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Topics - Ian Price

#121
Gernot. You disappoint me. Yet another forum that looks exactly the same as every other forum. GLBasic deserves so much more :( :P

It does however allow more than the old forum, so that's OK. :)
#122
GLBasic - en / Remark blocks
2008-Apr-01
Am I missing REMark/comment blocks in GLBasic?

Eg

Rather then typing // for every line that I want a comment in - like this
Code (glbasic) Select
// This is a comment/remark
// So is this
// And this
Other languages allow
Code (glbasic) Select
/* This is a comment/remark
   So is this
  And this
*/
It makes commenting out whole functions etc a doddle.

Does GLB offer this already?
#123
I noticed recently that I'm no longer able to use PRINT SCREEN to grab an images of GLBasic games in action. I know this was possible before. Can you bring it back please Gernot, as it was incredibly useful and I really miss it. :(
#124
Hi Gernot

Just though I'd post here to let you know that the F200 still appears to have problems with the touchscreen. Youre recent fix apeared to resolve the problem, but it's since returned as well as other problems.

See this thread http://www.gp32x.com/board/index.php?showtopic=40458&st=225 over at www. GP32X.com for more info. Manjuu has been a regular an loyal tester since day 1 and he's been great. My game was working for him, but it appears to have caused problems with having to recalibrate the F200 screen.

In fact, after the last GLBasic update, my testers informed me that the game just black screened - I found this to be the case when I tested it on my F100. Reverting back to an older GLB solved the problem.

:(
#125
If you are working on a game for the current GlBasic competition, it would be great to hear from you. It would be good to see how many games we can expect, what they are and what they might look like.

It's common knowledge that I am entering a game - B'lox! It's a puzzle game with one simple rule - place coloured sliding blocks onto pads of the same colour. Once all pads are covered, the puzzle is complete. I currently have over 60 puzzles, but I'm hoping to get that upto around 100.







Anyone else prepared to reveal all? (hubba, hubba!)
#126
Hi Gernot

The new updates to GLB appear to have speeded up compiling significantly, however it's actually possible now to run two or more GLBasic programs at the same time without knowing/realising.

I was trying to unsuccessfully squash a bug in code, only to find that something I removed in a previous version was still showing there - hence the bug. I then discovered that there was more than one program running (an older and the latest version of my game), and I was actually seeing the old version not the updated one.

Can you please prevent/stop multiple instances.
#127
Is there any chance of getting .MP3 files to play on the GP2X from a shoebox? Have I missed something - it doesn't seem to work on GP2X. I thought the last update might have fixed that, but it might have just been a fix for pc/ppc.
#128
Just thought others might like to know that filenames containing over 8 characters do not appear to be supported in GLBasic games on the GP2X.

I had two .PNG files (copyright.png and highlight2.png) in my game that when tested, did not appear on GP2X - they work fine on pc.  I don't know if this is just .PNG files, graphic files or any file in particular.

I don't know if this has been mentioned before, or if it's a bug/feature with GP2X or GLB, but reducing the number of characters in the file-name resolved the issue.

:)
#129
I can't seem to play .OGG format files with either PLAYSOUND or PLAYMUSIC. Are they supported? Do they need FMOD?

I've tried two different .OGG converter programs on my files, on the off-chance that a conversion problem prevented playing, but it doesn't make any difference - the files don't appear to play. :(
#130
GLBasic - en / FMod volume
2008-Jan-31
Request time (again!)

I've successfully implemented MOD music into a project. Having had a play, I noticed that the FMOD.DLL wrapper has no volume controls in it. I don't have the necessary experience to add to the wrapper. Would some kind soul add a volume command to the wrapper? (see Samples/_Projects_/FMOD_Player) and either post it or a link here?

This will allow much more control over .MOD music :)
#131
This is a pretty neat command with one problem - it scales the image in both X and Y directions proportionally. Whilst this will generally be required, I would have preferred the same command to allow you to alter the X and Y scaling (like ZoomSprite). Would it be possible to alter the command to scale X and Y independently?

This would allow for some neat Paper style effects (think of Paper Mario). I have something in mind that I just can't do with the command as it is :(
#132
I've incorporated a routine in my game to allow for various resolutions and windows sizing - offering 1x, 2x and fullscreen modes. These allow you to test and view screens, so that you can see if your pc supports such views and let's you play at your chosen resolution.

They all work well however after returning from fullscreen mode to windowed mode, the game window returns to position 0,0 on the actual screen.

