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#1
Off Topic / Morphoid - WIP
2015-Feb-20


Hi,

I'm developing a cuboid like game where you have to get Morphoid - the morphable cuboid - into the goal (with the right side/s). You have to take care gaps and have to activate switches, beam to other platforms or ride on platforms to other places to get to the goal.

Here are some dev videos:

http://youtu.be/OBuWCHBjmg0
http://youtu.be/h2ojlibTVY4
http://youtu.be/bFay_AgmNJE

This video is recorded ingame and shared after level done from iPhone:
http://youtu.be/rHuRGdrNFh0

If you like it and want to follow the development progress, like the Morphoid facebook page. :)

https://www.facebook.com/morphoidgame

Cheers
#2
Hi guys,

I published a first release of a new game of mine called Hänk'n'Skate.
Hänk is one of my characters - a can - out of another game I'm working on and this is a mini game with him.

It's a endless runner type skating game and I would like if you could test and rate it, for sure constructive criticism is welcome! :)

It's available for Android: https://play.google.com/store/apps/details?id=com.devandart.haenknskate
iOS will follow the next days.

Thank you.
#3
Moin moin,

hier frage ich auch einfach mal nach:

Hat jemand von euch Erfahrung mit Bezahlsystemen, wie z.B. Paypal, Fastspring, Paymill insbesondere für Laufzeitlizenzen?
Ich brauche ein System, über welches Kunden eine 1-Jahres-Lizenz erwerben können.
Dann möchte ich, dass der Benutzer in einem Programm seine Benutzerdaten eingibt und wenn er eine bestehende und gültige Lizenz hat, kann er bestimmte Aktionen ausführen.

Wäre super, wenn hier jemand schonmal mit sowas gearbeitet hat.

LG
#4
Hi folks,

I want to show you my first "serious" mobile game what I'm developing with Unity so this is "Off Topic" Stuff. :)
It's called "Flip It" and it's a little bit like "Reversi".
You have some chips and the goal is to get all chips with the white side upward.
If you flip a chip the horizontal and vertical neighbours will flip, too.

It will be released at first for android but it is planned for iOS (and maybe other platforms) later.

You can test it here through the webplayer (really early demo and some graphics are still dummies!!!): http://dev.devandart.de/uploads/public/flipit/

I hope you like it so far and constructive criticism is welcome.

Cheers.
#5
Hi guys,

this is a screenshot of my work in progress game "MagnetBall".
The aim of the game is to navigate a metallic ball threw many puzzle levels (this is only a testlevel) by using a magnet.

The special thing is that you "hold" the magnet in your hand using the Leap Motion Controller.
Kinect and mouse movement will be possible, too.

And the controller works pretty well! :)

Please tell me, what do you think about this game and it's controlling idea? :)
#6
Hi guys,

I would like to know who of you use 3D in GLBasic games and if not, why?
If there is no option for you, feel free to answer in text. :)

It would be really nice when you tell us, if you use 3D and if not... why not?

Cheers
#7
Hi Leute,

gibt es eigentlich GLBasicianer, die schonmal Geld mit einer GBAL-Lib verdient haben oder es zumindest vorhatten?
Interessiert mich nur mal, ich habe das noch nie mitbekommen.

Und wie wäre dies überhaupt möglich, es gibt ja keinen GLBasic-Store. :D

Klar ist kostenlos immer gut, aber Entwickler für tolle Sachen etwas zu belohnen finde ich auch nicht schlecht.  :good:

Solche Sachen wie der Unity Asset Store funktionieren ja tadellos, natürlich sind da auch mehr kommerziellgesinnte unterwegs.

LG

#8
Hi guys,

do you know any portals/stores/places like Turbosquid etc. but mostly for 2D graphics / animated sprites?
I can't find them but I can't believe that there is none.  :good:

It would be nice if you know one or more of them.

Thanks  :nana:
#9
Hi guys,

today I want to show you screenshots of my PSM Game "FlipIt".
It only has alpha status but it's playable! :)

Aim of the game (cool rhyme xD) is, to turn all chips in a level with the white side up.
The "problem" is, that each chip next to the flipped chip will flip, too, so you have to think a little bit. :)

On Ps Vita the controls now are currently:
- Digital Pad -> select the chips / move the cursor
- Square -> flip the chip

Features of the game are:
- amazing 3D (Ok, now there are only dummy graphics and models :D) in asian wood style
- It's easy to understand
- 100+ levels
- multilanguage support (english, germen, french, maybe japanese but I don't know any japanese^^)
- perfect for short playing on the way to work  :good:

I would be happy if you could give me feedback, what you would like for features and if you would buy it when it's released. :)
Any other comment is welcome, too!

Thanks and cheers

backslider

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#10
Besteht die Chance, dass Push- und PopMatrix für 2D-Befehle eingebaut werden können? :)
Das wäre echt extrem hilfreich, finde ich.  :good:
#11
Hi guys,

here is my first verison of the 2DEntitySystem for GLBasic!
I added some demos where you can see how it can work.

It's really easy to use and I hope you like it!
The code isn't finished yet. If you have any cool ideas or functions then post it here and I will add it to the system.

Please comment it, use it in your games and mention me in the credits.  :good:

Cheers

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#12
Hi guys,

would you be interested in a "2D Entity System" where you can easily create an entity like in the 3D Entity System and then use powerful functions to move / rotate them?

An example code with 10 boxes moving relative to there parents would look like this:
Code (glbasic) Select

// --------------------------------- //
// Project: 2DEntity
// Start: Friday, June 15, 2012
// IDE Version: 10.202

SYSTEMPOINTER TRUE //enable the system pointer

//grab a test sprite
LOCAL spr% = GENSPRITE()
DRAWRECT 0,0,10,10,RGB(255,0,0)
GRABSPRITE spr,0,0,10,10

//---INIT ENTITY STUFF---
LOCAL es2D AS T2DEntitySystem //create a new entity system

LOCAL boxes[] //entity array

//create 10 entities in a line
FOR i%=0 TO 9
LOCAL box% = es2D.CreateEntity(i * 30, 0, 0)
es2D.SetTexture(box, spr)

IF i > 0 THEN es2D.SetParent(i, i-1) //the entity before is now the parent of this entity
DIMPUSH boxes[], box
NEXT

LOCAL angle# = .0

//---MAIN LOOP---
WHILE TRUE
LOCAL mx,my,b1,b2
MOUSESTATE mx,my,b1,b2

        //move the angle with the mouse buttons ;)
angle = 0
IF b1 THEN angle = 1
IF b2 THEN angle = -1

FOR i%=0 TO 9
es2D.Rotate(boxes[i], angle*i/10)
NEXT

es2D.SetPosition(boxes[0],mx-5,my-5)

es2D.DrawSystem() //draw the whole system with only one command :)
SHOWSCREEN
WEND


The result would look like the demo in the attachments :good::

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#13
Hi guys,

I created a simple Type for creating chains like a bridge or a lamp with the Box2D - Wrapper.

Code (glbasic) Select

// --------------------------------- //
// Project: box2dSoftbody
// Start: Thursday, May 31, 2012
// IDE Version: 10.202


// SETCURRENTDIR("Media") // go to media files

b_InitWorld(0,0,640,480,0,.96,TRUE)
b_CreateGroundbox(320,440,640,80)


//------------------------CHAIN------------------------
//Init the chain
LOCAL myChain AS TChain

myChain.AddChainLink(100,300, 0,1,0,10) //create the "sticked" parent

//create 20 chain link childs
FOR i% = 0 TO 49
myChain.AddChainLink(110 + i*10,300, 1,10,0,10)
NEXT

myChain.AddChainLink(610,300, 0,1,0,10)

myChain.Generate() //generate the "physics" chain"
//------------------------CHAIN------------------------

b_CreateBox(50,10,0,300,200,25,25)

