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.

Show posts Menu

Messages - Gary

It a bit like Rally X that I am trying to do and one thing I found when I did my last program was there seems to be a fair bit of overhead in drawing multiple bitmaps to create an image and using a larger one with the uneeded parts drawn off screen seemed to be faster.

I will give the tiling a go though, it does make sense and thinking about it would make certain other parts of the game a bit easier to control and code

Now my first project is sitting with Apple waiting for approval I thought I would look as my next one.

I am going to do a maze type game and the way I wish to do it is to have the player in the centre of the screen at all times and have the maze scroll round them as the maze is much bigger than the iPhone screen.

The way I planned to do it was to have 2 sets of graphics, one of just 2 colours for the maze and player which would be easy to check for collisions and then a full colour version that will be the displayed graphics. The maze will be about 1500x1500 pixels and I was planning on showing the correct area by using negative co-ordinates for the draw position so I do a single draw command rather than displaying a load of blocks.

My question is though looking at the sprite collision commands they seem to need to check by specifying actual co-ordinates of the sprites in question. If I was to make the map 2 colours with the walls a solid colour and the maze a transparent colour would the collsion detection only come in when actual pixels touch or does it just look at sprite sizes and say they overlap?

In c I would do something like

Code (glbasic) Select

const unsigned  char fruit_prob[3][32]= {{6,6,6,6,6,6,6,6,6,6,6,6,8,8,8,8,8,8,8,8,0,0,0,0,0,0,1,1,1,1,1,1},

thats the kind of thing that if possible to be done with DIMDATA

Is there a simple way im missing if using DIMDATA on a 2 dimensional array? From the manual it seems to only work on single dimensions

 :good: :good: :good: :good:  SUCCESS  :good: :good: :good: :good:

When I changed the company name I replaced the spaces by _ and it didnt work, I changed the space in the project name to _ and still nothing, but when I removed the _ and left just letters it compiles  :happy: :happy:

Many thanks again for all your help, especially Uncle and Gernot
:( same thing when I took the spaces out

and thanks for confirming its not me being silly and missing something obvious Uncle :)
Ah company name does have spaces, I will give that a go, thanks
interesting, in the packages of the files that do open in xcode there are 3 files johnrambo.pbxuser, project.pbxproj and garypearson.pbxuser (that being my name). in my project that wont open I only have the first 2 files.

I am more than happy to send over the source if this helps


I am on the most up to date version of GLBasic but not on the xcode SDK, but l have run sample code and thats worked on this combination

I am writing it on a PC with windows vista, copying it to a memory stick and then copying that to the mac and trying to compile

project file is 16,470 bytes and seems to be an xml file and not corrupted
also I have tried building and running one of the demo projects and that is fine so I know the steps im taking are correct
nope it fails as soon as i try to load it into xcode

And I would post a screen shot but having only just got into the world of Macs I dont have a clue on how to take one   :'(
Hi Unc

I have just tried that again and got the same error, very strange. Im not using that many commands, all I have used is showscreen, loadsprite, drawsprite, if, then, endif, while, wend, rnd, the set directory and set transparency commands and as far as I know none of them are unabailable to the iphone
Sorry for all the questions, hope i'm not annoying you all too much.

I have got the main framework of my project running on the PC so thought I would port it over to the iPhone to see how the graphics speed was on there. I did as I have done before, built it for iPhone, took the files to the mac and ran xcode but get the error

Unable to open project

Project /Users/garypearson/Desktop/RandomGold/XCode/GLBasic/iPhone.xcodeproj cannot be opened because the project file cannot be parsed.

anyone else had this problem and any ideas on how to fix it?

My xcode version is 3.2 and the other info is


Component versions
Xcode IDE: 1610.0
Xcode Core: 1608.0
ToolSupport: 1591.0

Thanks again
no, it was written ages ago with borland so the bug is not with GLBasic
i used a tool I wrote quickly to cut an image into smaller bitmaps, obviously there is a bug in there.

Thanks for your help