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Topics - MrPlow

#241
GLBasic - en / LIMITFPS -1
2013-Dec-01
Hi Can anyone help on this,

How do I implement this with the Apptimer routine so that I get consistent 60 FPS and not have to use LIMITFPS 60?

#242
Hi Gernot,

I am having issues getting my apk running  on my android.

I am using stretchsprite and scaling to screen size.

I noticed my debug cert is not valid but that still allows me to compiler and run my "chess clock app" fine.

The app that wont run on android is a game and gives the message "Application Failure to Load" in both my nexus 7 and bluestacks.

I don't want to publish my full source as this is a commerical program but would appreciate a few hints in the right direction...I am not using polyvector or anything too fancy...

Any ideas on what would cause an App to "Fail to load"??

#243
My latest app I tried to compile to html5  and got a clang.exe and clang++.exe continuous running and slowing down my machine...

No way to kill it except reboot ... anyone else seen this problem?

Also, I have a simple enough app that returns a application failure for Android....
can this happen if i try to play .wav files or other non-compatible commands??

What will definitely make Android app crash  or fail to run??
Any ideas?
#244
My Galaxians remake .... all my own graphics...what can I say .... child of the 80s! ;-)

Only the start so many improvements will be added ....
enjoy....





LATEST CHANGES:

        - Galaxy Force: Mobile version for beta test on windows...Using on screen buttons on left / right keyboard etc
        - Powerups: when you kill charging flagship! woohoo!


     
        - Flagships retreat to next stage when hornets are gone
        - Tidying up in general
        - Music in background
        - Stage difficulty changes
        - Some small bugs and tweaks fixed...aspect improved

        - Retro scanlines
        - Full screen was a prob for wide mons...so went back to window-mode with larger screen...

   - Added better flying paths for enemies...as requested
   - Added small tweaks to animated enemies
   - Some new sound effects
   - New scoring rules as per original
   - AI becomes more aggressive when numbers diminished and stages progress
   - To add: maybe a boss for every 5 or so stages?
   - Plus: added the famous shot dodge from the original...prevents the
     back rows from walking into shots needlessly
   - Bonus scoring for killing charger flagship along with wingmen
#245
Can I use the AppTimer routine for Android?

Are there other no-nos that cause Android to crash from the Get go?

SprColl? or Alphatesting? etc?

Debugging is hard when your fumbling about on a blue screen...;-)
#246
Whats the best method when using the font creator?
And when the font is used in ddgui with scaling screen?

I tried the default 255,0,128 color setting and that failed to work.
#247
My app is telling users its not signed correctly...any idea what I need to do to make sure its signed?

The play store accepts it but users get an error trying to install - but my nexus device installs it just fine...


https://play.google.com/store/apps/details?id=com.sigmasolutions.knightclock&hl=en



#248
Hi

I am building an Arcade Shooter - but find that my enemies (which I iterate thru to update their positions) start off nice and quick and so does my player ships and firing etc...

But when enemies are reduces to 4 or less the game crawls!

I suspect it is due to the foreach enemy Loop i have and as it reduces the showscreen fires more often and so does my check for collisions and check for key press events...

Any ideas how I could go about sorting this??
I have put in a framerate timer but that is not helping...

#249
Need some simple enough - but good - art for an app i am planning to release...

Anyone interested ? I can pay cash via paypal...
#250
I have a problem with my DDgui menu - its fine for first few items in list but as I got down the list the spacing for the scaled screen goes off and its moving down the screen too far.


e.g.

Option 1   (clicks okay)
Option 2   (clicks okay)
Option 3   (clicks option 4)
Option 4   (clicks CANCEL button below option 5)
Option 5
[CANCEL]

I though it was a an integer problem but still happening ....

Any ideas guys?? Need to sort this or replace my menus...

my changes in ddgui were

Code (glbasic) Select
MOUSESTATE mx, my, realb1, realb2
//add by gp
mx = mx / offsetx
my = my / offsety

...also...
LOCAL rmx1%, rmy1%
MOUSESTATE rmx1, rmy1, rb1%, rb2%
//add by gp
rmx = rmx1 / offsetx
rmy = rmy1 / offsety



#251
Hi Guys,

I am testing out an isometric layout...but I need get some tips on laying down the tiles....

Do I stagger them odd, even etc
Or is there a neat way of laying down the tiles...
My cubes / tiles are 30 x 30 in size.

