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Topics - quangdx

For a friends birthday we made a Streets of Rage style game, with him in it.
It was a lot of fun to do, and probably the most complete thing I've actually made in GLBasic.
Check it out, and as always, all comments greatly appreciated.

thank you :D
my brother has just got hold of a Raspberry PI and is running Raspbian on it,
does anyone know how to get my games to run on it?
Do I compile for Raspberry PI or Linux?
Also any idea how I would make it automatically boot up into my game.
So we can install it into an arcade cab of sorts.

many thanks, Quang

GLBasic - en / Simulate CRT
Hello everyone,
does anyone have any idea how I would simulate a CRT effect with GLBasic?
As covered in this article
I make a lot of stuff in a low res, like 320x200 and 256x244 and it would be nice to give the player the option to have a CRT effect in place.
I've read elsewhere in the forum that GLBasic supports shaders, but I don't know where to even start with shaders.
Any help would be great, thanks.

Here's our game RegulatED, an Action Puzzle game written in good ol' GLBasic.
We were up first in the presentation. Managed to win 3rd place.

Download and play the game at

All comments, positive and negative are welcome, thank you.

Here's my entry for King Game Jam built in GLBasic,
Overly ambitious as I wanted to make a bunch of minigames, I had 8 planned.
Hey why make 1 game in 48 hours when you can try and fail at making 8 ;)
Can anyone tell me the best version of GLBasic for compiling to the various platforms?
The one that has the least bugs and the most stable.
Windows, Mac OS, Android, iOS.

I'm currently using v12.308 it has some serious project breaking issues, with Mac OS, Android and iOS.
Ran in to a bunch of Android issues that lost me about 3 hours during a 48 hour Game Jam, which is far too much time :(
Also as far as I can tell HTML5 is broken, does anyone know when it was last working?

Many thanks in advance.
When using CREATESCREEN with USESCREEN along with LOADFONT "" and SETFONT commands,
it all looks great on a Windows PC, I can use a virtual screen and load in a font no problems.
But when running it on Mac OSX, the images use seem to clash, the loaded font image gets set to the background,
or if used in the opposite order, loading font first, then creating screen, the created screen becomes the used font file.

Anyone have any ideas?
So this is what I came up with in 24 hours at the Game Hack held at Pinewood Studios.
The topic for the main prize was Childhood, hence the toys,
and there was another category for the best endless runner.
hence the mini game built into the intro screen.
In an effort to bring the GLBasic community closer together.
I ask the question, where are you from and what's your story?

would be great to see as many of you there as possible,
i'll be there, to write a game for Asobitech 1UP game series using GLBasic.
Think of a game that you like,
then tell me 3 things that you like about it,
and then 3 things the you do not like about it.
Wondering if it would be possible to add the ability to comment to Showroom entries.
Would be a good way for people to discuss the individual downloads themselves.
I've been having a problem, getting motivated, staying focused and actually finishing my projects.
So for the year of 2012 I'm planning to pull my finger out and release a new game every 7 days.
I made a small video explaining what I plan to do.

I really don't think this would be possible without the power of GLBasic and this forum.
Thank you everyone.
So I've been having problems with my programs running in Leopard 10.5
But I've now just got an email from a friend saying that it won't run in their version of Lion.

Now I know I've tested it on Lion and it works fine,
wondering if maybe it's a problem with them using VMWare fusion.

Here is the crash report they get.
Code (glbasic) Select

Process:         ReportCrash [8781]
Path:            /System/Library/CoreServices/ReportCrash
Identifier:      ReportCrash
Version:         ??? (???)
Code Type:       X86-64 (Native)
Parent Process:  launchd [256]

Date/Time:       2011-12-27 11:16:42.333 +0000
OS Version:      Mac OS X 10.7.2 (11C74)
Report Version:  9

Crashed Thread:  9

Exception Codes: KERN_INVALID_ADDRESS at 0x0000000114209ab0

VM Regions Near 0x114209ab0:
    mapped file            0000000110061000-00000001104b4000 [ 4428K] r--/r-x SM=ALI  /Users/USER/Documents/*/CompatibilityTest
    mapped file            000000011c3e4000-000000011c5f7000 [ 2124K] r--/r-x SM=ALI  /usr/lib/system/libsystem_c.dylib

Application Specific Information:
Analyzing process: MacOSX[8779], path: /Users/JJfixIT/Documents/0. Inbox/CompatibilityTest; parent process: launchd[256], path: /sbin/launchd

objc[8781]: garbage collection is OFF

Thread 0:: Dispatch queue:
0   libsystem_kernel.dylib        0x00007fff8b227e42 __semwait_signal + 10
1   libsystem_c.dylib              0x00007fff8f02ddea nanosleep + 164
2   libsystem_c.dylib              0x00007fff8f02dc2c sleep + 61
3   ReportCrash                    0x000000010d93ba39 0x10d92d000 + 59961
4   ReportCrash                    0x000000010d92e47c 0x10d92d000 + 5244

