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Messages - dreamerman

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GLBasic - en / Re: More Speed Compiling Code
« on: 2020-Jun-14 »
Not sure if I get everything right on this build system, does it scan for file changes and re-build only those files that were actually changed? So how this differs from IncrediBuild method that's currently used by GLB? Or maybe it's doing something more behind. Those benchmarks that are included show only comparison with pure 'make file' so no direct compare to GLB.

As we know current racial situation in USA is tense, maybe due that or it was planned earlier but is running now a 'Bundle for Racial Justice and Equality', goal was to reah $5kk, already exceed that amount. Regardless the reason, beside helping this noble goal it's good opportunity to dig on for some interesting stuff. In short words, for at leas $5 You can get content from 1320 creators -> "Buy 1,657 items for $5 Regularly ~$9,193 Save 99%!". It's running from some time but will be available for next 3 days.
Ofc moslty contains game projects, but also some tileset's and other 2d stuff like animations, sprites and so on.
link to bundle

Some time ago I saw one quite original concept game, it's in this bundle so I decided to make a hint about it:
Quote from: dev description
LazerGrrl is a fast-paced pvp strategy game. It combines the fury of Bomberman with the strategic depth of an RTS. Find the right balance between building your own base and blasting your opponents.

If You saw some interesting project, great art or original concept don't hesitate to write Your opinion ;]

GLBasic - en / Re: Compiling to html5?
« on: 2020-Jun-12 »
Yeah, I could be more precise and write some background for it as You did :-)
So generally in v15 everything for html5 target was in one package, just unpack, instal some Java SDK and it's ready to go.. emscripten was included, no separate tools.
But v16 package contains only few config and *bat files that from what I understand are configured to work with proper emscripten installation in system - that needs to have python, git and possible other tools installed. Didn't saw any special info about that html5 target so I assumed that now proper way to use that target is to have all those tools installed in normal way as they should be. And here fun begins, as mentioned in previous post various problems appear during that - config files set for older emscripten installations, and GLBasic lib itself built with old commands.
Maybe my assumption was wrong and I need to copying v15 platform to current v16 directory
and do some reconfiguration or something, really I don't know as I didn't found any info about that, or I missed something :/

GLBasic - en / Re: Compiling to html5?
« on: 2020-Jun-07 »
Hey, Qedo but what version of Emscripten and Python are You using? That's the issue.
As I mentioned, html5 target in GLB was set to use old versions of those tools (from couple years ago), and it just won't work on their current versions. So in short - You have small chances to get it working on fresh machine, or do a lot of digging to found proper old binaries, and other thing, it would be beneficial to use newest versions with all possible fixes, optimizations and so on.. Do fresh installation of emscripten, latest python and all other tools that are needed and You will see that it just doesn't work, with all issues mentioned in previous my post. :/
I would really like to have this as it's much easier to show possible demos for wider audience.

Hi, generally as You can download GLBasic source (it's >2GB with all stuff) so there are no secrets in any function :-)
GLB is using ISSAC method and 'rand.c' implementation (or whatever it should be called properly) by Bob Jenkins. You can found original code here:
It was little modified to work as GLB part, but core is same.

Sadly I don't have to much free time, and can't participate in this at moment. This is a great example how to use C++ inline and external libraries, I'll need to take a deep look into it to see better way of using Steam API if possible.
Quote from: Schranz0r
no need to wrapp the whole thing in a gbas file, simple direkt calls...
This way you can say to the compiler to use the Raylib:: and not the __GLBASIC__:: namespace for this functions
So Your saying that there is a possibility to override all standard GLB functions this way and use this as alternative? Very interesting, and may be very useful - in case of bugs/instability in core GLB, testing performance and as final build target. From what I saw on raylib webdoc additional libs may be needed in case of need for additional stuff like rumble effects - SDL2.

One strange issue in Spot Race on Android. When music is muted then sound effects are a bit quieter, or rather if music is on the rest of sounds are louder - and a bit to loud compared to music and normal sound volume.
That problem with invisible text in menu in PowerUp Elevator still remains. Beside that didn't noticed any issues with bad fps or frame pacing problems (60hz device).

GLBasic - en / Re: How to check Vsync screen
« on: 2020-May-29 »
60Hz monitor, code mostly outputs 60, sometime 59hz happens.

Bug Reports / Re: Android Game Loop
« on: 2020-May-28 »
hm.. not sure if I was aware of those frame pacing issues, but in fact setting fps limit to 60 can cause some issues on 75/90/144 screens, and here one question raises. What's the best method to avoid possible problems, use VSYNC, LIMITFPS with some large number, use hand-made fps control function in WHILE loop or something else? For mobiles mostly as for PC dedicated title it may depend on game type.

GLBasic - en / Re: Compiling to html5?
« on: 2020-May-23 »
Those *.bat files in platform/HTML5 are either not used for build or are for building GLB lib itself or something if I understand correctly, proper build file is 'compile_html5.bat' that's generated during compilation in 'temp\glbasic', this can be edited to set proper path for emscripten and that will work.
But there are other issues, first is that 'OUTLINING_LIMIT' setting is deprecated and not used in current emscripten, second thing, prebuilt / included GLB/HTML5 libraries were made with older version of emscripten, if You will try to use them on latest public version an error 'machine type must be wasm32' will appear, and compilation will stop.
Still there are those warning about multi brackets (()) and using == comparison instead of ===, but those can be ignored with some compiler switches.
It would be great if those critical errors could be fixed so HTML5 would be available again.

2D-snippets / Re: Text Shadow CSS importer
« on: 2020-May-19 »
Interesting project, effects looks nice and this can be handy, specially blur and shadow functions.
Those c++ inline in OpenGL part are much faster than standard GLB? Some possible optimization is to avoid DimPush and just declare arrays with final size.

Consider do You really need pixel based collision checking? In my opinion in most cases it's waste of resources, for games with old school graphic it's ok but if you will use it on large sprites it just will be to much overhead.
Best would be just shape based collision checking - rotated rectangles, or even polygon based if needed because it will be fast. And any such algorithm can be easily adapted to GLB.
Still if pixel based is Your choice consider using 'mask' spites - if it's 'onescreen level' game type, have offscreen surface, draw car mask to it with proper alpha/color setup, then just check specified region if some pixels differ from main mask color - so this will be only one sprite2mem per frame for all collisions.

In SaveBmp alpha is checked so GrabSprite also should make use of it, but I'm not sure as never used it on larger scale. Some workaround can be using custom grabsprite routine with Sprite2Mem.

Announcements / Re: Red Wizard Island
« on: 2020-May-17 »
Good luck with the release! :-)
Some thoughts to consider, as it's better to do this on release, later it's just harder to attract some users. Features must to have for this game: controller/gamepad support if it's not present and Steam Cloud for saves (easy to do, just specify what files need to be copied in Steamworks) - as those features aren't listed on game store page. If Your game doesn't have many text based buttons/ui also multi-language support could be good option, and at last also Steam Achievements would fit it nicely.

GLBasic - en / Re: NETWEBGET and HTTPS
« on: 2020-May-14 »
I doubt it, or rather I would say not in nearest future. My previous answer is still accurate, with one big change. If You need it only on Windows/Steam You can use Steam-API for that as it has https GET/POST request, if You need it for leaderboards then Steam also can be used, btw. You can add achievements to Red Wizard Island with this:

edit: I had some problems with GET requests due newer PHP version, needed to reverse to PHP 5.3, maybe something with my php code, not sure..

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