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Topics - erico

Pages: 1 2 [3] 4 5 ... 12
31
Hello chaps, maybe you find this interesting:
http://gkanold.wix.com/homeputerium#!basic-tenliners-2016/c450

8-bit 10 liner basic competition, looks like the kind of event directed to squeezes single malt out of a rock. :)
Only for the old computers though, but I know some people around here do play the 8bit basic once in a while.

Here a boulder dash clone by Jim.
http://jimgerrie.blogspot.ca/2016/01/january-2016-retrochallenge-7-new-10.html

I wonder what the same contest rules would create on a modern Basic like ours.

32
Off Topic / Curse of Issyos - Locomalito
« on: 2015-Dec-02 »
I have been very anxious waiting for this release, it should be up on the page this friday but Loco is uploading the extras, like manuals and so on, I can´t wait!
http://www.locomalito.com/es/curse_of_issyos.php

33
Bug Reports / 14.106 Strange IDE behaviours
« on: 2015-Nov-28 »
Main window is not displaying and so aren´t many button images, sometimes it flicks a bit.
I don´t know where is that coming from, usually rebooting the machine fixes it for a while.

I have done a full reinstall + web update and get the same thing.
Anyone seeing it too?

34
Like the title said, whenever I import an obj into GLB (with the built ddd converter) I get it shaded like 100% luminosity and 0% diffuse (as in a 3d package), so it is always fully lit no matter what and it dosen´t get affected by any light at all.
Am I missing something?

You can test it with the project I uploaded here:
http://www.glbasic.com/forum/index.php?topic=10525.30

It is the GLB3D.zip file.
Just turn off the fog as I used that to give a sense of shading.

PS: Is there a way I can link to that file without having to re-upload it?

35
2D-snippets / Dungeon Crawler
« on: 2015-Nov-14 »
From the discussions we had here:
http://www.glbasic.com/forum/index.php?topic=9675.0

At some point, I thought to do a dungeon crawler visualization in 2d to boot.
Just some exercise.

Here the code, and the appended full project+compiled pc version + a screen shot.
Be aware that the way I did is rough coding, but hopefully this will give a head start/example should you strive for the same or similar. :good:

Currently only the first top left player is controllable with:
WASD as north,strife east,south,strife west.
QE as rotation.
RF as up and down.

Can we advance this?
Cheers.

Code: GLBasic [Select]
// --------------------------------- //
// Project: MATCHY ADV
// Start: Thursday, November 12, 2015
// IDE Version: 14.006


// ---  BOOT
SETSCREEN 680,400,0                                     ;// final resolution
CREATESCREEN 0,0,170,100                        ;// player view set to sprite 0
SMOOTHSHADING FALSE

// ---  VARIABLES
GLOBAL ft                                                       ;// for/next timer/player set (1-4)
GLOBAL world[]                                          ;// world 3d array
DIM world[61][61][61]
GLOBAL fov[]                                            ;// fov 3d array
DIM fov[5][5][5]
GLOBAL wx,wy,wz                                         ;// for/next world scanner
DIM px[5]; DIM py[5]; DIM pz[5]         ;// players position
DIM pf[5]                                                       ;// players face direction (1-4) 1 north
GLOBAL px[], py[], pz[], pf[]

// ---  LOAD ASSETS
SETCURRENTDIR("Media")                          ;// go to media files
LOADSPRITE "GUIDE BKG.png",1            ;// load background guide
LOADANIM "BLK001.png",2,170,100         ;// load block sprites
LOADANIM "FOG.png",3,170,100            ;// load depth fog


// ---  WORLD GENERATION
FOR wx=5 TO 55
        FOR wy=5 TO 55
                FOR wz=5 TO 55
                        IF RND(4)=1 THEN world[wx][wy][wz]=1                            ;// ramdom plot block
                NEXT
        NEXT
NEXT

// ---  HARDCODE PLAYER POSITION
px[1]=25 ; py[1]=25 ; pz[1]=55          ;// set player 1 coord
pf[1]=1                                                         ;// set player 1 orientation
px[2]=24 ; py[2]=25 ; pz[2]=55          ;// set player 2 coord
pf[2]=1                                                         ;// set player 2 orientation
px[3]=23 ; py[3]=25 ; pz[3]=55          ;// set player 3 coord
pf[3]=1                                                         ;// set player 3 orientation
px[4]=26 ; py[4]=25 ; pz[4]=55          ;// set player 4 coord
pf[4]=1                                                         ;// set player 4 orientation
FOR wx=22 TO 27                                         ;// clear players start room
        FOR wy=25 TO 27
                FOR wz=52 TO 55
                        world[wx][wy][wz]=0
                NEXT
        NEXT
NEXT
FOR wx=22 TO 27
        FOR wz=52 TO 55
                world[wx][24][wz]=1
        NEXT
NEXT

