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Messages - spacefractal

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1
did you try to clean up the temp folder for the project first?

2
its might also download addidation componests first time. the glbasic Android Studio project it self is very small, under 20mb. But Android Studio is VERY big like xCode.

3
we stilll working on it. Today its has seen the minimum android version Glbasic in the future can support is API-18 (Android 4.3) as its simply just crash out on startup on older system, due a missing SO, which im cant do anything at all!

GameController seens work better now the default gamepad layouts should all works, even with KEY().

Look like most controllers have two different layout: A Google one and a Microsoft one for the sticks. Im have seen the order have been right stick, left trigger, right trigger (correct order) as well left trigger, right stick and right trigger. Quite annoying. So yes... axes conflict happens!

Im do so much HATE the Android GameController Java report system!!!

But howover fullscreen seens also finally works now, which is a quite annoying issue and a fix was a quite strange as well.

Im need to test out the glbasic intetegration as well.

Admob is not a priotity in the first version as im wrote, but its can been easy added later on.

4
GLBasic - en / Re: Fullscreen fix
« on: 2019-May-25 »
currectly you cant set higher resolution than your desktop uses in glbasic without its freak out (a issue im should look a day, but not a priotity). use a external screen.

Yes im did a auto rescaling system as well past in the day in the code snippet. I mdo newer used PRESCALER throught due it. Genius Greedy Mouse and Karma Miwa did newer used any virtual screen, due speed reasons.

5
GLBasic - en / Re: Question...
« on: 2019-May-18 »
hihi yes. there is some techincal issues, mostly with Apple after the have depreacted OpenGL. Currectly the focus is on Android right now to get it working again with the Android Studio and is nearly working! Its progress very nice.

But yes Linux would been nice to get working again! Im agree here. Should not been that hard really when first working for Android really.

6
GLBasic - en / Re: Message to Kitty
« on: 2019-May-14 »
the above should pretty been more automatic to detect the version with Android Studio..... But its not a priotiy by now and im will close this topic.

7
Howover the editor in Android Studio has a bit too much auto correction im cant disable, which annoying me quite a bit and backspace does not do what excpeted (curser often move up intead deleting).

Howover assest loading do now works again and tilt hopefully works again. Also GameInputAPI code im have did will break combatible and needs a update to get it working. But the official JOY commands should also works throught as well KEY() commands (which im choosen to change them to a float rather than int, which allways have annoying med, property due back in the iOS game controller days).

So its a nice progress, even the help documents is require updating and Android Studio is HUGE! Howover its doess seen Android Studio automatic download the eventuelly missing files and combonents in a project.

Admob as well inapp purchase wont been in this first release, so dont bugger me with that. Its better to get thing working again. But admob should been pretty easy to reimplements again throught as we now can use the newest google services api again, which can improve the stability a lots.

Im & Gernot have still not integrate the project to glbasic yet, but its a nice progressing throught.

Just to note, Android TV is supported and Fire TV should been supported out of the box as well (as long you does not uses Google Service for those devices), and you have full access to the source code for Android version. There is no So libs used this time, that is include glbasic source code its self. Of course landscape suppot is required.

Im do havent take a look into Ouya as well gameStick. Ouya was such a great test console prior to Android TV really. Here the Ouya SDK is required to been implemented, which im think should do that as a own project really.

The project is still works on a Android 5.1 emulator and on a Android 8 phone as im have, so api 16 would been the minimumsdk required while im currectly using api 28 as target sdk (Android 9). Arm 32, 64 + Intel 32+64 bit should all been supported (the emulator im uses is Intel based). So the future 64bit requirements would not been a issue.

8
Fire TV is pretty much the same as with Android TV and should support it out of the box. The only different is you cannot use Google Service, which is currectly not used yet. This means you can of course not use Admob and such service on Android TV, which does not give any sense anyway on thise kind of devices.

Howovere there is a little catch im do should look, if its issue, its Audio Focus (but might not even been required, more than to example disable music in your game, so the music from the other app countinue can play):
https://developer.amazon.com/docs/fire-tv/differences-from-android-tv-development.html

Gernot did got it compile first, then im is gonna to reimplement the Java part bit.