This demonstrates the problem - press SPACE a few times

Code (glbasic) Select
SETSCREEN 320,240,0

WHILE true

IF KEY(57)
 INC toggle,1
 
 IF toggle>1 THEN toggle=0
 
 IF toggle=0 THEN SETSCREEN 320,240,0
 IF toggle=1 THEN SETSCREEN 320,240,1

ENDIF

PRINT "PRESS SPACE TO SEE PROBLEM",50,50

SHOWSCREEN

WEND
Can GLB be made to return the game screen to the centre of physical screen? I know in BlitzMax you had to access Win32 commands to move the game screen.
#133
Hi Gernot

Just updated GLB to version 5.149 and went to test that MP3s now play in fullscreen only to be greeted with this message, immediately as the title tune started playing

http://www.iprice.remakes.org/stuff/GLB_Error.PNG

As you know, the music and sound ran fine in the preview versions (except for volume ;)), so something else has crept in in the update. :(
#134
Bug Reports / .MP3 playback
2008-Jan-24
I know PeeJay mentioned this to me a while back, but not sure if it was reported here.

On pc, you can play .MP3 music files while windowed, but if you go full screen (either at start up or change to full screen in-game), then any .MP3 file will stop playing and no further .MP3s can be played.

Gernot - you can test this in my game by pressing "1" in-game. The game switches to full-screen mode and music dies. .WAV sound still plays though.
#135
There doesn't appear to be a command for drawing ellipses or am I missing it?

GLBasic also appears to be lacking a TileSprite command, to draw a repeating pattern of a selected sprite image across the whole screen. Usage TileSprite sprite#, sx,sy.

I know it's easy enough to create functions for these, but these are pretty useful commands.

Could I also request that an extra parameter be added to DrawRect, so that you can select empty or filled rectangles (and ellipses if they become available)?

Any chance of the above being included Gernot? (Or do they already exist?)
#136
I'm hoping to convert some of my in-game text into German. There's not a lot at the moment, but there may be a fair bit by the end (mainly instructions). It will all be very simple stuff (I hope). I'd rather not use an online translation service like BabelFish; I know it can give pretty good results, but they are far from perfect.

Would there be a willing victim... err... assistant that could help with translation?

Your starter for 10 points -

Start game

options

Exit

Select language

English

German


Thanks in advance :)
#137
Is there any  chance of updating the IDE to show Function+parameters and Types in the IDE jumpbar?

I know it's quick and easy to just jump to a function to examine, but it would be even quicker to look at the jumpbar and know exactly what parameters are required and the order they are in (I usually use the same format, but some functions require others too, and my memory isn;t what it used to be :P).

A Types jumpbar would also be very useful.

Or is it just me?
#138
Bug Reports / Type bug
2008-Jan-03
I've been working with Types recently and they've been working fine for the most part, but I've discovered what I believe to be a bug.

The code below clearly demonstrates the problem - I create 10 Types, positioning them all at 5,5. In theory every Type should iterate at exactly the same position. However Type[0] ALWAYS appears at position 0,0 - the other Types work fine,

No matter what other fields are in the Type, Type[0] always appears at 0,0 - its other fields are active and work fine though.

Code (glbasic) Select
SETSCREEN 320,240,1

// Test Type
TYPE test_type
 x
 y
 num
ENDTYPE

GLOBAL tt[] AS test_type

DIM tt[100]

FOR n=0 TO 10
 create_test(n)
NEXT

main()

END


// Main
FUNCTION main:
 WHILE TRUE

  DRAWRECT 0,0,320,240,RGB(255,255,255)

  render_test()

  SHOWSCREEN
 WEND
ENDFUNCTION


// Create test Type
FUNCTION create_test: n
 tt[n].num=n
 tt[n].x=5
 tt[n].y=5
ENDFUNCTION


// Render Test Types
FUNCTION render_test:

FOREACH item IN tt[]
 
 PRINT item.num,item.x,item.y
 
NEXT

ENDFUNCTION
Is this a bug or a problem with my coding? until now I've been working around it and only displaying Types with a value over zero. But this can't be right. Can it?
#139
Is it possible to remove program files from the Project Wizard when first starting GLBasic?

I like to create new projects for routines that I want to check, but not necessarily incorporate into my main program (R&D if you like) - this keeps all the standalone work together and allows me to go back to it later on if necessary, however I don't want to see a list of the stuff I've been playing with as it's mainly irrelevant and useless. Is there a way to remove these unwanted files from the Project Wizard?
#140
This function allows you to load in a single image/sprite that contains a multiple of same size images (tiles etc.) and then spits out sprites ready to be used - this negates the need for lots and lots of similar image files within a folder and makes everything tidier and easier.

This code is public domain and may be used freely, although a thankyou would be nice.

USAGE -

AnimImage( graphic file name$, the required sprite start#, number of tiles/images, tile width, tile height]

Code (glbasic) Select
// Get tiles
FUNCTION AnimImage: name$, start_num, num_sprites, width, height

LOADSPRITE name$,1000

DRAWRECT 0,0,640,480,RGB(255,0,128)

DRAWSPRITE 1000,0,0

GETSPRITESIZE 1000,sizex,sizey

n=start_num
x=0
y=0

WHILE n
GRABSPRITE n,x,y,width,height

n=n+1

x=x+width

IF x>sizex-width
 x=0
 y=y+height
ENDIF

IF KEY(1) THEN RETURN

WEND

ENDFUNCTION