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Messages - MrPlow

Pages: 1 ... 111 112 [113] 114
GLBasic - en / Re: DDgui Help Guide
« on: 2011-Nov-24 »
Well, where do I start!!

I will check out the link above first...

I want to know how to quickly implement a menu screen and control buttons (if possible) for a control strip at the bottom of the screen that will work with mouse/ iphone touch etc...

So I will look into the info above in the hope of finding answers to those issues...
...I'm still only a newbie but hope to have my first game finished by xmas for PC then ... Jan / Feb for iphone.


About half-way so far and only started a couple of weeks ago! Working on it in the evenings...

GLBasic - en / Re: DDgui Help Guide
« on: 2011-Nov-24 »
I bought the ref there is another one then?

GLBasic - en / DDgui Help Guide
« on: 2011-Nov-24 »

I am surprised that I cant seem to find a full featured DDgui help guide.
I found a small one but that did not show good examples of usage etc...

It's so useful but not a lot of info on it...

GLBasic - en / Re: Dynamic resolutions
« on: 2011-Nov-22 »
Sorry, but your profile pic is putting me off, when I read I hear the boss from the IT Crowd in my head...

How does one use the virtual screen...

Its these little tricks I need to learn... O_O

GLBasic - en / Resolution Question
« on: 2011-Nov-22 »

I am building a game and plan to port to iPhone...however the std res of iPhone is only 320 x 480 so this puts a lot of limits on what I am doing...

should i be bothered and just use the iPhone 4 resolution as my minimum or is the market for 320 x 480 too big to ignore at this stage??


GLBasic - en / Re: a new game im working on :)
« on: 2011-Nov-22 »
Looks very good!

How long have you been working on it?

Brings me back to my Amiga days!! :nw:

I need to look into that Poly-ma-thingy!

Like the robot from that spill'berg film said... "...need more input!"

This is my approach to smooth scrolling. This is my game I'm working on called The Legend of Blobo: Castle of Deceit. It works roughly like Symphony of the Night (PSX Castlevania.) Unzip everything and run the program.

Arrow keys = move / navigate menus
Z = cancel / attack
X = accept / jump
I = inventory
F1 = debug
F3 = display FPS
C = mega jump in debug mode

Let me know if it's the kind of system you're looking for. It is not tile based. It is object based. You can have infinity objects per map, and maps are infinite in size. This is possible at 60 FPS because the game only draws what's on-screen, including animated enemies. Objects can also have transparency and draw priority (e.g, in front of the main character.) Enemies react to objects on the map, such as falling until they hit a solid object or stopping and going another direction when hitting a wall. Objects can also move horizontally and vertically like moving platforms in Mario (this is experimental...) and there is HP and EXP and stats and equipment. It's a work in progress :3

<edit note: the attachment for me for some reason downloads as a .php file... renaming it to .zip allowed me to extract the archive. Maybe it's just a firefox / glb forums bug. lol >

Very nice indeed!
I loved the debugging option F1
Plus the superjump made me dizzy...

Nice and smooth...

So how do you use objects rather than tiles??

I am seeing that polyvector / newpolystrip can be useful and is used a lot but I dont yet fully understand what they are good for.
Are they for drawing only or other uses also...


Love the editors and the code usage!
Hmmm New Toys!!!! :whip:

GLBasic - en / Re: GLB Debugger
« on: 2011-Nov-16 »

Use Debug <value> + "\n" to output the values for testing.

It's very similar in function to MS Access Debugging so If you read up on that you might get some good tips!

Great stuff! Thanks guys...
Will have a go with this soon!

Are 8x8 or 16x16 tiles the most common?
What is best to suit both Android & iPhone? Or does it even matter?


I will be looking to do this shortly and wondered if there was a simple enough approach to making a scrolling screen containing a lot of sprite objects.

I could have the screen reset and show a new screen when the main sprite hits the borders but I want a smooth scrolling screen if possible...

Would I have to iterate thru the sprite x,y coords and update to simulate a scrolling effect?
I think this method would be heavy on CPU and cause a bad flicker.

Any other ideas?


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