// ------------------------------------------------------------------------- MAIN LOOP
WHILE TRUE

// ---  DISPLAY
FOR ft=1 TO 4                                                                   ;// loop through players
        USESCREEN 0                                                                     ;// use virtual screen
        DRAWSPRITE 1,0,0                                                        ;// draw bkg guide

        // ---  DUMP FOV ARRAY
        IF pf[ft]=1                                                                     ;// check orientation north
                FOR wx=0 TO 4                                                   ;// dump
                        FOR wy=0 TO 4
                                FOR wz=0 TO 4
                                        fov[wx][wy][wz]=world[px[ft]+wx-2][py[ft]+wy-2][pz[ft]-wz]
                                NEXT
                        NEXT
                NEXT
        ENDIF

        IF pf[ft]=2                                                                     ;// check orientation east
                FOR wx=0 TO 4                                                   ;// dump
                        FOR wy=0 TO 4
                                FOR wz=0 TO 4
                                        fov[wx][wy][wz]=world[px[ft]+wz][py[ft]+wy-2][pz[ft]+wx-2]
                                NEXT
                        NEXT
                NEXT
        ENDIF
//
        IF pf[ft]=3                                                                     ;// check orientation south
                FOR wx=0 TO 4                                                   ;// dump
                        FOR wy=0 TO 4
                                FOR wz=0 TO 4
                                        fov[wx][wy][wz]=world[px[ft]-wx+2][py[ft]+wy-2][pz[ft]+wz]
                                NEXT
                        NEXT
                NEXT
        ENDIF

        IF pf[ft]=4                                                                     ;// check orientation west
                FOR wx=0 TO 4                                                   ;// dump
                        FOR wy=0 TO 4
                                FOR wz=0 TO 4
                                        fov[wx][wy][wz]=world[px[ft]-wz][py[ft]+wy-2][pz[ft]-wx+2]
                                NEXT
                        NEXT
                NEXT
        ENDIF

        // ---  DRAW FOV [layer4]
        IF fov[0][4][4]=1 THEN STRETCHANIM 2,0,0,0,170,100
        IF fov[1][4][4]=1 THEN STRETCHANIM 2,1,0,0,170,100
        IF fov[4][4][4]=1 THEN STRETCHANIM 2,0,170,0,-170,100
        IF fov[3][4][4]=1 THEN STRETCHANIM 2,1,170,0,-170,100
        IF fov[2][4][4]=1 THEN STRETCHANIM 2,2,0,0,170,100

        IF fov[0][3][4]=1 THEN STRETCHANIM 2,3,0,0,170,100
        IF fov[1][3][4]=1 THEN STRETCHANIM 2,4,0,0,170,100
        IF fov[4][3][4]=1 THEN STRETCHANIM 2,3,170,0,-170,100
        IF fov[3][3][4]=1 THEN STRETCHANIM 2,4,170,0,-170,100
        IF fov[2][3][4]=1 THEN STRETCHANIM 2,5,0,0,170,100

        IF fov[0][0][4]=1 THEN STRETCHANIM 2,0,0,100,170,-100   ;// mirror down
        IF fov[1][0][4]=1 THEN STRETCHANIM 2,1,0,100,170,-100
        IF fov[4][0][4]=1 THEN STRETCHANIM 2,0,170,100,-170,-100
        IF fov[3][0][4]=1 THEN STRETCHANIM 2,1,170,100,-170,-100
        IF fov[2][0][4]=1 THEN STRETCHANIM 2,2,0,100,170,-100

        IF fov[0][1][4]=1 THEN STRETCHANIM 2,3,0,100,170,-100
        IF fov[1][1][4]=1 THEN STRETCHANIM 2,4,0,100,170,-100
        IF fov[4][1][4]=1 THEN STRETCHANIM 2,3,170,100,-170,-100
        IF fov[3][1][4]=1 THEN STRETCHANIM 2,4,170,100,-170,-100
        IF fov[2][1][4]=1 THEN STRETCHANIM 2,5,0,100,170,-100

