Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - hardyx

Pages: 1 2 [3] 4 5 ... 33
GLBasic - es / Re: ¿Alguien con Android 6.0?
« on: 2016-Sep-01 »
No me suena eso, aunq nosotros lo tenemos todo en nativo. Asegurate de q usas los permisos de lectura y escritura en sd en el manifest. Si usas el target 19 te da todos los permisos sin preguntar, ya q es como una emulacion de lo q hacia antes.

GLBasic - es / Re: ¿Alguien con Android 6.0?
« on: 2016-Aug-30 »
Somos cuatro gatos, yo soy el cuarto gato :D.

Yo trabajo con Android y en la versión 6 han cambiado muchas cosas, la han liado a lo grande. Ahora las apps necesitan permisos y han quitado librerías de red obsoletas. No tengo telefonos con el 6, pero te puedo decir que pongas en el manifest.xml targetSdkVersion="19" que es el Android 4.4 y te va a funcionar en todas las versiones. Porque como pongas el último target (api 23) vas a tener que cambiar tu app de arriba a abajo solicitando permisos cada vez que uses la cámara, el GPS, y mil historias más.

Aqui tienes más info de los cambios:

IDE/Syntax / Re: A little idea if is possible.
« on: 2016-Jun-15 »
Some editors like Visual Studio marks the new code you typed in differente colour, and you can see the new code you added. Some editors like XCode too uses a "version control system" like Subversion or Git and allows to connect your code with the repository (archive) where your stable code is, and marks the differences between your new code and your last version.

If you use a control version system like Git or SVN (this is easiest for begginers), you can do this and more. You can experiment with your code and work in many features (branches) at once without affect other features and go back if you mess a lot your code, and compare between versions.

If you don't want to complicate with version systems, you can do "manually" too, but it's more work. You can archive in other folder the stable version you make, and you can experiment with the code and see the differences with file and directory compare tools like WinMerge.

For example you can have this folders to archive selected versions of your code:

-- Mygame.2016.10.03.appstore
-- MyGame.2016.01.06.stable
-- MyGame.2016.05.06.ship.developing

Announcements / Re: GLBasic V14
« on: 2015-Sep-28 »
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.

GLBasic - en / Re: HTML5 really is needed?¿
« on: 2015-Aug-04 »
HTML5 is the future and the succesor of the hyper-bloated Flash. Assembly for the web is a reduced subset of Javascript wich can be executed faster than full featured and object-oriented Javascript. But it's the same: HTML5 is a document language that needs Javascript. You can't program in HTML5 because it's a document format. It's like if you say "I program in Microsoft DOCX format"  =D

HTML5     ---> document description
Javascript ---> actions, algorithms
WebAssembly ---> fast subset of Javascript

Apple combines iOS and Mac developer programs into single Apple Developer Program
Existing members accounts will be converted to the new developer program.

Good news for devs.

GLBasic - es / Re: A los que haceís Pixel Art
« on: 2015-Jun-29 »
Ah, es verdad que lo tiene, gracias. Yo hacía pixelart cutrecillo, con sprites de 8x8 y 16x16, pero ahora tienen demasiada resolución los dispositivos. =D

GLBasic - es / Re: A los que haceís Pixel Art
« on: 2015-Jun-10 »
Parece que tienen versiones descargables para Mac y Windows. Tiene buena pinta, pero preferiría que permitiera crear spritesheets en PNG en vez de GIFs animados. En GIF se pueden ver mejor las animaciones, pero para juegos hay que convertirlo a otro formato. Pero bueno, es gratis!!

GLBasic - es / Re: COmo diseñar niveles
« on: 2015-Apr-12 »
Es muy instructuvo e inspirador, gracias.

GLBasic - en / Re: Debugging, how to?
« on: 2015-Jan-12 »
The simplest thing you can do if you have performance problems is to activate the profiler. This tells you where your program spends most time.