I have the movement done but everything looks a little off kilter... :noggin:

#252
I'm sure it may have a bug or two but the stretch screen method worked a treat...




https://play.google.com/store/apps/details?id=com.sigmasolutions.knightclock&hl=en

Its FREE to install on Google Play

Use with Chess, Backgammon, Scrabble, etc...
#253
You can find it in the beta test section

http://www.glbasic.com/forum/index.php?topic=9467.0

Please try it out

Rgds
Gary
#254
Hi Guys,


My 1st Android app for beta testing... not a game ... a chess clock...

https://www.dropbox.com/s/25oa0a8wyxi59d9/glbasic-signed.apk

https://www.dropbox.com/s/bs6yxs3aagqq2bk/knightclock2.008.apk
(removed bad permissions!!)

Please try it out...It works fine on my Nexus 7 II

Dropbox is so handy for android beta deployment...

Rgds
Gary
#255
Hi,

How do I use DDGUi mouse coords with a scaled screen the menus are off kilter
#256
Hi

I need a simple enough routine that will work the stretchsprite method of screen scaling....

I am not sure about the maths for the mouse x y offsets using a higher res.

Can anyone point me in the right direction?

Gary
#257
Here is my UPDATED beta version [updated with version 1.6.3]

1.6.3 Updates:
-       Added option to turn on a grid when 'G' is pressed when human viking is first highlighted

1.6.2 Features / Updates

-   Added horns / treasure chests
-   Catapults can be destroyed by enemy vikings
-   Fixed collison issues
-   Boats dont ram
-   Boats dont need full water access to move
-   Boats can only be destroyed by Catapults
-   Drunks fight and attack randomly
-   Enemy drunks can be recruited when collided with
-   Boats can be stacked to form bridges
-   Castles can be attacked from the sea
-       CPU (AI) buying decisions more cautious
-       CPU gold depleats but they can collect gold also



1.2 updates/fixes:

- hanging screens resolved
- "men falling out of boats" fixed
- victory screen added
- prices of units added
- bottom panel graphic {still to be completed}


Gameplay features:

- 1-4 player hotseat or cpu
- better CPU player AI
- longboats are better than original (not as restricted)
- more gold at start (may revise this)
- true retro graphic style
- only keyboard version for now

Still to do:
- fix some windows alt-tab issues. (mostly)
- add more sound and music ?
- mouse controls
- plus any other bugs you might spot...


FROM THE ORIGINAL INLAY CARD
------------------------------------------
TACTICS
The following are some tactics that can be tried, and the names of the
people who use them:
The Admiral                        Buys lots of boats ...
Captain Birdbrain               Gets them stuck in the ice!
The Alcoholic                      Seems to encounter a lot of drinking horns and has
                                          more drunken army than sober ...
Temperance                       Uses the catapults to destroy the drinking horns.
Whizz-Kid                          Buys lots of catapults ...
The Traditionalist              Never buys a catapult (too new-fangled!).
The Peace Lover               Keeps out of fights, builds up an enormous army
                                         and waits until the other players have virtually
                                         eliminated each other.
The Miser                          Keeps on bringing back treasure to build up the
                                         Gold hoard ...
The Spoiler                        Stops the Miser by catapulting at the treasure box.
The Bridge Builder            Places boats to make a static bridge, to move
                                        armies across the Fjord.
The Hero                          A drunken Viking who attacks and destroys an enemy
                                        castle ...
The Thinker                      A drunken Viking who gets sobered-up by the enemy,
                                        and joins them.
The Optimist                    Attacks ALL the other players in the same turn.
Three Blind Mice              Three HUMAN players who fight and destroy each
                                        other so that the final winner is the COMPUTER.


Hope you like it...;-)

Any annoying bugs please let me know...

Gary

#258
Beta Tests / Game testers
2013-Aug-26
Hi Guys,

I will be posting the PC version of my first public game here soon... Viking Raiders - "a Retro Remake"

I should be able to easily port to Android also... switching keypresses for touch-screen.

I have improved the AI over the original and allowed the longboats to be much more useful.

Mostly kept the graphics simple to keep the feel of the original spectrum game.

I am attaching a screenshot for a taster - hopefully the exe will be ready very soon.

Rgds
Gaz

#259
Hi,

Just a quick question... I have had bugfor while now with a type not working as I expected after a delete from a TYPE list.

How does a TYPE FOREACH affect looping ? If a delete a different unit and it is in the same loop but not the same current item will the FOREACH index move position if the deleted item is before it??

Hope i made this example clear enough...



#260
I did a search on the forum for some animation code...

And turned up some pure out-of-date stuff...maybe deprecated code should be filed away or removed...if better method or newer commands exist ?

I know Gernot is very busy, but a couple of the more experienced guys could moderate and cleanup the forum - code-wise..?

Just a suggestion...