Thread 1:: Dispatch queue:
0   libsystem_kernel.dylib        0x00007fff8b2287e6 kevent + 10
1   libdispatch.dylib              0x00007fff919035be _dispatch_mgr_invoke + 923
2   libdispatch.dylib              0x00007fff9190214e _dispatch_mgr_thread + 54

Thread 2:
0   libsystem_kernel.dylib        0x00007fff8b228192 __workq_kernreturn + 10
1   libsystem_c.dylib              0x00007fff8f079594 _pthread_wqthread + 758
2   libsystem_c.dylib              0x00007fff8f07ab85 start_wqthread + 13

Thread 3:
0   libsystem_kernel.dylib        0x00007fff8b22667a mach_msg_trap + 10
1   libsystem_kernel.dylib        0x00007fff8b225d71 mach_msg + 73
2    0x00007fff8eb53e5f CSCppExceptionSafeThread::CSCppExceptionSafeThread(void ( block_pointer)()) + 309
3    0x00007fff8eb6e086 CSExceptionSafeThreadRunBlock + 29
4   ReportCrash                    0x000000010d93884e 0x10d92d000 + 47182
5   ReportCrash                    0x000000010d93aa84 0x10d92d000 + 55940
6   ReportCrash                    0x000000010d93bdf6 0x10d92d000 + 60918
7   ReportCrash                    0x000000010d93e372 0x10d92d000 + 70514
8   ReportCrash                    0x000000010d93dc37 0x10d92d000 + 68663
9   libsystem_kernel.dylib        0x00007fff8b226537 mach_msg_server_once + 427
10  ReportCrash                    0x000000010d93bb5c 0x10d92d000 + 60252
11  libsystem_c.dylib              0x00007fff8f0778bf _pthread_start + 335
12  libsystem_c.dylib              0x00007fff8f07ab75 thread_start + 13

Thread 4:
0   libsystem_kernel.dylib        0x00007fff8b22667a mach_msg_trap + 10
1   libsystem_kernel.dylib        0x00007fff8b225d71 mach_msg + 73
2   libsystem_kernel.dylib        0x00007fff8b22649a mach_msg_server_once + 270
3   ReportCrash                    0x000000010d93bb5c 0x10d92d000 + 60252
4   libsystem_c.dylib              0x00007fff8f0778bf _pthread_start + 335
5   libsystem_c.dylib              0x00007fff8f07ab75 thread_start + 13

Thread 5:
0   libsystem_kernel.dylib        0x00007fff8b228192 __workq_kernreturn + 10
1   libsystem_c.dylib              0x00007fff8f079594 _pthread_wqthread + 758
2   libsystem_c.dylib              0x00007fff8f07ab85 start_wqthread + 13

Thread 6:
0   libsystem_kernel.dylib        0x00007fff8b22667a mach_msg_trap + 10
1   libsystem_kernel.dylib        0x00007fff8b225d71 mach_msg + 73
2      0x00007fff8f40fb6c __CFRunLoopServiceMachPort + 188
3      0x00007fff8f4182d4 __CFRunLoopRun + 1204
4      0x00007fff8f417ae6 CFRunLoopRunSpecific + 230
5        0x00007fff907ba2f2 _ZL20SpotlightQueryThreadPv + 434
6   libsystem_c.dylib              0x00007fff8f0778bf _pthread_start + 335
7   libsystem_c.dylib              0x00007fff8f07ab75 thread_start + 13

Thread 7:
0   libsystem_kernel.dylib        0x00007fff8b227e42 __semwait_signal + 10
1   libsystem_c.dylib              0x00007fff8f02ddea nanosleep + 164
2    0x00007fff8eb6e010 cleaner_thread_main(void*) + 42
3   libsystem_c.dylib              0x00007fff8f0778bf _pthread_start + 335
4   libsystem_c.dylib              0x00007fff8f07ab75 thread_start + 13