Run your game until you get the slowdown. Exit game.
This opens the profiler output file in the editor. MAKE SURE YOU CLOSE THIS WINDOW when you are done with it, it can cause loading problems in certain situations. You will have to do some hacking to be able to load your project again.

Thanks, I didn't know this profiler option in GLB. I mark this thread to test later.

Announcements / Re: GLBasic - The Source Code
« on: 2014-Dec-27 »
Good news and good work kitty and spacefractal !!!

oh dear. the fixed bug in GFCompression.h dosent work on other platforms than iOS...
You can use this:

Code: (glbasic) [Select]
  // ios code fixes
  // old code

But, looking the code, you can change the "long m_HASH_TABLE[65536]" for "int32_t m_HASH_TABLE[65536]" and you can keep the old code, because long is a type that can change between machines, and int32_t is 4 bytes always.

Converting an app (objc/c++) to 64 bits isn't trivial, and must be done carefully.

Well, what I said for libPROGRAM is applicable to all glbasic libraries needed.

Maybe GLB can generate the libPROGRAM in very obfuscated C/objC source code instead in binary form. Then you can get an XCode project to compile for iOS8 (or other) using a Mac. I think obfuscation is an option to keep closed source and continue developing for Apple without problems.

Example obfuscated code:
Code: (glbasic) [Select]
#include <stdio.h>
#define l11l 0xFFFF
#define ll1 for
#define ll111 if
#define l1l1 unsigned
#define l111 struct
#define lll11 short
#define ll11l long
#define ll1ll putchar
#define l1l1l(l) l=malloc(sizeof(l111 llll1));l->lll1l=1-1;l->ll1l1=1-1;
#define l1ll1 *lllll++=l1ll%10000;l1ll/=10000;
#define l1lll ll111(!l1->lll1l){l1l1l(l1->lll1l);l1->lll1l->ll1l1=l1;}\
#define llll 1000
l111 llll1 { l111 llll1 * lll1l,*ll1l1 ;l1l1 lll11
lll [ llll];};main (){l111 llll1 *ll11,*l1l,*
l1, *ll1l, * malloc ( ) ; l1l1 ll11l l1ll ;
ll11l l11,ll ,l;l1l1 lll11 *lll1,* lllll; ll1(l
=1-1 ;l< 14; ll1ll("\t\"8)>l\"9!.)>vl" [l]^'L'),++l
);scanf("%d",&l);l1l1l(l1l) l1l1l(ll11 ) (l1=l1l)->
lll[l1l->lll[1-1] =1]=l11l;ll1(l11 =1+1;l11<=l;
++l11){l1=ll11; lll1 = (ll1l=( ll11=l1l))->
lll; lllll =( l1l=l1)->lll; ll=(l1ll=1-1
);ll1(;ll1l-> lll1l||l11l!= *lll1;){l1ll
+=l11**lll1++ ;l1ll1 ll111 (++ll>llll){
l1lll lll1=( ll1l =ll1l-> lll1l)->lll; }}
ll1(;l1ll; ){l1ll1 ll111 (++ll>=llll)
{ l1lll} } * lllll=l11l;} ll1(l=(ll=1- 1);(l<llll)
&& (l1->lll[ l] !=l11l);++l); ll1 (;l1;l1=
l1->ll1l1,l= llll){ll1(--l ;l>=1-1;--l,
++ll)printf( (ll)?((ll%19) ?"%04d":(ll=
19,"\n%04d") ):"%4d",l1-> lll[l] ) ; }
ll1ll(10); }

I'm registered developer and I don't like Apple only supporting the latest iPhones. I buy an iPhone 4 a year ago and I must to buy another iPhone or iPad to continue developing after february 2015 :S. I understand Apple, because they want to sell their new products. I only know that I must to release my games before the next year and buy a new iPod if I want to release anymore. They release a new iOS version (and abandon an old device) each year!!!

Pages: 1 2 [3] 4 5 ... 33