9
GLBasic - en / Android Studio Progress......
« on: 2019-May-13 »
Instead writing in the message to gernot thread, im will write it here as a general trhead.

The progress to move glbasic to Android Studio is now more more became great, which will means im dont thinks its really is a long time to release it. Im thinks max a month and you would see a new platform. Today im have just got JavaCalls to works and im using SDK Api 29 (Android 9) with minimum Api 16 required (due the newer NDK require it).

Now its compiles and run fine, but with few issues and missing bits left.

Currectly the Gamecontrollers require some changes and hopefully im still can support gameInput API to cross support it, but SDL do have a nice progress about this area, so its should even been possible to route it to the official joy commands. Also im will support single player by using KEY() as well throught fore more simple games.

Also currectly Android TV and normal apps is supported, but im have not have Ouya and other microconsoles in mind at all. Its should been pretty easy to implement them again later eventuelly, but Android TV is a bit more important.

So im dont think we are far to get this platform working again.

10
GLBasic - en / Re: Message to Kitty
« on: 2019-May-11 »
the issue with admob was the stability and for me was crash too often, and in fact the newer admob require Android Studio. So its got removed, but its will property been add back for the AS version of course when first working.

This also means we a least also can compile for both 32, 64bit as well Intel CPU (which im using for the emulator).

But currectly we do have issue to get JNI to working (which was even required for glbasic startup to set the correct orientation), etc calling java from c++ (the other way works fine). SDL 2 is also used here and we use full source to compile.

11
GLBasic - en / Re: Message to Kitty
« on: 2019-May-10 »
Just a little status is, we got a project compiling in android studio and is running. But that about it. So weafe now trying to deviver the sldactivity class to add glbasic stuff. But by now gls, native  sound, controllers and admob is not a priority. More to get it running first througt android studio. And no so is used this time.

12
GLBasic - en / Re: Message to Kitty
« on: 2019-May-03 »
sell it. im did sold mine to a friend, which using it by different mean. he dosent use xcode anyway. xcode has allways been qutie annoying with hash requirements.

But we cant do native code for Apple devices anyway anymore. OpenGL does still works, but can come with a warning, but they do might remove it from the next version, which is 64bit only version.

64bit is howover NOT a issue. That part IS fixed. So 64bit requirements for Android later this year would not been a issue. its the move to Android Studio that is really.

Im did do have the mac 5-6 years or such, before it got obsolete, but still annoying, when im did upgraded the ram from 2gb to 8gb. There was something different none sense issue. Sierra was the last OS im could support on my mac. Im could purchase a new used mac around 2014 and such, but have no plans to do it. This is due OpenGL. But with a good HTML5 support, then its would not been a issue anymore.

PS. We can change this typic if you wish.

13
GLBasic - en / Re: Message to Kitty
« on: 2019-May-02 »
Xcode allways require the newest version of Mac OSx. If can't upgrade to that version, then you are out of luck. You do might can use the next newest, but not allways.

14
GLBasic - en / Re: Message to Kitty
« on: 2019-May-02 »
Vulcan and Metal is two different api that is not combatible with each other and Metal only works on Apple machines. That is the problem. But If you do ask me, Vulcan is the better choice, because there DO exists wrappers to Metal.

Currectly im do working on stuff for..... Spectrum Next.

Im sold my mac when the machine became obsolete for no reason. Yes its was a 5-6 year old and have upgraded it to 8gb ram or such, but no go. Now the nailed it by removing both 32bit and OpenGL support. So combatible is not something Apple is worry of at all!

Even my self actuelly switched to Android last year, but its was just because.... Im broke my phone and needed one. But since im diddent do apps to mobiles anymore, im was more free to choice :-). Mobile apps was just more fun last decades  when they was new.

15
GLBasic - en / Re: Message to Kitty
« on: 2019-May-02 »
im havent yet to checking it, but im do should do it sson.

Yes with HTML5, we can support Apple and other platforms back again. But as native support, we cant no longer support Apple at all! This will newer been happens, when they have removed OpenGl support. Many games will suffer for that!

But, yes, HTML5 is very promising and hope we can get that one to working. Then we would have a true cross platform again.

So yes, Windows, Android and HTML5 is property the 3 most important platforms, Apple is not of them (except with a good HTML5 support, then we can bring it back again with this version).

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