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Messages - Ian Price

Here are a few more pieces of text I need translating, if you wouldn't mind

Language              - Not "Select language"
Background scroll
Clear records
Puzzle editor

Cheers :)


These are what I've got with Promt English-German translation software

Klare{Reine} Aufzeichnungen{Rekorde}

How accurate are these? - I don't really want to keep bugging people.
Open it with WordPad and it's fine too.
Doncha just hate pcs :P

Nice :)
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?)
Here are the saving and loading functions from my current project. Each level is only one full screen wide (no scrolling) and each tile is 20x20 pixels, so I get a screen of 16x12 tiles.

All my data is stored in the map
  • [y] array and I store the data in Byte format, as the values of my tiles are not over 255 - this makes the resulting save file smaller. If you require more than 255 tiles, then use WriteWord etc.

"lvl" is a Global value, which is short for level.

Code (glbasic) Select
// Save data
FUNCTION save_data:



FOR y=0 TO 11
FOR x=0 TO 15
 WRITEBYTE 1,map[x][y]


The loading function is almost identical
Code (glbasic) Select
// Load data
FUNCTION load_data:


// Check to see if the file exists

// If file exists, then load it
IF ok
 OPENFILE (1,file$,TRUE)

 FOR y=0 TO 11
 FOR x=0 TO 15
  READBYTE 1,map[x][y]



Simple. Although someone will probably come along now and show you an easier method. But these work for me and I'm happy with them :)
Kin - that's rarely a good idea, due to problems with obtaining the value of pixels - each users machine's graphics card can cause uncertain results.

You are much better either using a map editor and loading/saving data or hard coding it into the core code. You know that the results will always be the same. Map editors and tile map systems are not difficult to write. I managed to get one up and running in under an hour having never used GLBasic properly before.
It's probably full screen on GP2X too, but it's best to make sure. :)
I'm trying to keep the text to an absolute minimum and to use the briefest, but most obvious and contextually correct terms possible.

My game has some windows style floating menus at the moment and 320x240 doesn't give an awful lot of space for lengthy descriptions, hence the need for short, apt descriptions.


[EDIT] BTW - I know this is off-topic, but it doesn't need a thread for itself; when you open a screen on a GP2X, should it be SETSCREEN 320,240,0 or SET SCREEN 320,240,1? Does it matter?
Very clever.
Cheers Gernot. :)

I'm confused by the "Select language" text though - which is better to use? (I can add, create and use any characters required).
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



Select language



Thanks in advance :)
I too noticed this a few days ago. Perhaps Gernot's got shares in a spectacle company? :P

My Types do all start with T and what you suggested is not what I meant.

I didn't want word completion - I wanted the jump bar to show Types in the same way as it shows Functions and Subs; either in it's own tab or underneath the others.