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Topics - Kyo

Pages: 1 2 [3] 4
31
FAQ / Generic Questions
« on: 2013-Jan-26 »
Hi  to all people of the forums!
I do not read the forum for long time and I had a few questions.

1) GLBasic support ADS for Android? and iPhone?
2) Is implemented WIFI for Andoid? and iPhone?
3) and Bluetooth? (Android and iPhone)

Thanks for the replies!  :good:

32
FAQ / Help Android Export
« on: 2012-Jul-31 »

Hi,
I tried to compile my code to Android, but it returns this error:

Code: (glbasic) [Select]
compile+link:
running Android build-script...
BUILD STAGE 1: Compile and pack RELEASE
Exception in thread "main" java.lang.RuntimeException: Failed to create Q:\Compiler\platform\android\android-sdk-windows\add-ons.
at com.android.sdklib.SdkManager.loadAddOns(SdkManager.java:665)
at com.android.sdklib.SdkManager.createManager(SdkManager.java:144)
at com.android.sdkmanager.Main.parseSdk(Main.java:221)
at com.android.sdkmanager.Main.run(Main.java:118)
at com.android.sdkmanager.Main.main(Main.java:102)
Buildfile: build.xml does not exist!
Build failed
.
BUILD STAGE 2: Build DEBUG and install on device
Buildfile: build.xml does not exist!
Build failed
finished Android build-script.

I installed the 32 bit version of Java JDK: jdk-7u5-windows-i586.
I created the environment variable: JAVA_HOME.
I installed the Android SDK, but I do not know what should I download on the SDK Manager.
I downloaded the Android SDK Manager: all API version 4.1 and version 2.3.3 and USB Driver Google.
I created the add_ons folder and now there is a path: C: \ Program Files (x86) \ GLBasic \ Compiler \ platform \ Android \ android-sdk-windows \ add_ons
I tried deleting the folder Android, contained in the folder distribute 
and after I went to File -> Project -> Clean Up, and then I redid the Build Multiplatform, but the error remains.

I use Windows 7 Ultimate 64 Bit.
What is wrong?
I do not understand why the compiler searches the drive Q.

Sorry for my bad English.
Thank you for help.  :good:

33
GLBasic - en / help with system palette
« on: 2010-Oct-14 »

Hi,
I created a system that makes a series of comparisons between two sprites, it prints the numbers of colors in a file: (In the Attach file: Media\1.txt )


Code: (glbasic) [Select]
the coll 0  contains the color palette of original palette sprite
the coll 1  contains the color palette of modified palette sprite
the coll 2  contains the color palette of modified palette sprite
the coll 3  ecc ecc


After I call this file with the attached code and swap the row color.
it works fine until it returns to column 0 because change the colors incorrectly.

Help Me.....
 

[attachment deleted by admin]

34
GLBasic - en / iPhone 4 Retina Display
« on: 2010-Oct-09 »
Hi,
I have write My game for iPhone 3G and 3GS,
now i want to compile the game for iPhone 4 but the display size is double.

Is there any quick way?
I have to rearrange all the code?

 

35

Hi,
After days of work, I managed to install snow leopard XCode 1.6.4 and 3.2.4 and I updated my iPhone at version OS 4.1.

If I use a version created with glbasic 7 of the game,  the app works fine!

If I use a version created with glbasic 8 of the same game  (same code) , the app start but when it comes to the function below, it is terminated.

Why?


Code: (glbasic) [Select]

//Variable Declaration

////////////Touch Mouse
TYPE tMouse
x%
y%
active%
touching%
ENDTYPE

GLOBAL mouse[] AS tMouse
DIM mouse[5]

/////////////////////////////


PRINT "Start Game" ,200,150 //<-It works correctly and is printed on the iPhone screen
SHOWSCREEN


WHILE TRUE

updateMice() //<- when reading this function the iphone closes the application

game()

//ShowFPS()
SHOWSCREEN
WEND

GLOBAL mx%, my%, b1%, b2%

FUNCTION updateMice:
FOR imouse% = 0 TO GETMOUSECOUNT()-1
SETACTIVEMOUSE imouse%
MOUSESTATE mx%, my%, b1%, b2%
mouse[imouse].x=mx
mouse[imouse].y=my
mouse[imouse].active=b1

IF mouse[imouse].active = 0 AND mouse[imouse].touching = 1 THEN mouse[imouse].touching = 0
NEXT

ENDFUNCTION



36
FAQ / Xcode e glbasic v8
« on: 2010-Sep-24 »
Hi,
I tried to compile on Xcode a source exported with glbasic v8.085.
but when i compile I get the error  "the version of Xcode SDK is old".
With version 7 compiled perfectly!

I download the version 3.1.4?

I have a 3g iphone with OS 3.1.2. I  have to update it at version O.S. 4.1???

37
I use this sample code:

Code: (glbasic) [Select]
LOADSPRITE "Sprite.bmp", 0
DRAWSPRITE 0, 100, 100

how can I change color palette of a sprite without using polyvector?
is it possible?

Thanks

38
GLBasic - en / problem with SETTRANSPARENCY
« on: 2010-May-22 »
if I use SETTRANSPARENCY, inside the main loop it works fine

Work!
Code: (glbasic) [Select]
WHILE TRUE
updateMice()
SETTRANSPARENCY RGB(0,255,0)

game()

ShowFPS()
SHOWSCREEN
WEND

if I use SETTRANSPARENCY, inside the function don't works

Code: (glbasic) [Select]
FUNCTION updatesprite: spr

SETTRANSPARENCY RGB(0,255,0)
         STRETCHSPRITE img, x  , y  ,sxx  ,syy

ENDFUNCTION

Why?

