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GLBasic - en / Re: GLBASIC on Mac M1 using Parallels 17
« Last post by loftcat on 2021-Nov-30 »
Good shout on running outside of Steam!  :booze:

If you run the EditorE.exe file the programs run avoid the fading of the graphics! :)
I've also successfully run programs by running the exe files directly from the distribute folder.

It looks like the fading begins the moment the Steam community notification pops up in the bottom right corner of the screen. Still not sure why this is an issue in Parallels and not VMWare on the Arm Macs, but can confirm GLBasic is working okay in both :)     I'd recommend Parallels over VMWare at the moment with this 'workaround' for the better video support, but VMWare is a nice free solution for now.
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GLBasic - en / Re: GLBASIC on Mac M1 using Parallels 17
« Last post by dreamerman on 2021-Nov-29 »
Steam version contains also standard executable that doesn't require Steam to run in background, this is that file: "...\Steam\steamapps\common\GLBasic_SDK\EditorE.exe" ;)
Ah so there is no option to run x86 Windows in such virtualization machine? I didn't touch them in a long time, but they were specially handy in running some old Win95 games :D

Edit: and of course you can use Steam version normally and just run GLB apps directly - not from editor and see if flickering still appears.
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GLBasic - en / Re: GLBASIC on Mac M1 using Parallels 17
« Last post by loftcat on 2021-Nov-29 »
Unfortunately only Windows 11 Insider Preview version is now available for Arm. For some reason (presumaly to pursuade users to upgrade), MS have pulled Windows 10 Arm edition from their site. Given that GLBasic works with VMWare Windows 11 may not be the culprit here anyway.
I'll try and find one of my old non-Steam installations of GLBasic and try that, will report back ;)


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Announcements / Re: Manic Miner GLB
« Last post by dreamerman on 2021-Nov-29 »
Nice retro project, looking at this I really feel old vibes but don't get me wrong I'm glad that those times are gone :D consoles were better with hardware sprites, palette switching and so on, best 2D for computers were later during Amiga 500+ and competing Atari times. But from technical aspect looks that it's faithful to the original.
I hope that there is no copyright restrictions on such old thing, as you could put it on itch.io even as free project to get more feedback. If you are working on something else don't hesitate to share on forum ;]
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Announcements / Re: Super Mario Bros. 3 engine - RFD
« Last post by Darmakwolf on 2021-Nov-29 »
Hi dreamerman!

1. Scaler - use the F-keys! F1 - F8 should scale the display - I might have forgotten to put that in the intro, but the functionality is there.
2. WASD - this game was made for a game controller. You CAN use the keyboard, but it's possible that w/a/s/d could be defined action buttons - that's why it assumes arrows. You can of course easily modify this behavior if you wish, since it's open-source.
3. The many files - this is because of the IncrediBuild feature. Once compiled, I can modify a single file and recompile in 2 seconds instead of 10 minutes every time. GLB caches the files after they're compiled, and recompiling will only actually recompile files you CHANGE. I originally had them all in one, and it was a SLOG to compile that way.
4. hit detection - yes, the sun was not finished. Beta product sort of thing. I intend to make him less frustrating lol.
5. The demo levels were THROWN together in ... probably 15 minutes total. Not much thought went into it, pure tech-demo.

For the website, yeah it's down as I move to a real host instead of in-house. I will definitely update here when there are updates - I'm glad you enjoy it!


