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Messages - siatek

Pages: 1 2 3 [4]
46
Announcements / Re: platformer
« on: 2012-Jul-10 »
Hi guys im added a box2d physics
Im put many (maybe not so many) of tweking parameters to *.ini files
Im added support to 840x480, 960x640 and 1024x768
Virtual gamepad is done buttons, soundselector ect ect are done
Now we are start to creating first concept arts ...
Wish us a luck :)

Game was tested on Galaxy S2 (60 FPS), Goclever a103 tab (60FPS) and htc desire (40-50 FPS) ...

GLBASIC is really wonderfull :)

 cheers

47
FAQ / Re: Where is the newest IDE ?
« on: 2012-Jun-14 »
Oh yes !! cursor down now working !!! :)

48
FAQ / Re: Where is the newest IDE ?
« on: 2012-Jun-14 »
God bless you !!

49
FAQ / Where is the newest IDE ?
« on: 2012-Jun-14 »
Hi guys ...

I couldn't find a newest IDE there is an info that the current version is 10.231 but in download section is 10.202 ??

Somebody could help ??

cheers

50
Announcements / Re: platformer
« on: 2012-Jun-02 »
@ spicypixel - I create the game with a friend who is a very good graphic artist, known in Polish gamedev and I'll use his graphics, I hope in both versions, but certainly I'll mention you in the special thanks and I will give a link to your website when I finish this game ... you're doing a really good job ... really really

@ Erico - no, but I will try soon :) (5 to 10 minutes), but I think that's a good shot ...

@ Darmakwolf - I think this bug has long since disappeared ... Thanks for the advice ... just think it's a mistake because I already drew the same collision, they do it now that the program code ...

cheersssssssssssssssssss

51
Announcements / Re: platformer
« on: 2012-May-29 »
sorry for my english :) ist mostly google translate :)

52
Announcements / Re: platformer
« on: 2012-May-29 »
Hi guys ...

I want to thank you for your feedback ...

@ spicypixel - really amazing graphics, I like it very much. However, the open source version will be available approximately 6 months (or more) after final release ... I would like to help beginners like me, but I would like to earn some money too... anyway i will think about open source version when I finished ... but it's really beautiful pixel graphics ... i like it !

@ Erico - thanks ... such collisions can be broken because then they had to be adjusted manually, now it is automatic, and I think that this error no longer appears to ... about the edges ... It happens when I use the STRETCHANIM with a negative scale ... I discovered that the fault of the alpha channel, but may have any other ideas?

@ Darmakwolf - thanks for your comments, I will try to work on it yet, but they can also be bugs that version (anyway I'll check it again very carefully)

@ Wampus - there is not a secret ... honestly not thought about it yet ..

53
Announcements / Re: platformer
« on: 2012-May-26 »
"All Sprites have been borrowed from the lost of vikings and mario all rights belong to respective creators ..." like id said .... This is the prototype of the graphics found in google

But thank you for recharging my batteries for further action ...
That I'm glad you enjoy this ...

I promise that when I finish makes all the open source

54
Announcements / Re: platformer
« on: 2012-May-25 »
I forgot to add, with no problem works on galaxy s2 at 60 fps ...
I am really amazed at how easy it to do multiplatform game in glbasic

You can switch between different devices resolution pressing F1 to F5 (its testing mode)

55
Announcements / platformer
« on: 2012-May-25 »
Hi guys ...
I'd like to share with you my first steps in glbasic ...
I'm not a programmer but I work in the game industry as a 3d artist ...
This prototype was the game after work, where I learned glbasic ... it took me about 3 weeks ...
Currently the game is still platfomer but another kind
Splits really a lot of code and frame what you show, but it is three months older
I hope you enjoy what I have achieved, I am very happy because it really gives me a lot of fun ...

Keep your fingers crossed, the current game schedule should appear on the IOS in February 2013

ps The particle system of MrTAToad have just been added ... thx and cheers

All Sprites have been borrowed from the lost of vikings and mario all rights belong to respective creators

https://www.dropbox.com/s/f5yng1sdmfi8wj3/old.ZIP

56
this is a file format exported from "tiled" editor
there must be exactly 3 standard layers: object, collision and background
you can expand this easy ...

cheers

Code: (glbasic) [Select]

// ------------------------------------------------------------- //
// ---  TFlareFile  ---
// ------------------------------------------------------------- //

TYPE TFlareFile

backgroundLayer%[]
collisionLayer%[]
objectLayer%[]

width%
height%

FUNCTION Load: filename$

LOCAL chn% = GENFILE()
LOCAL buffer$

IF OPENFILE(chn, filename$, 1) = FALSE THEN END

READLINE chn, buffer$
READLINE chn, buffer$
buffer$ = LTRIM$ (buffer$,"width=")
self.width = INTEGER(buffer$)

