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Topics - Kyo

#21
I formatted the PC.
I installed the java: jdk1.7.0_45
I added the path (JAVA_HOME) in the system variables
I installed the android sdk:
GOOGLE USB Driver and Android 4.4 (API19)

but when I compile, it gives me this error before installing it on the device (smartphone)

the PC sees the smatphone (started in debug mode) and allows me to navigate in the folders

Code (glbasic) Select

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:1101: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:1115: exec returned: 1


It worked before but can not remember what I forgot to do!
#22
I installed GLBasic ver  11.599 and I tried to use Android Extras.

Now I get this error:

Code (glbasic) Select

compile+link:
running glb_build.bat
Using ANDROID_TARGET="android-8"
You can use "C:\Users\User—\Desktop\WorK_Game\Gioco\Game\FX_Game\EX_Fight\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-8, Android 2.2



BUILD STAGE 1: Compile and pack RELEASE
Updated project.properties
Updated local.properties
Added file C:\Users\Userù\Desktop\WorK_Game\Gioco\Game\FX_Game\EX_Fight\distribute\Android\build.xml
Updated file C:\Users\Userù\Desktop\WorK_Game\Gioco\Game\FX_Game\EX_Fight\distribute\Android\proguard.cfg

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:539: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:568: null returned: 1

Total time: 5 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
BUILD STAGE 2: Build DEBUG and install on device
     [echo] Gathering info for glbasic...
     [echo] Creating output directories if needed...
     [echo] ----------
     [echo] Handling aidl files...
     [echo] ----------
     [echo] Handling RenderScript files...
     [echo] ----------
     [echo] Handling Resources...

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:539: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:568: null returned: 1

Total time: 1 second
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
finished Android build-script.
Android=C:\Users\Userù\Desktop\WorK_Game\Gioco\Game\FX_Game\EX_Fight\distribute\Android
success
_______________________________________
*** Finished ***
Elapsed: 66.0 sec. Time: 03:55
Build: 1 succeeded.


And I do not compile the APK ...

I tried to uninstall and GLBasic I reinstalled version 10 with web update, but I get the same error...
I tried to restore the system to two days ago, but nothing works ....

What can I do?? PLEASE  :rant: :rant: :rant: :rant:  :nw: :nw: :nw:
#23
I have compiled the apk with all the internal Media, and the sound does not play.

With the Media external at APK, audio sounds!

I use for Music, file OGG ( but i Tested the MP3)
and for SFX files WAV at 8 Bit (22050 HZ).

But don't work .....

Why?  :rant:

Thanks for reply  :good:
#24
I finally tried my game on Android. But I noticed that the apk (GLBasic-debug.apk) if it is over 30 MB when you first start is very slow to be unpacked. My game is over 100MB is much slower to be unpacked! Is this normal? Other games downloaded from Playstore (google Play) with size over 200 MB there is so much to be unpacked! I use the version 11.322.

I tried to put all the files in the Media folder, in a folder outside the game (the SD card in the download folder) is the game starts quickly to the first launch!

the solution are the OBB file, but I think GLBasic does not support them!

Can anyone help me?  :nw:
#25
Hi,
I buy my Premium version of GLBASIC, and I received the code  :booze:

I wanted to know what is the latest version of glbaisc, I read that many users have the 11.4xx where I find?

Otherwise what is the latest version that I can install?

Thanks  :good:
#26

To obtain a PSM Publisher License, please register or sign in to: https://psm.playstation.net/

End date: 2nd September 2013 (The duration may vary.)

Would be nice to be able to use GLBasic with PSM   :whistle:
#27
Hi.
I have a problem with the command Polyvector.

when join two images (tile system), it creates a black line in the middle!

I use images size 200x200 24-bit PNG.

I thought it was the ClearScreen with rgb (0,0,0) but I changed the value to rgb (255,0,0).

Then I thought that I had to use the command Polynewstrip (instead of individual Polystrip), but the error remains.