//main loop
WHILE TRUE
b_Update(.1, 10)

b_WorldDebug()
SHOWSCREEN
WEND



//CHAIN TYPES
TYPE TChain
chainLinks[] AS TChainLink

//Add a link to the chain
FUNCTION AddChainLink: x%, y%, mass#, friction#, restitution#, size#
LOCAL link AS TChainLink
link.Init(x, y, mass, friction, restitution, size)
DIMPUSH self.chainLinks[], link
ENDFUNCTION

//Generate the chain after creating the links
FUNCTION Generate:
FOR i% = 0 TO LEN(self.chainLinks[]) - 1
LOCAL link AS TChainLink
link = self.chainLinks[i]
link.body = b_CreateCircle(link.mass, link.friction, link.restitution, link.x, link.y, link.size)
self.chainLinks[i] = link

IF i > 0
LOCAL linkBefore AS TChainLink
linkBefore = self.chainLinks[i-1]
DEBUG linkBefore.body + ", " + link.body + "\n"
link.joint = b_JointDistance(link.body, linkBefore.body, link.GetX(), link.GetY(), linkBefore.GetX(), linkBefore.GetY())
ENDIF
NEXT
ENDFUNCTION
ENDTYPE

TYPE TChainLink
x%
y%
mass#
friction#
restitution#
size
body%
joint%

FUNCTION Init: x%, y%, mass#, friction#, restitution#, size#
self.x = x
self.y = y
self.mass = mass
self.friction = friction
self.restitution = restitution
self.size = size / 2
ENDFUNCTION

FUNCTION GetX%:
RETURN b_BodyGetPosX(self.body)
ENDFUNCTION

FUNCTION GetY%:
RETURN b_BodyGetPosY(self.body)
ENDFUNCTION
ENDTYPE


Hope you like it!  :good:
#14
Kann es sein, dass die CMP - Befehlszeile in GLBasic ignoriert wird, oder benutze ich sie falsch, um ein oder mehrere Verzeichnisse als Suchverzeichnisse einzubinden?

Wenn ich folgenden Text einfüge, findet GCC trotzdem nicht die darin enthaltenen Dateien
Code (glbasic) Select

-I"%GLB_PROJ_DIR%/verzeichnisX" -I"%GLB_PROJ_DIR%/verzeichnisY" ...


Ich hoffe, dass es nur mein Fehler ist und es ansich funktioniert! :)
#15
Ich bastel gerad sone Art Entity System in 2D (nicht GLB)...
Nun stehe ich irgendwie auf dem Schlauch! :(

Ich habe ein Entity, welches beliebig viele Entities als Kinder hat.
Nun möchte ich beim Bewegen oder Drehen alle Kinder Updaten und relativ zum Elternteil bewegen / drehen.
Könnt ihr mir mal einen Pseudo-Anstoß geben? :)

Code (glbasic) Select

//pseudo-schleife
foreach(Entity child in children)
{
child.Position = new Vector2(?, ?);
child.Rotation = ?;
}


Danke!
#16
Meine Frage steht ja schon im Titel...
Ist geplant, dass GLBasic die PS Vita unterstützt?

Es gibt ein freies Beta Devkit und später wird es für 99,- im Jahr (nach meinem Wissen) möglich sein, für diese zu entwickeln.

http://www.playstation.com/pss/developer/index_e.html
#17
I have only some short questions:

1. Do you pay for professional 3D models they are optimized for GLBasic?
2. Would you pay for that if it's not too expensive (for e.g. 25€ for a animated cartoon character or 15€ for a car)?
3. Would you like to have an GLBasic 3D models store with optimized models? (it's only a crazy idea of myself  8) )

I'm just interested if you would buy 3D models they are optimized for the GLBasic 3D engine and payable or if you would prefer to learn 3D modeling by yourself. :D

cheers
#18
Hi guys,

I wrote a little function to draw a Polyvector circle in the 3D world. :)
You can only draw it on the z-axis = 0, but it's really cool. :D

Code (glbasic) Select

LOCAL rotationZ# = 0

WHILE TRUE
CLEARSCREEN RGB(0xff, 0xff, 0xff)
Make3D()

