The cleanup process is coninuing. The new v14 will be the next platform that will get long-time support.
This time the setup only contains the Win32 compilers, but with all headers. You can get the platform packages, that YOU need.
Each of the packages is able to compile the GLBasic source code, thus it's easy to start adding new platforms if you dare or help me fix problems.
The folder structure is a lot clearer now, I think you get the idea easily.
The news:
PRESCALER (read the manual) offers you a way to bring your Caanoo games to Android with one line of code: PRESCALER 320,240 // done!
Also for TYPEs, each TYPE has a function dbg(), that uses DEBUG to print all type variables.
Furthermore, I fixed a few bugs. Also for v12! Get the update if you don't want to try v14.
Thanks a lot Gernot and everyone involved into it. You guys rock! :good: :booze:
Will be testing v14.
edit: Long live Arcadia!
Sounds cool :)
Whoa!!!
Well done putting in all the work and getting GLBasic back on track.
I appreciate it hasn't been easy, with the crash and all.
Nice one.
Ewww cool stuff, thanks Gernot!
Thanks for all the work...
Looks like this fixed a memory leak in windows 7, :enc:
i will continue to test this phenomenon though....i didnt spend enough time checking, but outright, its looking stable.
ps. bug report for setscreen in v12 and v14 updates.
Still on my vacattion, then v14 out. Hehe
Then Android v12 is ended and next ae releases is v14.
Im thinks ae on a version is included now, not sure which one.
Please note, DEBUG should changes to STDOUT, getnot. DEBUG newer works on IOS. The name is allready taken by the Apple compiler and giving the error.
PRESCALER is a great idea.
Is V14 available in source code, or if not, will it be?
BTW how do you compile, I always get this:
*** Configuration: WIN32 ***
precompiling:
*** create process failed
Wow good News!
Gernot is still active :nw:
I think this is a great move, moving away from a large monolithic code base should make it more approachable(and a little less scary!). End users will get a much smaller download too.
Lastly, it's great to see this peice of software, that we all know and love, getting the support it deserves.
Thanks Gernot! :good:
SETSCCREEN is fixed in 14.002 and 12.6xx.
Great news. :enc: For now, there are compile errors for old complex project but works fine otherwise. Interesting to see a change for the platform selection. v8, 10, 12 & 14 SDKs are now installed on my system, which I need for older devices and projects.
Great Stuff Gernot!!
Can I side-install it to a new folder without affecting my current v12.3 setup (including current Android setup and AExtras)?
(I have numerous apps and want to ensure I can re-compile with v12 for any android crash issues)
Wow nice new debug features,
need to try those when it gets ugly again :D
Yes. Install parallel. Please to to narrow compile errors...
14.003 is online as an update. I tried it - it worked.
I also fixed? the fullscreen issue.
Will give a go now... :booze:
edit: just tested...all marvelously working now on PC.
Time to get into the caanoo and android and mac so the check the virtual screen, stuttering sounds, double buffer, etc etc.
Super great! I sense the compiling time did get a lot faster on this v14, is it just on my end? I mean REALLY fast.
Working fine here too !!!
Im got a lots of compile errors with 14.001, but after a update then Windows compiler works fine with Greedy Mouse. Debug does output a lots of error when debug mode is enabled (none debug works fine). Im not to post it here throught.
Im gonna thinks you should been able to update any platforms you have trought the glbasic update, install it, so its would been even easier. This should of course been a paid part only.
Also its look like its Android Extras 2.11.2 we get for v14 you get, where 2.11.3 is the newest one (which is just a minor permission fixes in SDLActivity.Java. Gernot, its would been nice if you could update that fix directly using Internet Update feature, next time you update glbasic (im wait for 2.11.4 really).
Im was also doing a another little scaling update, about scaling surface, but im will drop that update and revert to 2.11.3, due the new PRESCALER command. That command is much easier me thinks.
I can't see the iOS platform in either the dropdown menu or the platforms download page :S
Is the iOS platform for v14 arriving later?
I had a go with 14.xx today,
compiling tie seems a bit faster on my many lines :).
I also ocured errors when trying to test the debug mode,
I only took a brief look at the error list and found a lot
of string$=string$+integer commands that where listed as source of the errors.
Anyway thanks for your continued support for GLBasic, Kitty Hello :nw:
Quote from: Qube on 2015-Aug-15
I can't see the iOS platform in either the dropdown menu or the platforms download page :S
Is the iOS platform for v14 arriving later?
Install the extra platforms that you need from the platform files, it is not all with the main file anymore.
Check the first pages here, after that, web update it to 003
QuoteInstall the extra platforms that you need from the platform files, it is not all with the main file anymore.