Can anyone help me?  :giveup:
#28

I'm using the command setshoebox

The folder contains files like this:
Code (glbasic) Select

-Game
     |_Character
              |_Player1
                      |_Player.txt
                      |_Player.png
              |_Enemy
                      |_Enemy.txt
                      |_Enemy.png


png files will work, but the txt files (or ini) do not read them.
Why?

Thanks for the help!
#29
A couple of questions?
1) But Ogg (16 Bit 44100 Khz) audio files do not work in GLB on PC??
2) Some person is doing a Wrap of Admob for GLB? (I believe that person use the Ads to earn is easier than selling the game)
I would do it, but I have no idea where to start! :giveup:

Thanks for the help  =D
#30
Hi,
I explain the problem.

I have a Type with a lot of information:

Code (glbasic) Select

TYPE tChar
Nome_Char$
Num_Anim%
Nome_Anim$
Num_Sprite%
Tot_Frame
X#
Y#
Flip
Scale#
//__________
start_image
id_sprite%
x_c%
y_c%
w_c%
h_c%
//__________
piv_x
piv_y
//__________
col_act_1%
col_x_1%
col_y_1%
col_w_1%
col_h_1%
//__________
col_act_2%
col_x_2%
col_y_2%
col_w_2%
col_h_2%
//__________
move_x#
move_y#
timer%
active_scia
//__________
frame_adv
start_anim
timer_frame
end_anim
old_anim
tipo_anim$
anim_locked
old_anim_locked
Key_press
ENDTYPE

GLOBAL Chars[] AS tChar
DIM Chars[5][50][23]



In this Type I load all the information of my Characters.

Now the problem is that I need to clone all the information to create more Characters!

To be more precise I get this:



What is the best way, without having to copy all the information into another type?
#31
FAQ / Generic Questions
2013-Jan-26
Hi  to all people of the forums!
I do not read the forum for long time and I had a few questions.

1) GLBasic support ADS for Android? and iPhone?
2) Is implemented WIFI for Andoid? and iPhone?
3) and Bluetooth? (Android and iPhone)

Thanks for the replies!  :good:
#32
FAQ / Help Android Export
2012-Jul-31

Hi,
I tried to compile my code to Android, but it returns this error:

Code (glbasic) Select

compile+link:
running Android build-script...
BUILD STAGE 1: Compile and pack RELEASE
Exception in thread "main" java.lang.RuntimeException: Failed to create Q:\Compiler\platform\android\android-sdk-windows\add-ons.
at com.android.sdklib.SdkManager.loadAddOns(SdkManager.java:665)
at com.android.sdklib.SdkManager.createManager(SdkManager.java:144)
at com.android.sdkmanager.Main.parseSdk(Main.java:221)
at com.android.sdkmanager.Main.run(Main.java:118)
at com.android.sdkmanager.Main.main(Main.java:102)
Buildfile: build.xml does not exist!
Build failed
.
BUILD STAGE 2: Build DEBUG and install on device
Buildfile: build.xml does not exist!
Build failed
finished Android build-script.


I installed the 32 bit version of Java JDK: jdk-7u5-windows-i586.
I created the environment variable: JAVA_HOME.
I installed the Android SDK, but I do not know what should I download on the SDK Manager.
I downloaded the Android SDK Manager: all API version 4.1 and version 2.3.3 and USB Driver Google.
I created the add_ons folder and now there is a path: C: \ Program Files (x86) \ GLBasic \ Compiler \ platform \ Android \ android-sdk-windows \ add_ons
I tried deleting the folder Android, contained in the folder distribute 
and after I went to File -> Project -> Clean Up, and then I redid the Build Multiplatform, but the error remains.

I use Windows 7 Ultimate 64 Bit.
What is wrong?
I do not understand why the compiler searches the drive Q.

