Steam HTML5 Compiler

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spacefractal

Just to mention. SOUNDPLAYING() is not working, but ISMUSICPLAYING() do. In this case, not sure why..... Also if you play a sound that does not exists, all sounds stops its seen (like a HUSH).
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Paul Smith

Hi Spacefractal

How do you get the phone browser to force rotation and full screen in your games?
Amstrad CPC 6128, ATARI STE.
Acer  SW5-173 & AMD RYZEN 7,RTX 3060TI

spacefractal

#47
sorry for no replay as im was on vaccation (twice). Anyway checkout the posttool im posted (see link from first post).

For getting fullscreen etc, this is done from the itch.io site. To doing fullscreen, you must do this outside the game as a user interaction by a buton as the site does actuelly that, include on mobile as well (which looks like a app). Hence its being fullscreen as im choosen it to do that.

Same with rotation. Here im actuelly only checking when the resolution is changed in the loop. If you implements resize automatic when you change the browser size, then its would works on mobile too.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Paul Smith

Thanks Spacefractal. 

I spent 15min messing with the Itch.io settings and it allows apps other then games to be hosted which is what I need.. I am going to have to re-write most of my program due to using a fixed resolution and general poor programming. I find writing for HTML5 far more difficult, having no examples to learn from doesn't help. I even don't understand the code I wrote years ago :o
Amstrad CPC 6128, ATARI STE.
Acer  SW5-173 & AMD RYZEN 7,RTX 3060TI

Kitty Hello

If you have a fixed resolution, take a look at the command PRESCALER?

spacefractal

#50
Some of my games also does uses fixed resolution, but used virtual screen rather than PRESCALER instead. Im think im did a example in years ago in the code example how to do that.

Howover the main canvat when doing html games is, you are forced to uses GLB_ON_LOOP as the main loop with anything you doing. Its called once per frame. Because of that there is some commands that newer work with this platform, like MOUSEWAIT.

Also can you get resize to working when you resize the browser window (its looks insane great when done right), then rotation would works on mobile.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Paul Smith

Thanks guys, I selected 800x480 in the project options. used Itch.io to force landscape mode and fullscreen.
Android rotates the screen and goes into fullscreen, Ios just rotates the screen. Browsers show the 800x480, android and Ios show 800x360.
I just rewrote the bit of code and made sure is all fits 800x360.

Just struggling re-writings the same code multiple ways. Its the same buffer problem I had that spacefractal solved for me last time to stop multiple clicks. However its not working for this.
Im making a menu with numbers you click, it require 4 numbers to be entered, but if I press 7 i get four 7s.

I miss my while/wend loops.

Amstrad CPC 6128, ATARI STE.
Acer  SW5-173 & AMD RYZEN 7,RTX 3060TI

spacefractal

yep, using while / wend that include SHOWSCREEN does not work in HTML5/Java games, nor its newer will. Im wont fix that. This is just how the how the inner code works with this platform. Its similar with Android really.

You could write a status and a variable.

etc for enter, you need a extra counter variables for that and its should been in integer and not float.

Also in 2016 im did this rutine, using a fixed resolution, that scaling to any resolution used. Howover PRESCALER might also works too in this case:
https://www.glbasic.com/forum/index.php?topic=9848.0

Im choosen not uses PRESCALER (as all my games was coded before that command was in, but im just prefer my own thing, hihi).
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Dabz

#53
So, after purchasing GLBasicSDK [I also bought the none steam one donkeys ago, but thought I'd support it and not to hassle Kitty for a steam key] and the HTML5 platform DLC, and discovering, well, the problems regarding HTML5 input in response to this thread are still there...

Can someone confirm that this is deader then a-line flares with pockets on the front?

I've tried all sorts, from using js keycodes when e.g. normal 'Key(200)' was failing, I've tried MouseAxis instead of MouseState... And yet, cannot get anything to work as it should... And... It's a little annoying, and I do have patience as well, but it seems broke, and, I may be wrong, I may have missed something... But you cannot sell broken stuff, or at least not highlight fixes/workarounds in the docs, as an example, do I have to use something other then 'Key()'?! :D

I say this without hopefully coming across as a t[beep]t, but I made a few things in GLBasic and really enjoyed it, now, looking at tinkering around with a few prototypes, and, it's all a bit of a faff really.

Kind regards

Dabz

spacefractal

has been away recently due the Head over Heels remake. Yep. Anything im fixed is covered in the other thread, when im began to port my own games to it. Not anything is fixed, but all the worst one is.

HTMLKey() was added after those arrows keys was extractly failed as the reason.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/