been updated till next game restart altought have been synced.
My call for syncing is this: SHELLCMD("sync", TRUE, FALSE, rv)
I?m reading with GETFILE that seems to work fine.

Any workaround?
#52
Hi, I?m executing one small 2d-only game in Linux (tried on fedora and debian).
Once the dependencies are resolved (sdl_mixer and libstdc++) it fails because I have no glx support.

Is mandatory to have glx enabled even if the game has not any 3d at all?? It seems like opengl support is been linked allways by default...
The linux hosts were virtualized,  may be this could affect?

Thanks!
#53
Hi,
I?m programming a small game for Wiz and I wonder how to fill the player?s name on the highscores.
(any keyboard input in general, using only the pads or the touchscreen)

This can be implemented in two ways, at least:
1- On screen keyboard ( I know there?s some post about it, but don?t know how to apply it here)
2- Using an array of letters and the pad for looping trough them (saw it in some examples but don?t remember where)

Has anyone implemented any of those exitously and would be kind enough to share an example?
I?m kinda lost in such a silly thing.
Any help will be apreciated.
#54
Maybe would be useful to add the ! sign as NOT, like C language.

You know, liken an alias of <> to !=

Even could be used with boolean functions like:

Code (glbasic) Select
while !GameFinished()

...

wend
#55

Hi,

I would like to know if there?s a way I could do something similar to this:

Code (glbasic) Select
KEYWAIT OR MOUSEWAIT

You know, wait for any input comming from those devices without mattering if it comes from one or other.

Thanks!

#56

I have problems using multiple source files.
I?m using last version: 6.248

If i?ve got 2 files there?s no problem but when I try to add one more and compile this message appears:
Code (glbasic) Select

*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.2009.113 - 3D, NET
"start_theme.gbas"(0) error : command not inside function or sub


"start_theme.gbas" is the third file added to the project.
The error arrow is pointing the second line of the file that (is a //comment!).
If I erase the comments the problems persist pointing now to code lines, giving the same error.

Any idea?
#57
GLBasic - en / Wiz keymap
2009-Jun-04
Hi,
Wich are the Wiz key mapcodes?

I have searched in the help for the key function but it seems there?s no information about Wiz platform.
Maybe is nearly the same as gp2x one?

Thanks in advance!
#58
Hi,

I´m using mappy as you adviced me against using big backgrounds sprites but I´m having some problems.

I´m using the mappy loader example, just for checking if all is allright, changing the tileset and the character. I´m using 60x60 tiles. 24b color.
I Have´nt changed any more code than the sprites and fmp file names.

The problem is shown when the background has to scroll. The tiles are 'jumping' between two positions when scrolling, like glitching.
It seems there is some problems when calculating new tile positions.
I know this isn´t a good explaination, but is difficult to describe.

Surely, I´m losing a step, but I don´t get it...

Im attaching the fma, fmp and tileset if needed for testing.

Must be said, I know theres a lot of job behind this loader and all my greetings for the programmer. I´ts really cool!  =)

[attachment deleted by admin]
#59

Hi,

I´m coding a 2d top-down scrolling game. Kind of Gauntlet.
I´m using big sprites, 1024x768, same as in-game screen resolution. One for the background and one for colliding objects using transparency.

I want to zoom the backgrounds in order to save file space, but if I use strechsprite or zoomsprite collision borders aren´t updated to the new zoomed images.
I believe, sprcoll is only using the original image to do the calculations.

How could I solve it?
#60
Hi,

I was asking me if there´s any way to check for collision´s areas in the background bmp?

I will explain it a bit.

I want to load a background bmp showing a maze and dont want to load the walls as sprites.
Is possible to mark the wall areas as collidable in an easy way?

Thanks for the help in advance.