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Messages - quick2code

#1
Thank you kindly gentlemen.
#2
I'm having problems with KeyHit that Gernot created. I want to press a key and start a sprite moving. I don't want the sprite to stop until I press the same key again. What I do doesn't seem to work. Here's the code. Thanks for any info.
Code (glbasic) Select

KeyHitUpdate()

IF KeyHit(57) = 2
    locX = locX + dirX
ELSE
    locX = locX
ENDIF
#3
Thanks everybody for the quick replies. How bout we keep this thread going and nail down the basics? Bouncing, sliding, stop and start? Only if you have time.
#4
I've browsed the samples and didn't find what I was looking for. Here's a cruddy point to point example. For some reason I have to negate a variable (pY,pX) so a sprite wont jump forward.  

Code (glbasic) Select


pX = 0
pY = 0
dirSwitch = 1
tinDirSwitch = 1
moveNum = moveNum + dirSwitch
backNum = backNum + tinDirSwitch

INC pX, moveNum
IF pX > 100
pX = 100
pY = -100
INC pY, backNum

ENDIF

IF pY > 200
pY = 200
pX = -200
INC pX, moveNum

ENDIF

IF pX > 300

pX = -450
INC pX, (moveNum)*1.5

ENDIF



But like I asked before, just some simple movement tests just to see how GlBasic operates.
#5
     I'm having so many issues with converting source code from books and such. Something simple as bouncing where you multiply a variable by -1 to change direction doesn't work.

    Also, programming a path for a sprite is extremely weird in GlBasic. I tell the sprite to move to a point, stop and move to another. For some reason, the sprite jumps all the way back many pixels. I have to figure out a number to subtract from x or y to make it move smoothly.

   Kitty, could you please create a bunch of movement examples for 2D like, bouncing, point to point, sliding, stopping at a point, screen wrapping, etc. The examples did not help. I don't want anyone to do the work for me, it's just that GlBasic has its own way of doing things and it's frustrating trying to figure it all out. (English please.) Thank you.
#6
Thanks for the replies. When I asked about the 3D engine, I only want to know how well it works on Iphone.

And about the skinned mesh, GlBasic already imports Blender files. Why not just get Blender to export levels and animations in an optimized way? Thanks.
#7
I just wanted to know if anybody tried any of the 3D demos on Iphone. What I want to do is keep my Windows PC and use that for developing games with GlBasic, then buy a Mac laptop and compile for the Iphone. I have some questions:

Will a new skinned 3D file format come about soon?
Will Lua scripting work on Iphone?
Is the 3D engine stable enough to make some games?
What happened to Newton physics?

I enjoy low poly game development and I really want to use GlBasic for cross platform design. Thank you for any info. 
#8
     I've been here a long time. My post wasn't meant to be demanding. I've been in a forum where someone asked how to throw a grenade and the answer was use a physics engine. Maybe I should just buckle down and make a small something or other customized for my game.

     The CPP file access sounds like a simple import line would allow me to use any C++ based LIB. That's very interesting. Thanks for the time and info Gernot.
#9
I think GlBasic needs a guaranteed physics engine. I know Newton was attempted but with the IPhone option, wouldn't something like ODE be a better option, and is it even possible?

Also, GlBasic can import Blender files, but I was wondering if it will ever get to a point where the import can recognize Emptys' and Curves. I imagine using Blender as THE level editor for my game. I place an Empty where doors turn and of course, Curves can aid in paths for characters and cameras.

With the new particle system on the way, all that's needed is a stable GUI(DDGUI?) + possible scripting extension, and hopefully get the 3D up to or beyond the Blitz3D level. Thanks.
#10
GLBasic - en / Re: IPhone 3D
2009-Jul-18
Seems like the entity system hasn't been updated in months. Is this project still going? Looks great for 3D.
#11
GLBasic - en / Re: IPhone 3D
2009-Jul-18
Thank you kindly. The reason I'm even considering OOP is because I'm about to leave 2D behind except for prototyping Atari 2600 games. I'm real good at 3D modelling and recently found out, after so many years, I can texture too. The IPhone option came about at the right time so I'm settled. I just worry about all the 3D thingamabobs all over the place without some type of object management. LUA sounds very interesting. Thanks.
#12
GLBasic - en / IPhone 3D
2009-Jul-18
  I haven't heard if the 3D functions of GlBasic will be usable on IPhone. I figure they will be.

  Also, wasn't there some type of scripting language available for GlBasic, one with an OOP syntax. The language BriskVM 2 is usable in C/C++ so I'm figuring it and any other C compatible software are possibilities for GlBasic. (Lua and Python?) Thanks for any info.
#13
GLBasic - en / OpenGl Syntax
2009-May-08
Would it be possible to have the OpenGl keywords also appear in the Auto Completion(Ctrl+Space) window?

J2ME can import images as arrays of integers so there's a way to simulate color palette swapping(change sprite colors in code). Can GlBasic support this in the future? And image reflection and rotation can be done in OpenGl so I'm thinking GlBasic could gain this ability, which would seriously cut down on the amount of images/resources required for a game.

And I'd like the final word on the whole Floating Point thing. First I hear that the mobile compilers have an integer foundation. Then I hear that GlBasic is based on Floating Point. The new INTEGER functions are great but how is that gonna help with a screen full of rotating, scaling, smooth moving, and pathfinding sprites? Especially if GlBasic is all Floating Point.

Everything else(namely IPhone) seems to be heading in the right direction. Thanks for any info.
#14
Good day,

   I would like to know, from the people who have designed applications for Smartphone and PocketPC about the speed and functioning of GLBasic creations. Mainly the rotations, scaling, sprite count and overall stability/speed of the applications. I think GLBasic desperately needs some type of fixed point functioning to be taken seriously for mobile. I'm just about to buy an HP Ipaq and do some serious game dev for it. And another thing, there's a new Windows Mobile 7 coming soon and alot of the functionality of WM6 has been either changed or discarded. How will GLBasic keep up with the loss and replacement of graphic libraries? Thanks for any info.
#15
Well I'm not too sure about that. They have a pocket player that can play mod,xm,etc tracker music for the PocketPC. Of course with GlBasic, that would mean a lib or/and dll export with every game you design which would be ridiculous for some people who have several games on their system. Oh well. Nice thought though.