Sorry for my bad English.
Thank you for help.  :good:
#33

Hi,
I created a system that makes a series of comparisons between two sprites, it prints the numbers of colors in a file: (In the Attach file: Media\1.txt )


Code (glbasic) Select

the coll 0  contains the color palette of original palette sprite
the coll 1  contains the color palette of modified palette sprite
the coll 2  contains the color palette of modified palette sprite
the coll 3  ecc ecc



After I call this file with the attached code and swap the row color.
it works fine until it returns to column 0 because change the colors incorrectly.

Help Me.....


[attachment deleted by admin]
#34
Hi,
I have write My game for iPhone 3G and 3GS,
now i want to compile the game for iPhone 4 but the display size is double.

Is there any quick way?
I have to rearrange all the code?

#35

Hi,
After days of work, I managed to install snow leopard XCode 1.6.4 and 3.2.4 and I updated my iPhone at version OS 4.1.

If I use a version created with glbasic 7 of the game,  the app works fine!

If I use a version created with glbasic 8 of the same game  (same code) , the app start but when it comes to the function below, it is terminated.

Why?


Code (glbasic) Select


//Variable Declaration

////////////Touch Mouse
TYPE tMouse
x%
y%
active%
touching%
ENDTYPE

GLOBAL mouse[] AS tMouse
DIM mouse[5]

/////////////////////////////


PRINT "Start Game" ,200,150 //<-It works correctly and is printed on the iPhone screen
SHOWSCREEN


WHILE TRUE

updateMice() //<- when reading this function the iphone closes the application

game()

//ShowFPS()
SHOWSCREEN
WEND

GLOBAL mx%, my%, b1%, b2%

FUNCTION updateMice:
FOR imouse% = 0 TO GETMOUSECOUNT()-1
SETACTIVEMOUSE imouse%
MOUSESTATE mx%, my%, b1%, b2%
mouse[imouse].x=mx
mouse[imouse].y=my
mouse[imouse].active=b1

IF mouse[imouse].active = 0 AND mouse[imouse].touching = 1 THEN mouse[imouse].touching = 0
NEXT

ENDFUNCTION



#36
FAQ / Xcode e glbasic v8
2010-Sep-24
Hi,
I tried to compile on Xcode a source exported with glbasic v8.085.
but when i compile I get the error  "the version of Xcode SDK is old".
With version 7 compiled perfectly!

I download the version 3.1.4?

I have a 3g iphone with OS 3.1.2. I  have to update it at version O.S. 4.1???
#37
I use this sample code:

Code (glbasic) Select

LOADSPRITE "Sprite.bmp", 0
DRAWSPRITE 0, 100, 100


how can I change color palette of a sprite without using polyvector?
is it possible?

Thanks
#38
if I use SETTRANSPARENCY, inside the main loop it works fine

Work!
Code (glbasic) Select

WHILE TRUE
updateMice()
SETTRANSPARENCY RGB(0,255,0)

game()

ShowFPS()
SHOWSCREEN
WEND


if I use SETTRANSPARENCY, inside the function don't works

Code (glbasic) Select

FUNCTION updatesprite: spr

SETTRANSPARENCY RGB(0,255,0)
         STRETCHSPRITE img, x  , y  ,sxx  ,syy

ENDFUNCTION


Why?
#39
GLBasic - en / Drawrect
2010-Apr-29
How to Drawrect not filled but draw only the edges???
#40

This is the result of my modified editor:


iPhone Version:
http://www.screencast.com/t/OGVkNDRi

PC Version:
http://www.screencast.com/t/ZmUwZTUwYj


PC Version have a realtime shadow on the player
The Fps on iPhone whit real time shadow are to slow (14~20 FPS)
Now i implementing blob shadow ...   :whip:

Unfortunately, I do not know how many animations will be added for memory limits ...

it would take more memory for sprites and the possibility when using POLYNEWSTRIP, to change ALPHAMODE for single POLY generated ....

:good: