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Messages - spacefractal

#3556
I have not seen him posted since (got banned or did he except some negative feedback or such?).....

Its not that negative about this forum, most is forgivement in the offtype, which is much much more forgive to critic things and its there its should been.

To the last, should this thread not been closed now?
#3557
I guess your images can been recreated by your app and hence they should not been downloaded to document folder directly. Instead they can been downloaded to cache folder instead, which is not backup by iCloud.

So me guess is more simply by just use the other folder, since app data folder point to document folder in ios.

Here you can use some string replace after getting the doc folder.
#3558
I asume its got rejected due its downloads its images to the DOCUMENT folder (as PLATFORM("AppData" Info does)?

I gonna think they should been downloaded to "Library/Caches" insteead?

I guess you can try to modify the returned string from AppData to remove the last folder and then add "Library/Caches" to get the folder of it, and then save the downloaded content. I guess its a new guideline after IOS5 and iCloud.

So in the final, I dont think "do not back up" is required at all, other than you downloaded images to the wrong folder....

#3559
There is some alpha issues when I trying to save a screen shots from Greedy Mouse (which use white alpha). I gonna think this picture talk for itself:


When loaded in a paint app which use black as auto alpha, then its would look like this (I used the good old Paint Shop Pro 7):


its all about some alpha issue.....

PS. Absoulutty is mightbeen just a request rather than a bug to add a optimal "noalpha" argument to the savebmp to remove it. That could fix it.
#3560
I in some month ago seen some screen tear for MacOS, but my friend also seen that issue with his ATI, which might have accour in one of the recently released glbasic. If he force the graphicsdriver to VSYNC on, its disappear.

for MacOS I use this code and works nice:

Code (glbasic) Select

FUNCTION enablevSync:
?IFDEF MACOSX
INLINE
SDL_GL_SetAttribute(16, 1);
ENDINLINE
?ENDIF

?IFDEF OSXUNI
INLINE
SDL_GL_SetAttribute(16, 1);
ENDINLINE
?ENDIF

ENDFUNCTION


If a adapt this code for PC, its I get a FATAL error.

PS. I does not see this issue on my PC at all, so its something odd and can been some driver issue or such (he have a ATI, i have a NVIDA card)?
#3561
Actuelly look better and better, and interface seen very cool and nice designed. Like you did changed it a bit, so it's was not al plant vs zombie clone, but just a nice tower defender game.

Good Work :-D
#3562
lol, I do think its kind of the utility, and hence it take longer time.
#3563
we want 8 bit integers? do you mean 8 bytes integers? hehe.

INT64 sound nice for me.
#3564
Best is if qword type was supported as glbasic, which is 8 bytes long....
#3565
We made iPad 3 retina support :-), due we have 200x200 resolution tiles as maximum resoulutions (hope it support 4096x4096 texture). I just hope it's run i nice framerate (can do two things, like disable colored polyvector, font, and zoom a little bit in).

Zoom Out is nice to the game and show this game use scaling. Its of course not work in 480x320 and similar lower resoulutions, since its scaling from high resoulutions tiles (example from x100 tiles) to the minimum texture size (x50 tiles). So if its allready use the small tile textures, its can't zoom out, but you can of course still use cam/map mode (its required in some levels anyway).

This game also take a while to compile (is near 9000 commands)....

Thanks for comment and I still want level testers.
#3566
I have just tested this game on my newly Touchpad..... After a quick test and soon going to bed, I have not seen any issues. Its ported nearly perfect and only missing few font settings. Its took few minuttes to do that. So no I have not crossed any gl basic issue on that (property I did known eventuelly pitfalls).

Even I cant pay for webos, I hope I do some free with ads and/or paid version. This game would been perfectly used with ads in the top, due the design on the game.
#3567
I have faced the real issue why Apple not want Trail versions of thier apps:

There is still many countries which is impossible to pay for the app. Here for WebOS I cannot pay for apps for WebOS at all (I selected Denmark, which is unsupported, but cannot change it after that, why that restriction HP?). Here hence apps that is trail with any limit is for me now a absolutte a nogo, and have no interest for it. Why trying download a trail software I cant pay? This hence Apple trying to avoid extracly that, so its mightbeen have a reason.

So for me, I also prefer lite versions which dosent try to restrict those features by any trail thing. I prefer time per game session (snake game like this can do that), not by any other limits. Much better is also Ads supported (we still missing some ads service that works for all platforms or possible to use a html gadget).

Also its was also too clear its was a trail ware here, so clean reject from Apple Side which he should trying again and fix the issue, so its suit its guideline).

#3568
This game did have a limit of 400000 points (if remember correct), which was threated as trail. Since its was limited by a trail, it did not fellow Apple guideline.

It's only my trought and apple is strict here, but there is work a round.

So yes I agree different between lite, trail and demo.

Snake Slider is a excellent how to do.
#3569
I can not agree more than trucidare when not have read guideline, its why its there.

So eiter you drop Apple support for your games, or follow Apples Guidelines. You cannot do anything other if you want to business with Apple anyway. Apple just not want real trail ware, but instead they prefer Lite versions with fewer features or such (etc fewer levels or using ads).
#3570
howover bitmap graphics os possible, but its limited by its size. We diddent use tiles in Jungool example, but a bit map on a world level select screen is actuelly normal.

But for larger map of course, tiles is prefer.