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Messages - mrdremel

#1
Quote from: Gary_Leeds on 2011-Jul-22
Not got a pandora but are you using SYSTEMPOINTER FALSE? If so try it with TRUE and see if that cures it. Kitty has said that when its set to false it reads the mouse values in a slightly different way

Did not use the command at all. Set is to true and now it does work like a charm. Sometimes solutions can be very easy indeed.
#2
Hi, I just created a small game for the OpenPandora and compiled it successfully. Great work on the compiler that works on the pc!

However I am having issues with the touchscreen. When I use the nubs on the Pandora, they control my mousepointer nicely on the screen and I can navigate ok. However I really want to use the touchscreen as objects have to be selected a lot in the game. When I use the touchscreen, it is never accurate. When I start the game and then tap all 4 corners ending in the top left corner, it is sort of calibrated. When I then start using it, it quickly falls out of calibration again.

Any idea how this can happen?
#3
Quote from: ampos on 2010-Sep-14
In the mainloop insert something like

Code (glbasic) Select
if gunfired=1
   arc=90
   firestate=1
   gunfired=0
endif

if firestate=1
   gosub paintgun
   inc arc,2
endif

if arc=272
   firestate=0
endif


I want royalyties  :whistle:

hmmm.....50% royalties over a $ 0,00 game equals.....whoops....still nothing  :rtfm:  :whistle:


i'll give it a go....thanks!
#4
Quote from: mrdremel on 2010-Sep-14
Quote from: Kitty Hello on 2010-Sep-14
Warning - some keyboards (read: about 99%) cannot give you all keys simultanously - I think you can't detect more than 5 keys pressed at once. Test it with the Tools/Keycodes program in the editor.

Shouldn't be a problem, as i am only assigning each player 1 or 2 buttons.

Thanks for the tips. Will give it a try.

OK, that works.....both keys can be pressed at the same time. Now I created 2 subs (fire1 and fire2, for both players).

The subs look like this:

FOR arc=90 TO 270 STEP 2
   gun2y = (30*speed2)*COS (arc) + 380
   DRAWSPRITE 0,gun2x,gun2y
   gun2x = gun2x + speed2
   SHOWSCREEN
NEXT

These are so that the guns fire a bomb which describe an arc over the screen. But when one is in the air, the other isn't. Now I need to somehow let both be fired at the same time as well.

Any thoughts for this n00b?
#5
Quote from: Kitty Hello on 2010-Sep-14
Warning - some keyboards (read: about 99%) cannot give you all keys simultanously - I think you can't detect more than 5 keys pressed at once. Test it with the Tools/Keycodes program in the editor.

Shouldn't be a problem, as i am only assigning each player 1 or 2 buttons.

Thanks for the tips. Will give it a try.
#6
I am a bit of a n00b when it comes to game coding and using keyboard input. I have some skills, but they were always used for company purposes (writing stuff to search through a lot of files and those kind of things).

I have a game which is a game about shooting a gun by holding a button. The longer you hold the button, the further the gun shoots.

Two players can play this game.

However, right now, when one player pushes the button, the other can't because the program is running some code for that button input.

How can I make it so that both players can use the controls at the same time?
#7
Quote from: mrdremel on 2010-Sep-08
I have been mailing back and forth with Gernot about this, but it is not going to work out of the box.

I have a Standard Pandora machine running hotfix 4. When I compile a game for the Pandora (build for other platform) and copy the Pandoramake directory to the Pandora and try to compile it does not work properly.

There is an install script to install all the libraries needed to compile. The script gave a lot of errors, so I had to strip all the gui stuff out and just run the lib install lines. It worked. Now when I compile, I get a lot of compile errors. It doesn't seem to understand the GLBASIC language.

Gernot gave me an e-mail regarding reinstalling the libs, but it all seems fine when I try to reinstall. I really need a working install script for everything needed on the Pandora, but I'm not getting any reply when I ask for that.

Is there anyone who has gotten it to work....compiling a game on tha Pandora, for the Pandora?


IT WORKS!!!!!  8) :D =D

Gernot is the King! He mailed me a new lib file to include with the project and it compiles great now!

:good: :good: :good: :good:
#8
Quote from: Cliff3D on 2010-Sep-08
There's only what, about 700-800 Pandora units in the world? And they're on HotFix 4 "already". Pandora is currently a moving target, so I wouldn't expect stability to be a huge feature yet - which makes keeping up problematical for any software developer. Including, I imagine, the dev behind GLBasic.

The only fixes there are, are related to wifi drivers, bluetooth drivers and so on and so on. The actual os is pretty much the same all the time.

The problem lies in the installation script there are faults in the script, causing the installation to fail. It has nothing to do with the os itself. I think Gernot has been trying real hard to get it to work. He probably created the script after registering what was needed for it.

I only ask that someone try it on a Pandora that has a freshly flashed os image on there (basically the state mine was in) and find out what are the issues with the installation script. At the end of this year there will probably be over 6000 Pandora's in the wild.
#9
GLBasic - en / OpenPandora
2010-Sep-08
I have been mailing back and forth with Gernot about this, but it is not going to work out of the box.

I have a Standard Pandora machine running hotfix 4. When I compile a game for the Pandora (build for other platform) and copy the Pandoramake directory to the Pandora and try to compile it does not work properly.

There is an install script to install all the libraries needed to compile. The script gave a lot of errors, so I had to strip all the gui stuff out and just run the lib install lines. It worked. Now when I compile, I get a lot of compile errors. It doesn't seem to understand the GLBASIC language.

Gernot gave me an e-mail regarding reinstalling the libs, but it all seems fine when I try to reinstall. I really need a working install script for everything needed on the Pandora, but I'm not getting any reply when I ask for that.

Is there anyone who has gotten it to work....compiling a game on tha Pandora, for the Pandora?
#10
Quote from: Slydog on 2010-Jul-30
Quoted:\\glbasic

Is that just a typo (re: the extra "\")?

well let's say it's not my typo. I uses d: as the drive and path, so the path d:\glbasic would be created. the program made the d:\\glbasic all by itself. I may be new to glbasic programming, but i am quite experienced with computer scripting, so I know how paths work. I'll just use it like this.

I now used the My documents folder (yuck.....I don't like these forced folders in Windows) and the samples copied just fine. In other words, if I use anything else then my accounts home folder, it doesn't work. Even though my account is an admin.
#11
all permissions are just fine. just a deafult filesystem. Also when I run the application as administrator, I get the same error.

I'll try again copying it to my home-folder later.
#12
I had glbasic running on a Windows XP machine. I now installed it on my Windows 7 x64 laptop. Installing works.

However when first running the application and choosing the homepath there is an error copy-ing the samples from c:\pro.... to my folder d:\\glbasic

Has anyone else seen these troubles before? How can I get it to run properly? I can't skip the choosing of the homepath.
#13
Quote from: Slydog on 2010-Jul-30
That SPRCOLL check is saying:
"Will the player sprite, if it was at (x,y) collide with a terrain sprite if it was also at (x,y)"
That should always return true, since with that check both sprites would always be overlapping.

Sprites don't really exist/persist anywhere, think of them more as a BitBlt (blit) function.
Ie, to display them you just tell GLBasic to copy the bitmap to the screen at a certain location.
After that, the sprite doesn't exist at that position.

So, in general, the SPRCOLL check is asking:
"If I were to place sprite 1 at position x1, y1, would it collide with sprite 2 if I positioned it at x2, y2?"

So, you would need 25 SPRCOLL checks if you have 25 different terrain tiles.
If the terrain is in a tile map, a simple nested for loop (row, column) could be set up to check if the player would be colliding with each terrain tile.

Thanks, that was the explaination I was looking for. I'll see if I can build something to check all the positions of my map pieces.

I'm fairly new to building a game with this. I created games before, but not with maps and characters moving around on the map.

I'll let you know how I'm doing with this.
#14
Quote from: Slydog on 2010-Jul-30
Quotesprcoll ([id_of_player], x_of_player, y_of_player, [id_of_terrain_sprite, x_of_player, y_of_player]))

Did you type that wrong, or did you mean for the 2nd 'x_of_player', 'y_of_player' to refer to the terrain, such as:

Code (glbasic) Select
SPRCOLL (player_id, player_x, player_y, terrain_id, terrain_x, terrain_y)

That should work.

I know that should work, but I have the same sprite over 25 times to create the level (they are peices of ground). I don't want to do 25 IF statements to check, so I want to use the players position to check if there are any sprites of that terrain type causing a collition with the player. That is why I tried the same x and y.

I need to know how I can get this working in a proper way.
#15
Is it possible, to check weather there is a collision with a certain sprite id at the current location of the player? I tried it yesterday (sprcoll ([id_of_player], x_of_player, y_of_player, [id_of_terrain_sprite, x_of_player, y_of_player])), but i couldn't get that to work that way.

I need to know if this is a possible way of getting it to work and if not, some explaination of how I should go about this. Not so much in code, but in plain english (or Dutch for that matter).

How does that whole tile thing work? Do you seperate the map in a number of tiles with a fixed size? And what do you check for then?

Thanks guys...