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Messages - AlienMenace

Pages: [1] 2 3 ... 10
1
GLBasic - en / Re: iPad 3 Retina Support
« on: 2012-Apr-25 »
My game works fine at 768x1024 on iPad 3, fills the screen but I am using xcode 3.2.5. Maybe that's why it is working for me.

2
GLBasic - en / Re: iPad 3 Retina Support
« on: 2012-Apr-24 »
My game runs great on iPad3, I used SETSCREEN 768,1024 at the top of my code and it runs full-screen on my iPad3 just like it does on my iPad2.

3
I'm not sure it is relevant that it is in the Apple Developer agreement or not, clearly as a paid member of Apple's Developer program, people have the right to disagree with their policies. I'm not sure why expressing a feeling of frustration is suddenly not allowed here, after all didn't you just vent your frustration as well, Trudicare? I don't disagree with what Trudicare says but I also do not disagree with Crivens. Apple's policies can be frustrating at times.

I have my own frustration with Apple, I set my game to have a future release date and when that day came and my game released, the sorting for the new section was based on the approval date, not the actual release date so it was 65 pages back in the "what's new" section on day 1. After hours on the phone with them, it never did get fixed. Wouldn't anybody have the right to be frustrated at Apple if they were in a similar situation?

Sorry Trudicare, I had a hard time thinking about how wonderful Apple was on that particular day.  :)

4
GLBasic - en / Re: iPad 3 Support?
« on: 2012-Mar-09 »
I would consider paying for an upgrade but it would have to be pretty substantial and some long-time bugs would need to be fixed.

5
GLBasic - en / Re: Flashing white effect
« on: 2012-Feb-28 »
Just add an all-white version of of your sprite on the sprite sheet somewhere then set a flag in your collision routine to draw the sprite from the new location in your polyvector draw routine. I did this in Quixotic by setting a collision flag then unset the flag after drawing the white sprite so it would draw properly the next loop.



6
GLBasic - en / Re: 2D Physics Library
« on: 2012-Feb-27 »
Out of respect for Gernot, I'd rather not say. Hope you understand. :)

7
GLBasic - en / Re: 2D Physics Library
« on: 2012-Feb-26 »
I said that Box2D on GLB is outdated and incomplete, I didn't say it was unusable.

Not game talk?

Games that use motors and prismatic joints like those side-view motorcycle games:
http://www.emanueleferonato.com/2009/04/06/two-ways-to-make-box2d-cars/

and pulley joints on display in Limbo:


I had to move development of my platform game over to a different
language because it needed motors and now has pulleys implemented
as well.

I'm not a beginner and I don't need to start out with a pool game but
thanks for the suggestion. :)

8
GLBasic - en / Re: 2D Physics Library
« on: 2012-Feb-26 »
I would like to be able to turn a wheel with a motor so I can create a complex
machine or even a not-so-complex one. Pulleys and prismatic joints would be
nice too. 

Prototypes and productions? Sorry, I'm not sure what that means.

9
GLBasic - en / Re: 2D Physics Library
« on: 2012-Feb-26 »
what's wrong with box2d?

Box2D is great but the version available of GLB is outdated and incomplete.

10
GLBasic - en / Re: TouchPad users, need help
« on: 2012-Feb-14 »
Orientation in TP is bugged.

In my TP game I had the same issues, upside down in portrait mode on startup. Use this:

SETORIENTATION 3

Just using this is a pain for testing purposes on the PC because the orientation will be off there so I use this:

device$=PLATFORMINFO$("")
IF device$<>"WIN32" THEN SETORIENTATION 3

You can find rotation code in the forum that will track changes to the orientation of the device and respond accordingly:

http://www.glbasic.com/forum/index.php?topic=6419.msg51502#msg51502

All of this works perfectly for me.

11
GLBasic - en / Re: Help me with a good name =)
« on: 2012-Feb-08 »
B.C. Battle

12
The Kindle Fire offers a potential new app market, so I think it would be great to get GLBasic working with it as well as possible.

Yeah, ya think? Some of us have games ready to be released but are having to sit on them due to these serious issues.
I first reported the sound and screen issues almost 2 months ago. I would really like to get my game out someday.  :)

Gernot, do you have a Kindle Fire?

13
So I take it you don't intend to fix the sprite collision bug? Any hope for the other issues being fixed?

14
Wondering if any of these issues are going to be addressed any time soon?

Thanks.

15
Gernot,

My Kindle is running stock, same background tasks as anybody else who is going to buy it. The display runs well, I would think if background tasks were at fault then we would surely see it affect more than just sound effects being played. For what it's worth, I don't think the update where you increased the sound buffer sized fixed this issue on other Android tablets either as the sound is still is not quite right on my other tablets. Do you have any ideas on the other issues? Obviously sprite collisions crashing the tablet are a terminal issue for any type of action game. The screen/mouse co-ords not reporting correctly are also a pretty big deal.

Thanks. 

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