READLINE chn, buffer$
buffer$ = LTRIM$ (buffer$,"height=")

self.height = INTEGER(buffer$)

DIM self.backgroundLayer[self.width][self.height]
DIM self.collisionLayer[self.width][self.height]
DIM self.objectLayer[self.width][self.height]

LOCAL x%

READLINE chn, buffer$
READLINE chn, buffer$
READLINE chn, buffer$
READLINE chn, buffer$

FOR y = 0 TO self.height-1
x=0
buffer$ = self.zReadLine$(chn)
LOCAL tiles$[]
SPLITSTR (buffer$, tiles$[], ",")
FOREACH tile IN tiles$[]
self.backgroundLayer[x][y] = INTEGER (tile)
INC x
NEXT
NEXT

READLINE chn, buffer$
READLINE chn, buffer$
READLINE chn, buffer$
READLINE chn, buffer$

FOR y = 0 TO self.height-1
x=0
buffer$ = zReadLine$(chn)
LOCAL tiles$[]
SPLITSTR (buffer$, tiles$[], ",")
FOREACH tile IN tiles$[]
self.collisionLayer[x][y] = INTEGER (tile)
INC x
NEXT
NEXT

READLINE chn, buffer$
READLINE chn, buffer$
READLINE chn, buffer$
READLINE chn, buffer$

FOR y = 0 TO self.height-1
x=0
buffer$ = self.zReadLine$(chn)
LOCAL tiles$[]
SPLITSTR (buffer$, tiles$[], ",")
FOREACH tile IN tiles$[]
self.objectLayer[x][y] = INTEGER (tile)
INC x
NEXT
NEXT

CLOSEFILE chn

ENDFUNCTION

FUNCTION zReadLine$: chn
LOCAL chda$, L$=""
REPEAT
    IF ENDOFFILE(chn) THEN BREAK
    READSTR chn, chda$, 1
    L$=L$+chda$
UNTIL ASC(chda$)=10
L$=TRIM$(L$)
RETURN L$
ENDFUNCTION

ENDTYPE

57
im really newbie but maybe its usefull for somebody ...

Quote

TYPE TAnimation

   firstFrame%
   lastFrame%
   currentFrame%
   delay%
   tick%

   FUNCTION SetLoop: first%, last%
      self.firstFrame = first
      self.lastFrame = last
   ENDFUNCTION


   FUNCTION SetDelay: delay%
      self.delay = delay
   ENDFUNCTION


   FUNCTION Reset:
      self.currentFrame = self.firstFrame
   ENDFUNCTION


   FUNCTION Update:

      IF self.tick > self.delay
         self.tick = 0
         INC self.currentFrame
      ENDIF

      IF self.currentFrame > self.lastFrame THEN self.currentFrame = self.firstFrame
      IF self.currentFrame < self.firstFrame THEN self.currentFrame = self.firstFrame

      INC self.tick

   ENDFUNCTION


   FUNCTION Finished:
      IF self.currentFrame = self.lastFrame
         RETURN TRUE
      ELSE
         RETURN FALSE
      ENDIF
   ENDFUNCTION


   FUNCTION Start:
      IF self.currentFrame = self.firstFrame
         RETURN TRUE
      ELSE
         RETURN FALSE
      ENDIF
   ENDFUNCTION

ENDTYPE

example usage

somewhere in "update":

Quote

self.animation.Update()

   IF self.isFiring

      self.animation.SetLoop(8, 15)
      self.animation.SetDelay(10)

      IF self.animation.Finished() THEN Something()

   ENDIF


somewhere in draw:

Quote
DRAWANIM sprHelloKitty, self.animation.currentFrame, self.position.x, self.position.y
               

58
Yes it is, but i will fit for most cases

you must have collision layer, background and object
in my game i use all of them and two more

background = level
collision - collisions :)
objects - alle entities and enemies
i also added far (second background for example for water and bigger elements)
and layer called "near" for flowers and small thing end everything what is drawing closer than player

in future i also add paralax or 2 paralax layers ...

i know that this is not perfect solution but its works ...

im just save level, export it, hit f5 (in tiled) and play a game ...

aaa and im forgot in flare.txt you can export also variables defined in tiled editor for example im importing what soundtrack shoud be playerd or sky gradient number ect ect ...

regards

sorry for my english again :)

59
Hi

I'm using tiled in my new game ... I'm reading a *.flare file from the export secrion ... its really easy txt format ...
I checked many of map editors and im think that tilled is the most powerfull and its easy to use or expand

regards

sorry for my english :)

Pages: 1 2 3 [4]