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Messages - mrplant

#211
10.109

I am using sleep in a loop with drawing stuff to screen, show screen etc.

I just seems to work fine on the PC but all in a rush on the iPad.. The exact same code is definitely running much much faster on the iPad..

Surely with delays in SLEEP it should run at the same value. I am using LIMITFPS 20 on both codebases as well..

#212
Yep. It seems to be missing the whole left hand 1 pixel line like it is just drawing it one pixel offscreen to the left.
Same happens along the top - depending on whether I have it set to landscape or upside down landscape orientation.

I worked around it at moment by importing a graphic that I created in photoshop that has a one pixel border and DRAWSPRITE that to the screen at 0,0 which works. I then clear screen -1 and superimpose the rest over it..

I can't remember at moment which way round it is - I think landscape has the line missing down left and upside down landscape has it missing along the top.

strange..
#213
At least it doesn't seem to be..

Sleep(500) on pc is noticeable.
On iPad it flies by...

IOS5 again that I am running or a bug?
#214
Anyone else with an ipad2 or ipad out there able to verify this?

Maybe it is something to do with me running iOS 5 beta 7?
#215
Thanks all for brilliant replies - I was thinking along the lines of creating a new font in the chosen colour I wanted but I also wanted to try random rather than fixed colour fonts..

I have a few good things to go test now - many thanks everyone..

I will report back performance on iPad2 later!
#216
GLBasic - en / Coloured Text
2011-Sep-12
Hi.

I would like to change the colour of text used in the PRINT command like Blitz used to do..

It doesn't look like this is built into GLBasic however..

Anyone else had this and found a solution?
#217
This is my full iPhone project (for iPad). Project settings are set to 1024x768 in GLBasic Project options. When compiled on Xcode - the following code fails to draw a solid rectangle around the border of the screen.
Any ideas why this is?


// --------------------------------- //
// Project: Test
// Start: Sunday, September 11, 2011
// IDE Version: 10.106


// SETCURRENTDIR("Media") // go to media files

DRAWLINE 0,0,1023,0, RGB (255, 255, 255) // Draw 1 pixel top border in White
DRAWLINE 0,767,1023,767, RGB (255, 255, 255) // Draw 1 pixel bottom border in White
DRAWLINE 0,0,0,767, RGB (255, 255, 255) // Draw 1 pixel left border in White
DRAWLINE 1023,0,1023,767, RGB (255, 255, 255) // Draw 1 pixel right border in White

SHOWSCREEN
SLEEP (4000)



This second version using DRAWRECT - this time for a 2 pixel border along the edge - also fails to draw the left hand edge:


// --------------------------------- //
// Project: Test
// Start: Sunday, September 11, 2011
// IDE Version: 10.106


// SETCURRENTDIR("Media") // go to media files

DRAWRECT 0,0,1023,2, RGB (255, 255, 255) // Draw 2 pixel top border in White
DRAWRECT 0,766,1023,2, RGB (255, 255, 255) // Draw 2 pixel bottom border in White
DRAWRECT 0,0,2,767, RGB (255, 255, 255) // Draw 2 pixel left border in White
DRAWRECT 1022,0,2,767, RGB (255, 255, 255) // Draw 2 pixel right border in White

SHOWSCREEN
SLEEP (4000)


My full code has rotation detection built into it and the weird thing is its either the top bar or the left bar that goes missing - depending on if the screen has been rotated upside down in landscape view or not..
#218
Hi

I am writing a multi platform project - for mac it works fine in fullscreen mode - 1024x768

on the iPad however, the same code is doing weird things..

The screen size is 1024x768 in landscape.

This is the code I am using to draw a 1 pixel white border around a pure black screen:

CLEARSCREEN RGB(0,0,0) // Set the backbuffer background colour to Black.
DRAWLINE 0,0,1023,0, RGB (255, 255, 255) // Draw 1 pixel top border in White
DRAWLINE 0,767,1023,767, RGB (255, 255, 255) // Draw 1 pixel bottom border in White
DRAWLINE 0,0,0,767, RGB (255, 255, 255) // Draw 1 pixel left border in White
DRAWLINE 1023,0,1023,767, RGB (255, 255, 255) // Draw 1 pixel right border in White
SHOWSCREEN // Show it.

This code works fine on mac but on the iPad it is doing weird things..

In orientation mode landscape it is showing the box with the left edge missing (the line at 0,0 to 0,767 that is)
if the orientation is set to upside down landscape then the missing line is the one along the top..

I am on latest version but can't get my head around what is happening here when I compile this for iPad at 1024x768

Surely it should work fine like the desktop version does?
#219
I have just taken delivery of the iCade arcade cabinet for the iPad.
http://www.ionaudio.com/products/details/icade

The way this bluetooth keyboard maps the keys is detailed in this document:

http://www.ionaudio.com/downloads/iCade_Dev_Resource_v1.3.pdf

There is an SDK available and a sample Objective-C program here:

https://github.com/scarnie/iCade-iOS

I can compile and get it working ok but I lack the knowledge to interface this to GLBasic - that would be awesome.. But I think with the way the example talks to the view controller/Bluetooth keyboard
there might be some problems in doing that..

just wondering if anyone out there has any views on if this would be possible?

Maybe in the future GLBasic could add support directly?

I think going forward, the iCade and the new Atari stick (http://toucharcade.com/2011/09/07/more-details-on-the-atari-arcade-joystick-peripheral-for-ipad/) are going to sell quite nicely and games that support them will do well!

steve
#220
I just read more on this forum.. It seems this code will do the trick perhaps:

http://www.glbasic.com/forum/index.php?topic=6419.15

Right at the end.

Thanks again!
#221
Hi.

All ok but.. still struggling with reading the gravity code - Are there any examples of reading GetJoyX and setting the orientation?

Thanks.
#222
Thanks. Will investigate that.
#223
HI.

Beginner here. I am wanting to develop a game idea for the iPad - this game would work in forced landscape mode only.
I have seen conflicting code here and there but they are probably for doing other things such as supporting orientation changes etc.
As I have said I want to force the screen to landscape 1024x768 pixels.

My question is - what is the easiest way to do this - what commands do I use to set this up best.
Also, I understand that GRABSPRITE will not work in landscape mode - So i take it I should just load each sprite up individually and put them on the screen?

I am doing a tile based game - large squares that are 64x64 pixels - the man moves around the maze but the maze does not scroll.. Do I have to redraw the whole screen each frame?

Thanks for any advice - I would appreciate any comments.