Check the first pages here, after that, web update it to 003
I've done all that but I still don't see iOS / iPhone / iPad as a compile option. Does anyone else? :blink:
http://www.glbasic.com/main.php?lang=en&mobile=0&site=download
Im thinks that link should have placed in helt file and in the build compilers.
Quote from: Qube on 2015-Aug-16
QuoteInstall the extra platforms that you need from the platform files, it is not all with the main file anymore.
Check the first pages here, after that, web update it to 003
I've done all that but I still don't see iOS / iPhone / iPad as a compile option. Does anyone else? :blink:
I guess you are right, I don´t see it here either.
I'm confirm. Ios download is missing. I'm take a look or Gerrit can.
Gernot, make sure to use the lastet beta xcode project I'm created in the beta section. Even it's beta, it's should works fine as it'd did here. I'm just not tested every commands.
For iOS I have to find a cure, yet. I can't build libs. I think I should pack all code to a single cpp file.
But until then use the xcode project I'm uploaded. It's not perfect, but works very nicely. we can't do anything automatic on the platform.
Ios require compiling using xcode, but take also few min to setup the project and not hard to do that. That setup part only require once.
Gernot, did you ever get the xcode project to build the source code libs? I'm mean I'm have sent to you.
PS. You did some changes to the source code (PRESCALER). Do you using SVN or still own server, this is just make sure im are in sync.
PPS. PRESCALER crash on Windows its seen, crash Greedy Mouse, and then sound stutter until im restart Windows. Crap. Im waiting to check why after the DEBUG issue is fixed (because im not sure its the command or just failed in a loop another place). Its much more important really.
Wow!! I was in a marvellous holidays trip and my return has been sweet. New version of GLBasic!!!! Fantastic!! Thanks Gernot for your continuous and unconditional support to GlBasic. :good: This community can breathe again!! =D =D I hope you'll find a solution for iOS libs!!
Many thanks again!! :nw:
iOS and Glbasic 14 using the Beta 5 xCode project seens to working just fine and no new weird issues found. Here is the xCode project what im have done (while using 12, so PRESCALER is not in):
https://www.dropbox.com/s/5k8hhv4c4snu339/iPhone.zip?dl=0
You do might need to disable bitcode option, which is not required if you dont want to code Apple Watch Apps. So disable that option in Build Settings anyway.
Also Gernot, do you using SVN or could not get that to work (its works nicely here)? Im want to make sure we are in sync, if you want me to fix issues etc.
This was god news!
Is it a big differens betveen 12 and 14 for windows programming?
Once all starting bugs are sorted out, there should be no difference at all, GLBasic Updates usually are designed in a way that they maintain 100% backwards compatibility; so a new version should run your old code without a change. If you look at the release notes, you see that there is no breaking change in this update (at least no documented one, you still got the fun of hunting hidden ones lol).
don´t know if it has something to do with my Installation of the 14.006,
but I don´t see any compiling options anymore when I click on compile multiplatform, the only thing shown is Windows ( and win32.dll ).
I have installed 14.006 parallel to the old V12.
You need to download the platform
http://www.glbasic.com/platform/
It says it just under the download link for the SDK =D
lol thank you very much, will try a v14 compile for Pandora right now.
I'm so pleased to see this thread! :)
I thought it was over... Which would of been a real shame, so a big fat thumbs up from me! :)
Dabz
Hello guys,
after long time not working with GLBasic, i just wanted to try the new version. Downloaded and installed it besides older GLBasic versions, of course in an extra folder. Now i can't even start the editor.
"On the specified device, or the path, or file can not be accessed. You may not have sufficient permissions to access the element." (google translate)
I've checked the permissions and there were no problems. V11 and V12 starts the editor, but there are now errors after the linking process. The App does'nt start. If i want to start my program the same error as above is shown.
EDIT:
Avast Anti-Virus Software blocked the GLBasic-program. It is working fine! Sorry for inconvenience!
As some of your have spotted, im got a free Apple TV Dev Kit and have finally got Greedy Mouse running on it (but is totally unplayable yet, but its launched and do display the graphics correctly).
So glbasic next new platform will been TVos.
Also tvOS xCode project is NOT compatible with iOS, but most of the code base is the same.
But unlike iOS, GameInput.api would been required.
EDIT:
Im will do also try to convert it to MOUSESTATE commands etc (its a 2 button remote).
:good: :nw:
support for more platforms is always nice
and most welcome =D
Thx for your effort :good:
Nice! :good:
im have removed few posts, since im might have talked too much about TVos. But howover im do notice the document and SDK is fully official, not behind a login account. So SDK and document can we possible to talk about.
