Recent posts

#21
GLBasic - en / Re: HTML5 improvements
Last post by Paul Smith - 2024-Aug-28
I love it when updates and fixes are being worked on, But I have the same question as Qedo. Does a push to GIT mean it will start to roll out on a STEAM update or do we have to do something manually?
#22
GLBasic - en / Re: HTML5 improvements
Last post by Qedo - 2024-Aug-27
I confirm it doesn't play on Firefox mobile and I also add Google Chrome mobile
How can I access git for changes?
#23
GLBasic - en / HTML5 improvements
Last post by Kitty Hello - 2024-Aug-27
I copy the icon.png to the distribute folder.
I managed to get ASYNCIFY running. Now infinite loops with SHOWSCREEN will work - which makes DDGui's combo boxes etc. fully working. But also, all code should just run without any modifications. I don't think performance will be an issue anymore. Today's mobile phones are more powerfull than the computers we had when experimenting with emscripten/html5.

Here's what I did - but it does not beep on my Android mobile Firefox :(

https://www.glbasic.com/beep_timer/BeepTimer.html

I pushed my changes to git.
#24
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#26
Thanks Qedo. I think now it maybe because I have stuff open its trying to alter when compiling.
#28
Just reinstalled all my Steam stuff from Drive C to Drive D (free up my small 240g NVMe), I've installed HTML5Extras and know the HtmlPost script works as it shows in the console.
The problem I think I have is with HTML5Extra. If I use CheckCanvasSize() it returns with call to undefined function.

I know I could add it to my code and remove the DPRINT commands etc. But would love to know where i've gone wrong.
I dont think I got it working when it was on drive C and one of the reasons I reinstalled incase I corrupted something.

slightly off topic sometimes when I compile for Windows, the console shows LEAF duplicated ( or something similar ) but works. Any Ideas what this is?
#29
im have splitted it into own topic as im thinks its a nice new post without clutter too much.

Also you have not used the fullscreen featuer from itch.io which is required for us to test. Or its will been in a contain usesless resolution for mobiles as fullscreen was newer used (you only get the current canvas window resoluton).
#30
GETSCREENSIZE diddent work. You cant uses GETDESKTOPSIZE just as the startup, which its may still report the internal resolution and its for change and reflect in second time, which values may change after LOOP.

So hence make sure your game can been scaled automatic when a user resize the window. When that part work, its should also works fine fullscreen on Android.

If the device has a internal scaling value, its the device that rescaling up. Here nothing im can do.

Also you cant load all stuff at once in one loop eiter as the game may crash due timeout by the browser.