Your site is down, but checked demo attached in first post, nice old school gameplay there :]
I went to see source, and wow, more than 100 files, looks that You have separate file for every enemy type, game mechanic and so on, interesting, I prefer to have for example one file for all AI, but whatever suits you, specially that code is nicely structured and formatted, despite using DrawAnim it isn't demanding like many other small indie games (GLB power). Played 3 levels, sun can be annoying, there are some hit box/collision problems in this version (sun hit me even when crouching and he is 2 tiles away), level 3 is crazy but funny :D
Most notable suggestions is give option to change video resolution - even basic 2x/3x scaler or something would be nice, and give option to use WASD keys to move, as arrows aren't always best for this - laptops.
Don't forget to upload newer version and share changes, but what's most important put this game on itch.io ;)
btw. nicely animated fox.
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Announcements / Re: Super Mario Bros. 3 engine - RFD
« Last post by dreamerman on 2021-Nov-29 »
Your site is down, but checked demo attached in first post, nice old school gameplay there :]
I went to see source, and wow, more than 100 files, looks that You have separate file for every enemy type, game mechanic and so on, interesting, I prefer to have for example one file for all AI, but whatever suits you, specially that code is nicely structured and formatted, despite using DrawAnim it isn't demanding like many other small indie games (GLB power). Played 3 levels, sun can be annoying, there are some hit box/collision problems in this version (sun hit me even when crouching and he is 2 tiles away), level 3 is crazy but funny :D
Most notable suggestions is give option to change video resolution - even basic 2x/3x scaler or something would be nice, and give option to use WASD keys to move, as arrows aren't always best for this - laptops.
Don't forget to upload newer version and share changes, but what's most important put this game on itch.io ;)
btw. nicely animated fox.
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GLBasic - en / Re: GLBASIC on Mac M1 using Parallels 17
« Last post by dreamerman on 2021-Nov-29 »
Windows 11 has some issues so I would not use it for such thing for moment, Win 10 would be better imho. I don't know what gpu configuration options Parrarel has, so hard to say, as generally driver issues can be really tricky.
One thing that I can advise is running standalone GLB version (both editor and compiled projects) - not launching it from Steam, as  Steam attaches overlay for everything, this also can cause some problems even if it's not properly displayed.
Sadly Apple restricted new iOS/MacOS apps to use Metal API, I'm curious if currently OpenGL apps could be compiled to MacOS as Steam is available there so can be used to distribute games on this platform. HTML5 target is also a solution if it handles all GLB functions properly. Please update this topic if you found anything new, specially related to M1 macs, as this architecture change will evolve in future, on PC market we are years before any ARM revolution, but node shrinking and new technologies still will give nice improvements.
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3D-snippets / Re: SGEngine
« Last post by dreamerman on 2021-Nov-29 »
Very nice, clean coding and well structured. Looks very easy to use. Checked several things, they are working without issues even on iGPU.
I have some tech questions, as always :D I'm curious, as Irrlicht could use several render API's (OGL, DX, software), You most likely are using OpenGL, are you creating another OGL context or using that already made by GLB? Does Irrlicht have now something more advanced than basic collision detection? (years ago they wanted to include some physic lib like Newton or Bullet if I remember correctly).
Such engine gives much more opportunities for more advanced 3d from start, so it gives some nice possibilities, one thing that is how portable this will be, for moment GLB main platform is Windows, but what about Linux (most likely should be simple and just use other headers), HTML5 (this may be tricky). Still current state of Proton and x86 emulation on MacOS can mitigate possible problems with this. Really nice to have another rendering back-end, even If now I would use it just for testing some things.

Thing about motivation, yeah, specially for larger project where so many things need to be done it sometimes hard, but I'm glad that you found perseverance to finish this ;)
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GLBasic - en / Re: Pegasus and the Phantom Riders
« Last post by dreamerman on 2021-Nov-29 »
Sadly to hear that, Covid hit us hard, I hope that all goes for the best for You :good: But back to topic.
I wasn't aware that so many countries doesn't have agreements with USA about avoiding double taxation, in this situation it really could be better to publish there using someone help (from country having lower tax), as Steam gives such option as I understand, your account would have restricted access to that particular project, and would be able to see all Steamworks/financial info. Still for such small games best idea would be to bundle them into 3-in-1 pack or something, fast, small pixel arcade games pack or whatever. If they would have such fancy 3D effect like SnooPI was talking about, they would have much higher chance to earn something.

Checked that zx game project, looks nice, and well documented in that forum thread, you nicely describe every step of working on it. btw. thanks for mentioning that MPAGD tool, I know someone that will be interested in it :)
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GLBasic - en / Re: Android - dark mode / light mode
« Last post by spacefractal on 2021-Nov-28 »
hey, that one was in a ealier build. but thanks for the notice. we should also let you able what mode its is eventuelly, which should not been that hard.
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