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Messages - namco

#1
Announcements / Re: V8 beta
2010-Aug-25
Quote
You can't update from v7.XXX to the new v8.XXX via the usual "INTERNET UPDATE" method - GLBasic produces an error message and bugs out (on Windows 7 anyway). Looking at the site's log file, versi 8.050 was non-beta and it's been updated a couple of times since. The new download is available here - http://www.glbasic.com/main.php?lang=en&site=download It states that it's v7, but it is actually v8.

Yeah I get the same problem in XP. It says something about the updater program terminating in an unusual way and seems to be tied to the mscrvt8.dll (I think).

I'm just going to back up the glbasic game source files, uninstall the old ver and install v8
#2
Is it possible to get glbasic to automatically create new folders for different platforms or do you have to do this maually?

i.e.

windows folder - has windows exec plus files
linux folder - has linux exec plus files
mac folder - their folder structure
#3
See the Requre and Import functions in the help file (F1).
#4
Didn't realise you could do that.

Will go and change the code now, thanks Ian! :)
#5
I know what the problem is now.... it's the

Code (glbasic) Select

origXPos = 300 - 48
origYPos = 100 + 24


that's causing the problems.

Me and my maths!  ;/
#6
GLBasic - en / coding help
2009-Dec-09
Sorry didn't know where to put this.

I'm making a tile based engine and I was testing out my code. It should draw 6 tiles across by 6 tiles down but I'm only getting 2 tiles across and 6 tiles down.

Code:

Code (glbasic) Select

        LOADSPRITE "tileTest.bmp", 1
LOADSPRITE "tileTest2.bmp", 2
LOADSPRITE "grass_and_street.bmp", 3
LOADSPRITE "grass.bmp", 4

        DIM townCenter[6][6]

townCenter[0][0] = 4
townCenter[0][1] = 3
townCenter[0][2] = 1
townCenter[0][3] = 2
townCenter[0][4] = 3
townCenter[0][5] = 4

townCenter[1][0] = 4
townCenter[1][1] = 3
townCenter[1][2] = 1
townCenter[1][3] = 2
townCenter[1][4] = 3
townCenter[1][5] = 4

townCenter[2][0] = 1
townCenter[2][1] = 2
townCenter[2][2] = 4
townCenter[2][3] = 4
townCenter[2][4] = 2
townCenter[2][5] = 1

townCenter[3][0] = 1
townCenter[3][1] = 2
townCenter[3][2] = 4
townCenter[3][3] = 4
townCenter[3][4] = 2
townCenter[3][5] = 1

townCenter[4][0] = 4
townCenter[4][1] = 3
townCenter[4][2] = 1
townCenter[4][3] = 2
townCenter[4][4] = 3
townCenter[4][5] = 4

townCenter[5][0] = 4
townCenter[5][1] = 3
townCenter[5][2] = 1
townCenter[5][3] = 2
townCenter[5][4] = 3
townCenter[5][5] = 4

       // Enter main game while loop

       ELSEIF gameState = 5
GOSUB game

// test out isometric tiles

// 48.5 across, 24 up
// DRAWSPRITE 4, 344, 128
// DRAWSPRITE 3, 296, 152
// DRAWSPRITE 2, 248, 176
// DRAWSPRITE 1, 200, 200

// 4 straight road tiles
// 4 crossroad tiles
// 4 corner tiles
// 4 t-juction tiles

// 12 special cards which consist of:
// 5 dead-end roads
// 2 corner roads
// 2 straight roads
// 3 t-junction roads
// 1 helipad (end)
// 1 town square (start)

xPos = 48
yPos = 24

origXPos = 300
origYPos = 100

FOR x = 5 TO 0 STEP -1
FOR y = 0 TO 5 STEP 1

IF townCenter[x][y] = 1
DRAWSPRITE 1, origXPos, origYPos
ELSEIF townCenter[x][y] = 2
DRAWSPRITE 2, origXPos, origYPos
ELSEIF townCenter[x][y] = 3
DRAWSPRITE 3, origXPos, origYPos
ELSEIF townCenter[x][y] = 4
DRAWSPRITE 4, origXPos, origYPos
ENDIF

origXPos = origXPos + xPos
origYPos = origYPos + yPos

NEXT

origXPos = 300 - 48
origYPos = 100 + 24

NEXT


ENDIF

SHOWSCREEN
         // End main game while loop


Thanks
#7
Here's the tile test for my entry:



I'm still getting to grips with isometric pixel art...