I'm are more or less finished up xcode projects for IOS and tvOS. I'm do still need to fix missing commands for TVOS.
Og The target for glbasic is still only IPhone, but code can been share with both platforms. Due this the old xcode project might been incompatible and might require a rebuild.
Also With xcode v7, I'm can sadly property no longer can support iPad 1. I'm cannot choice 5.1.1 when I'm trying to compile the glbasic source code libs for some reasons. The earliest version is 6.0. There is forced pull down, no longer is a text field.
Quote from: spacefractal on 2015-Sep-20
As some of your have spotted, im got a free Apple TV Dev Kit and have finally got Greedy Mouse running on it (but is totally unplayable yet, but its launched and do display the graphics correctly).
So glbasic next new platform will been TVos.
Also tvOS xCode project is NOT compatible with iOS, but most of the code base is the same.
It was free??? OMG I cancelled the reserve!!!
Thanks to Gernot and all the people working in this.
about one dollars, after I'm got selected to verify my address. But due NDA, I'm might need to wait to release the TVOS public xcode project, but can do the prepare of it. Some apis got changed.
Today I'm will try to upload v3.6 Greedy Mouse for both ios and tvOS. Port is finished.
Well done! :good:
look like its was for TestFlight only. But howover im got past the validation of the app.
Bitcode cause some trouble, and is required for tvos. But the app is ready to submit soon its possible (eventuelly recompile with lastest version). Now im can checking other games as well prepare the general glbasic xcode projects.
Please note im will also enable BitCode for iOS builds as well for xcode 7. That means iOS5 is no longer supported. Im cannot select it as deployment support at all anyway in xcode 7. Im might do a legancy xcode 6.x support for testing on older devices later (I'm have only io9, but I'm have a ios5 device for compatible tests).
PS. im still waitng the zip/ftp version of source code, so im can merge into mine and sync it with Gernot. Actuelly no changes have been done yet in the glbasic c++ source code for tvOS support. all was in M files yet, few tweeks do needs.
Today im came thinking of, im do not need the full source code, but im just known about 5 files was changed at all, so im have just downloaded those 5 and begin to merge the new changes to that. Im did few fixes that was not into those, but is easy to add t hose fixes again.
so those commands have been changed, when im send the changed source code back to you Gernot (rest is not touched):
- SHOWSCREEN (to fix crash pausing for iOS)
- PLATFORMINFO$ (to add APPLETV and OLDIOS as returned devices, OLDIOS is required, because iOS8 performw auto orientation, while iOS7 and below do not).
- INIPUT (this to add iCloud support for iOS and is REQUIRED for Apple TV)
- INITGET$ (this is to add iCloud support for iOS and is REQUIRED for Apple TV)
Also DEBUG command needs removed for iOS. Its conflict with a compiler directive, instead all output should send to STDOUT.
Im will end in this weekend release the xCode (except TVOS public, due NDA, but can send the source code compiling xCode project) , so supports will been adding those platforms:
-
ANDROID TV (Amazon Fire TV, Razer TV, Google Nexus Player and property other compatible Android TV devices).
-
APPLE TV (using split xcode project, so its still using iPhone as compiling).
<3 =D. Great news
:booze: :good:
Many thanks Spacefractal for all your hard work, specially in IOs (my target development, he he =D )
BTW, any chance of having access to ViewController so we can use Game Center and Adds in our apps?
in the next version, im have moved all m and thier h files out of glbasic source code, so you would have full access to the ViewController.
Im did that way, so its easier in the future to fix issues, since nearly all fixes was on those files, not in the glbasic source code its self. Im do fixed few commands througt, im will send to Gernot. They are easy to merge the fixes.
Also im have to remove iOS5 support. Sorry for that. That means iOS6 and up is now required for glbasic apps.
xCode version 7 do no longer support that when compiling the glbasic libs, and Apple soner or later force us to uses BitCode, which is also unsupported in iOS5. Howover im do might do a third legancy xCode project, using xCode 6.4 for testing on older devices.
Read the docs for the source. Theres a wget.exe and a script to download it all automatically...
I try to zip it.
No worry. I'm only needed files I'm know was changed :-), it's only in the end few files. I'm checking wget out.
Im have released the public versions of the xCode projects and have included the Android update as well, this time in 7z format to save space:
http://www.glbasic.com/forum/index.php?topic=10191.0
The file is also added in Android Extras news thread.
Also im have moved the project files into the EXTRAS folders, because its now include various iOS and Android code, and no longer strict to Android. Example the GameInput API support.
Please Note, some bits is missing (INIGET, INIPUT and PLATFORM INFO for tvOS, but can been detected by a different way).