INC rotationZ, 1
IF rotationZ > 360 THEN rotationZ = 0

PolyCircle3D(-6, 2, 4, rotationZ/2, RGB(0xbc, 0xf8, 0x94), 90)
PolyCircle3D(2, 5, 3, rotationZ, RGB(0xff, 0x8c, 0x8c), 45)
PolyCircle3D(-8, 10, 3, rotationZ*2, RGB(0x78, 0x6f, 0xee), 1)
SHOWSCREEN
WEND

FUNCTION Make3D:
X_MAKE3D 1, 1000, 45
X_CAMERA 25,25,25,0,0,0
X_AMBIENT_LT 0, RGB(0xff, 0xf9, 0xea)

X_DRAWAXES 0,0,0
ENDFUNCTION

//Draw a 3D circle with this amazing function xD
FUNCTION PolyCircle3D: posX#, posY#, diameter#, rotationZ#, col%, _step%=1
STARTPOLY -1, 0
FOR i%=0 TO 360 STEP _step //_step=1 -> full detail
POLYVECTOR posX + COS(i - rotationZ) * diameter, posY + SIN(i - rotationZ) * diameter, 0, 0, col
NEXT
ENDPOLY
ENDFUNCTION


cheers
backslider
#19
Hi Leute,

ich benutze für mein Spiel das EntitySystem (ich liebe es!)... Nun benutze ich für mein Level ein! Ambient Light, welches -150 auf der Z-Achse liegt.

Zu betonen gilt vielleicht, dass ich hinter meinem Level NICHTS anderes mehr habe und dennoch wird ein Schatten meiner Objekte auf den Hintergrund geworfen... Zudem gibt es einen "Schatten-Bug", wie gekennzeichnet...
Kenn ihr das Problem und die Lösung dazu? :)

MfG
Ole

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#20
Hi guys,

I wrote a little TinyXML wrapper for GLBasic and I hope sb. of you will find it useful. :)

It has the following features implemented:

  • load xml document
  • create new xml document
  • save xml document
  • add a root element
  • add child elements into elements
  • add / set element attributes
  • get first child element
  • get element attributes as string
  • add comments

This is the example code:
Code (glbasic) Select

// --------------------------------- //
// Project: tinyxml_wrapper
// Start: Thursday, March 22, 2012
// IDE Version: 10.202


SETCURRENTDIR("Media") // go to media files

//1. create a new or load an existing xml document
LOCAL xmlDoc% = TiXml_CreateXmlDocument() //or TiXml_LoadXmlDocument("testNew.xml")

//2. add a comment if you want^^
TiXml_AddComment(xmlDoc, "Haha, this is a comment about nothing!")

//3. create the root element
LOCAL xmlElement% = TiXml_CreateElement("GLBasicRoot")
TiXml_SetAttribute(xmlElement, "Attribute 1", "IS")
TiXml_SetAttribute(xmlElement, "Attribute 2", "VERY")
TiXml_SetAttribute(xmlElement, "Attribute 3", "NICE!")

//4. create a child element
LOCAL childElement% = TiXml_CreateElement("GLBasicChild")
TiXml_SetAttribute(childElement, "Childattr 1", "Eat")
TiXml_SetAttribute(childElement, "Childattr 2", "My")
TiXml_SetAttribute(childElement, "Childattr 3", "Shorts :)")
TiXml_AddChildElement(xmlElement, childElement)

//5. add the child to the parent element
TiXml_AddRootElement(xmlDoc, xmlElement)

//6. now you can get elements by name and get their attributes
LOCAL firstChildElement% = TiXml_GetFirstChildElement(xmlElement, "GLBasicChild")
LOCAL attribute$ = TiXml_GetElementAttribute$(firstChildElement, "Childattr 2")
DEBUG attribute$ + "\n"

//7. save your xml document
TiXml_SaveXmlDocument(xmlDoc, "testNew.xml")


You need the GLBasic C++ header files to use this library! You can download it here:
http://www.glbasic.com/files/headers.rar

If you like it, use it!
And if you want you could add me to the credits :D

If you have any suggestions or your own cool functions, tell me and I will add it to the source! :)

Cheers

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