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Messages - planetm

Pages: [1] 2 3 4
1
I'm a total amateur, although I've dabbled with coding for years that is all I'll ever be. I'll never charge for anything, I have made a few programs available for free, but will not get any money back. I couldn't have considered GLB if it was hundreds of dollars. As it is I was happy to buy the full version eventually.

I do think GLB fully deserves a greater userbase though, I'm not sure that a price increase is the way to go. Clearly it's nothing to do with me though, I'm just happy that Gernot continues to develop it.


2
GLBasic - en / Re: Android Marketplace
« on: 2012-Sep-27 »
Name : Adaman
Genre : Games/Cards & Casino
Cost : FREE
Languages : English
Play store link: here


A version of the solitaire card game "Adaman" that is played using the Decktet, an alternative deck of cards where many cards have two or more suits.



[attachment deleted by admin]

3
Thanks MrTAToad, don't know why i didn't find NETWEBEND myself :S

4
is there a way to add a hyperlink from my app to open a webpage in the browser?

Can anybody answer this question from my original post? I would like to add a couple of hyperlinks from my android app to various websites. How can I do it?

Thanks again,

Matt.

5
Thanks for the replies.

6
maybe this? :

Code: (glbasic) [Select]
AUTOPAUSE FALSE

Thanks for the reply. I gave this a try, but the app just freezes with a black screen when I return to it.

7
One (or maybe two) more questions from me, I really appreciate the supportive nature of these forums, thank you for all your help!

How do you deal with your android games losing focus? If I switch to another app during my game, then when returning the game starts back on the main menu. I figure I need to use GLB_ON_PAUSE and GLB_ON_RESUME. Do I have to save all the variables and current game state to an .ini file or similar in GLB_ON_PAUSE then load it all in GLB_ON_RESUME or is there a simpler approach?

One other unrelated question: is there a way to add a hyperlink from my app to open a webpage in the browser?

Thanks,

Matt.

8
I've just converted my current project to use this method and it has solved all my android scaling issues. Thanks Ampos.

I did have a couple of issues during the conversion. Firstly z_rotozoomanim wasn't placing placing items correctly, this was solved using r0ber7's modification earlier in the thread (thank you!).

 Next I had all the issues with overlapping text using z_print as others have described. I noticed that the character spacing remained the same as I tried fonts of various sizes, with the largest therefore having the biggest overlaps. It then occurred to me that the LEN() functions in z_print were not using the correct font. My solution was to use loadfont in addition to loading the font as a sprite (using the same number for both) then adding "SETFONT font" at the start of the z_print function. This allowed LEN() to return the correct pixel sizes for the characters for each font so they spaced correctly.

Thanks again for the functions :)

Matt.

9
I modified the code to use Ampos' z-project and after a few initial teething problems its working great. Also modified the manifest to force landscape play on the nexus 7, thanks to you all for the suggestions.

I still don't see why I couldn't use the createscreen method but at least I can work around it now.


10
Thanks okee and r0ber7 for the replies. I guess I can change my code to use this method, I've tried createscreen/stretchsprite, createscreen/polyvector and grabsprite methods already, nothing to lose except another hour of dev time!

Am I correct in assuming that CREATESCREEN is still not working correctly on all android platforms then?

11
I've been working on a game and it's pretty much ready to go, but I'm still having issues with scaling on tablets. I'm starting with a resolution of 800x480 (that was the resolution of the phone I started development on) and I'm trying to scale it up to run on the Nexus 7 (1280x800).

If I use SETSCREEN 9000,9000,0 and GETSCREENSIZE (as suggested elsewhere by Ampos, thank you) the nexus reports a landscape resolution. I've then tried scaling using createscreen, followed by either stretchsprite or polyvector but neither displays anything (although they work fine on windows). I just tried the code at http://www.glbasic.com/forum/index.php?topic=6998.msg57145#msg57145 and that shows a blue screen, but the small square doesn't display. My own example at http://www.glbasic.com/forum/index.php?topic=7043.msg70852#msg70852 displays a blank screen in the createscreen/stretchsprite section.

It seems that the problems I'm experiencing and similar to those people mention on Asus Transformer tablets, the Nexus is also manufactured by Asus. The Nexus 7 seems very popular now so i really would like to resolve this. Any ideas?

12
FAQ / Re: Android Tips
« on: 2012-Jul-25 »
Thanks for the reply Wampus. The honeycomb tablet is an Advent Vega running a version of Android 3.2. I've spent some time on it again this morning but can't work out what's happening. I've tried scaling using stretchsprite or ampos' routine based on startpoly , both give the same result.

It seems that the scaled image appears at right hand end of the tablets landscape display, rotated 90 degrees anticlockwise. The touchscreen responds as if the buttons are in the correct places however.

13
FAQ / Re: Android Tips
« on: 2012-Jul-23 »
Sorry to dig up an old topic. I've been working on an android based game for the past few weeks, and things seem to be going pretty well. The final hurdle is getting to to run on devices other than my own phone! I've made the screen scale (based on another ampos post - thank you!), and it works fine on a friends phone with a higher resolution than mine. The problem is tablets, I have two tablets one running android honeycomb and a new nexus 7. To try and work out what was happening I wrote this quick code based on that posted by ampos above. It displays the current xres and yres, then draws a rectangle to a virtual screen before scaling it to display on the real screen.

Code: (glbasic) [Select]
SETSCREEN 9000,9000,0

GLOBAL xres,yres

GETSCREENSIZE xres,yres

GLOBAL device$=PLATFORMINFO$("DEVICE")

PRINT "xres="+xres,10,10
PRINT "yres="+yres,10,30
PRINT "device="+device$,10,50

IF xres>yres
PRINT "Landscape",10,70
ELSEIF yres>xres
PRINT "Portrait",10,70
ELSE
PRINT "Square?",10,70
ENDIF

SHOWSCREEN

MOUSEWAIT

CREATESCREEN 1,100,800,480

USESCREEN 1
CLEARSCREEN RGB(0,0,255)
DRAWRECT 100,100,600,280,RGB(255,0,0)
PRINT "xres="+xres,10,10
PRINT "yres="+yres,10,30
PRINT "device="+device$,10,50

IF xres>yres
PRINT "Landscape",10,70
ELSEIF yres>xres
PRINT "Portrait",10,70
ELSE
PRINT "Square?",10,70
ENDIF

USESCREEN -1
CLEARSCREEN RGB(0,0,0)
STRETCHSPRITE 100,0,0,xres,yres

SHOWSCREEN

MOUSEWAIT

END

Both the tablets report landscape resolutions (i.e. xres > yres), but they fail completely to display the scaled rectangles. It works perfectly on my phone.  In my game I get a display on the tablets, but it is rotated through 90 degrees (SETORIENTATION 3 made no difference).

Any ideas?

Thank you.

14
GLBasic - en / Re: STRETCHSPRITE problem
« on: 2012-Jul-09 »
Thanks for all the responses. I am using the latest build of glbasic. I'm glad that the code works for everybody else, so I've not made a silly mistake!

I guess it is a driver issue, I'll look into it. My target platform is android anyway, so I'll keep working at my native resolution and hopefully the scaling code will work when I compile it for Android.

I'll post again if I solve it.

15
GLBasic - en / Re: STRETCHSPRITE problem
« on: 2012-Jul-06 »
I've attached three images showing what I see, it's not related to the aspect ratio. The first image is at 800x480 and looks fine, the other two show how it looks at 640x480 and 320x240.

[attachment deleted by admin]

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