Thread 8:
0   libsystem_kernel.dylib        0x00007fff8b22667a mach_msg_trap + 10
1   libsystem_kernel.dylib        0x00007fff8b225d71 mach_msg + 73
2    0x00007fff8eb53e5f CSCppExceptionSafeThread::CSCppExceptionSafeThread(void ( block_pointer)()) + 309
3    0x00007fff8eb58a9c CSCppSymbolOwnerCache::create_symbol_owner_data(CSCppSymbolOwner*, CSCppDsymData*) + 188
4    0x00007fff8eb57dd4 CSCppSymbolOwnerCache::data_for_symbol_owner(CSCppSymbolOwner*) + 48
5    0x00007fff8eb57d7d CSCppSymbolOwner::data() + 23
6    0x00007fff8eb6e15e CSSymbolOwnerGetBaseAddress + 22
7   ReportCrash                    0x000000010d938994 0x10d92d000 + 47508
8   ReportCrash                    0x000000010d92e799 0x10d92d000 + 6041
9    0x00007fff8eb6e125 CSSymbolicatorForeachSymbolOwnerAtTime + 129
10  ReportCrash                    0x000000010d93893f 0x10d92d000 + 47423
11  ReportCrash                    0x000000010d92e82a 0x10d92d000 + 6186
12    0x00007fff8eb53f29 CSCppExceptionSafeThread::sacrificial_thread_init() + 125
13    0x00007fff8eb53ea8 _ZL22thread_init_trampolineP24CSCppExceptionSafeThread + 9
14  libsystem_c.dylib              0x00007fff8f0778bf _pthread_start + 335
15  libsystem_c.dylib              0x00007fff8f07ab75 thread_start + 13

Thread 9 Crashed:
0    0x00007fff8eb74636 void extract_direct_stabs_from_header<SizeAndEndianness<Pointer32, LittleEndian> >(TExtendedMachOHeader<SizeAndEndianness<Pointer32, LittleEndian> >&, TRawSymbolOwnerData<SizeAndEndianness<Pointer32, LittleEndian>::SIZE>&, TNList<SizeAndEndianness<Pointer32, LittleEndian> > const*, unsigned int, TRange<SizeAndEndianness<Pointer32, LittleEndian>::SIZE>) + 745
1    0x00007fff8eb74240 void extract_stabs_data_from_header<SizeAndEndianness<Pointer32, LittleEndian> >(unsigned int, TExtendedMachOHeader<SizeAndEndianness<Pointer32, LittleEndian> >&, TRawSymbolOwnerData<SizeAndEndianness<Pointer32, LittleEndian>::SIZE>&) + 264
2    0x00007fff8eb72e1d CSCppSymbolOwnerData* create_symbol_owner_data_arch_specific<SizeAndEndianness<Pointer32, LittleEndian> >(CSCppSymbolOwner*, CSCppDsymData*) + 4754
3    0x00007fff8eb58bd4 _ZL25create_symbol_owner_data2P16CSCppSymbolOwnerP13CSCppDsymData + 73
4    0x00007fff8eb865e8 __create_symbol_owner_data_block_invoke_0 + 22
5    0x00007fff8eb53f29 CSCppExceptionSafeThread::sacrificial_thread_init() + 125
6    0x00007fff8eb53ea8 _ZL22thread_init_trampolineP24CSCppExceptionSafeThread + 9
7   libsystem_c.dylib              0x00007fff8f0778bf _pthread_start + 335
8   libsystem_c.dylib              0x00007fff8f07ab75 thread_start + 13

Thread 9 crashed with X86 Thread State (64-bit):
  rax: 0x0000000004096c8c  rbx: 0x0000000110202af4  rcx: 0x0000000110172e24  rdx: 0x0000000000000064
  rdi: 0x0000000110202af4  rsi: 0x0000000000000000  rbp: 0x000000010fbb8060  rsp: 0x000000010fbb7b50
   r8: 0x0000000000000006   r9: 0x0000000000000e2e  r10: 0x0000000000000000  r11: 0x00007fc4dc8e2dd0
  r12: 0x0000000000000000  r13: 0x0000000000000000  r14: 0x00007fc4dc8e2dd0  r15: 0x0000000110202af4
  rip: 0x00007fff8eb74636  rfl: 0x0000000000010246  cr2: 0x0000000114209ab0
Logical CPU: 0
I'm getting reports my programs aren't working on Mac OS X Leopard 10.5
Wrote a simple test program, and it just crashes straight away.

Code (glbasic) Select

DRAWRECT 0,0,320,240,RGB(RND(255),RND(255),RND(255))

What are other people's experiences?
It's amazing how quick I can prototype a game with GLBasic.
I created this little Christmas based game in all of 10hours.

Get Asobitech 1UP Runaway Santa at the facebook page.

I finally upgraded to XCode 4 because I couldn't test on  iOS 4.3.5 devices.
But now when the App goes over to the device but the name of the App just says "iPhone"

Before in XCode 3 you could change it over from DEBUG to RELEASE when building/running
and that would give me the correct App name on the device.

Does anyone know what I have to change to get the correct App name to show on the device with XCode 4.
As anyone have any ideas on how I can quickly draw squares of different sizes and positions on screen,
the largest first to the smallest, so the smallest are always visible infront of the largest.
The squares positions and sizes change over time.

Currently I store the three variables, SquareXpos, SquareYpos, SquareSize, for each square.
The size of the squares are only ever gonna be a multiple of 8 from 16 to 80.
So I check all the squares to see if they're size 80 and draw those,
then the ones that at are size 72, then 64 etc.

I appreciate this is not the fastest way of doing it, hence I'm asking for any suggestions.
many thanks.