39
GLBasic - en / Drawrect
« on: 2010-Apr-29 »
How to Drawrect not filled but draw only the edges???

40

This is the result of my modified editor:


iPhone Version:
http://www.screencast.com/t/OGVkNDRi

PC Version:
http://www.screencast.com/t/ZmUwZTUwYj


PC Version have a realtime shadow on the player
The Fps on iPhone whit real time shadow are to slow (14~20 FPS)
Now i implementing blob shadow ...   :whip:

Unfortunately, I do not know how many animations will be added for memory limits ...

 it would take more memory for sprites and the possibility when using POLYNEWSTRIP, to change ALPHAMODE for single POLY generated ....

 :good:


41
first I tested on iphone :

1000X1000 texture - Work
1024x1024 texture - Don't Work (stretch texture)
2000x2000 texture - Don't Work (stretch texture)
1000x2000 texture - Don't Work (stretch texture)

After:
I tested a loop of single sprite (first with polyvector an after with drawsprite) over 150 sprite (128x128 px)  load the iPhone crash ..... :S

This is the limit of GLBasic???????   :blink:

the limit of allocated memory is 600 kB????

I have 45MB memory free on iphone ......  :'(

42
Announcements / Video: Editor 1.0 Beta
« on: 2010-Apr-14 »
Hi,
In these days I built an editor in VB.net for GLBASIC (Edit Sprite, Level, Sound ecc...).

This is the video:

http://www.screencast.com/t/ZWVkY2U5ZWU

I do not know if I'll finish it.

Unfortunately I only now realized that I can not compile from external editor (only glbasic editor  :'(  )

43
GLBasic - en / Help iPhone & 3D
« on: 2010-Feb-12 »
I test this simple 3D code:


Code: (glbasic) [Select]
// Animation Demo
// Start: Friday, March 22, 2002
SYSTEMPOINTER TRUE
SETSCREEN 480,320,TRUE
SMOOTHSHADING TRUE

TYPE tMouse
x%
y%
active%
ENDTYPE

// Array to hold mice

GLOBAL mouse[] AS tMouse
DIM mouse[5]


X_LOADOBJ  "media/1.ddd", 1
LOADSPRITE "media/player01.jpg", 1

WHILE TRUE
updateMice()



IF mouse[0].active THEN phi=phi+GETTIMER()/100
// IF KEY(208) THEN MOVE = MOVE - 10
X_MAKE3D 1, 1000, 45
X_CAMERA 0, 0, -250 + MOVE, 0, 0, 0
X_SPOT_LT 0, RGB(255,255,255), 0,50,100,0,10,100,180

//phi=phi+GETTIMER()/100
permil=permil+GETTIMER()/20000; IF permil>=1 THEN permil=0

X_ROTATION 180, 1,0,0
X_ROTATION phi, 0,-1,0

X_SETTEXTURE 1,-1
X_DRAWANIM 1, 0, 128, permil, TRUE

GOSUB ShowFPS
PRINT "MOVE" + MOVE,0,20
SHOWSCREEN
WEND


// ------------------------------------------------------------- //
// -=#  SHOWFPS  #=-
// ------------------------------------------------------------- //
SUB ShowFPS:
X_MAKE2D
dtime=GETTIMER()
fps = ((1000/dtime)+fps)/2
delay=delay+dtime
IF delay>1000 // 1/2 sec
delay=0
fps_draw=fps
ENDIF
PRINT "FPS: "+fps_draw+"px:" + ply_x + " py:" + ply_y + " d:" + ply_dir, 0 ,0
ENDSUB // SHOWFPS



FUNCTION updateMice:
FOR imouse% = 0 TO GETMOUSECOUNT()-1
SETACTIVEMOUSE imouse%
MOUSESTATE mx%, my%, b1%, b2%
mouse[imouse].x=mx
mouse[imouse].y=my
mouse[imouse].active=b1
NEXT
ENDFUNCTION





I export the 3D model from 3D studio max to 3ds ... and i convert the 3ds (whit tool) in .ddd model

In Windows mode the code work fine, but in iphone runtime the model not show in screen ...

Detail model:
3d model polys -> 700
texture format -> jpg - 128x128

Help!

44
GLBasic - en / Application crash whit array
« on: 2009-Nov-24 »
Hi all,  :booze:
I use this array:

Code: (glbasic) [Select]

TYPE livello
x%
y%
obj%
obj_1%
mx%
my%
active%
anim%
timer_anim%
explode%
explode_tmp%
rimnatric%
pos_x%
pos_y%
not_recopied%
remove%
new_x%
new_y%
x_1%
y_1%
ENDTYPE

GLOBAL livello1[] AS livello
DIM livello1[30][30]




this is the function for update sprite array:

Code: (glbasic) [Select]
FOR x% = 0 TO 3
FOR y% = 0 TO 3
DRAWSPRITE livello1[x][y].obj,  livello1[x][y].x , livello1[x][y].y
NEXT
NEXT


when i compile the first two row work fine, but the last two row crash the application (application locked - terminated whit task manager)


|W|W|D|D|
|W|W|D|D|
|W|W|D|D|
|W|W|D|D|

W= WORK
D = DON'T WORK - TASKMANAGER TO CLOSE APPLICATION


I use sprite 62*62 png 24 bit
any suggestion ???

45
GLBasic - en / ALPHAMODE
« on: 2009-Nov-14 »
1 - how to work this comman for single sprite (myobj.png 24 bit whit trasparency)????? (work whit iphone????)
2 - how to import external  *.GBAS in my project ???

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