        IF fov[0][2][4]=1 THEN STRETCHANIM 2,6,0,0,170,100              ;// in the midium!!
        IF fov[1][2][4]=1 THEN STRETCHANIM 2,7,0,0,170,100
        IF fov[4][2][4]=1 THEN STRETCHANIM 2,6,170,0,-170,100
        IF fov[3][2][4]=1 THEN STRETCHANIM 2,7,170,0,-170,100
        IF fov[2][2][4]=1 THEN STRETCHANIM 2,8,0,0,170,100
        DRAWANIM 3,3,0,0        ;// hardfog
        // ---  DRAW FOV [layer3]
        IF fov[0][4][3]=1 THEN STRETCHANIM 2,9,0,0,170,100
        IF fov[1][4][3]=1 THEN STRETCHANIM 2,10,0,0,170,100
        IF fov[4][4][3]=1 THEN STRETCHANIM 2,9,170,0,-170,100
        IF fov[3][4][3]=1 THEN STRETCHANIM 2,10,170,0,-170,100
        IF fov[2][4][3]=1 THEN STRETCHANIM 2,11,0,0,170,100

        IF fov[0][3][3]=1 THEN STRETCHANIM 2,12,0,0,170,100
        IF fov[1][3][3]=1 THEN STRETCHANIM 2,13,0,0,170,100
        IF fov[4][3][3]=1 THEN STRETCHANIM 2,12,170,0,-170,100
        IF fov[3][3][3]=1 THEN STRETCHANIM 2,13,170,0,-170,100
        IF fov[2][3][3]=1 THEN STRETCHANIM 2,14,0,0,170,100

        IF fov[0][0][3]=1 THEN STRETCHANIM 2,9,0,100,170,-100   ;// mirror down
        IF fov[1][0][3]=1 THEN STRETCHANIM 2,10,0,100,170,-100
        IF fov[4][0][3]=1 THEN STRETCHANIM 2,9,170,100,-170,-100
        IF fov[3][0][3]=1 THEN STRETCHANIM 2,10,170,100,-170,-100
        IF fov[2][0][3]=1 THEN STRETCHANIM 2,11,0,100,170,-100

        IF fov[0][1][3]=1 THEN STRETCHANIM 2,12,0,100,170,-100
        IF fov[1][1][3]=1 THEN STRETCHANIM 2,13,0,100,170,-100
        IF fov[4][1][3]=1 THEN STRETCHANIM 2,12,170,100,-170,-100
        IF fov[3][1][3]=1 THEN STRETCHANIM 2,13,170,100,-170,-100
        IF fov[2][1][3]=1 THEN STRETCHANIM 2,14,0,100,170,-100

        IF fov[0][2][3]=1 THEN STRETCHANIM 2,15,0,0,170,100             ;// in the midium!!
        IF fov[1][2][3]=1 THEN STRETCHANIM 2,16,0,0,170,100
        IF fov[4][2][3]=1 THEN STRETCHANIM 2,15,170,0,-170,100
        IF fov[3][2][3]=1 THEN STRETCHANIM 2,16,170,0,-170,100
        IF fov[2][2][3]=1 THEN STRETCHANIM 2,17,0,0,170,100
        DRAWANIM 3,2,0,0        ;// midfog
        // ---  DRAW FOV [layer2]
        IF fov[0][4][2]=1 THEN STRETCHANIM 2,18,0,0,170,100
        IF fov[1][4][2]=1 THEN STRETCHANIM 2,19,0,0,170,100
        IF fov[4][4][2]=1 THEN STRETCHANIM 2,18,170,0,-170,100
        IF fov[3][4][2]=1 THEN STRETCHANIM 2,19,170,0,-170,100
        IF fov[2][4][2]=1 THEN STRETCHANIM 2,20,0,0,170,100

        IF fov[0][3][2]=1 THEN STRETCHANIM 2,21,0,0,170,100
        IF fov[1][3][2]=1 THEN STRETCHANIM 2,22,0,0,170,100
        IF fov[4][3][2]=1 THEN STRETCHANIM 2,21,170,0,-170,100
        IF fov[3][3][2]=1 THEN STRETCHANIM 2,22,170,0,-170,100
        IF fov[2][3][2]=1 THEN STRETCHANIM 2,23,0,0,170,100

        IF fov[0][0][2]=1 THEN STRETCHANIM 2,18,0,100,170,-100  ;// mirror down
        IF fov[1][0][2]=1 THEN STRETCHANIM 2,19,0,100,170,-100
        IF fov[4][0][2]=1 THEN STRETCHANIM 2,18,170,100,-170,-100
        IF fov[3][0][2]=1 THEN STRETCHANIM 2,19,170,100,-170,-100
        IF fov[2][0][2]=1 THEN STRETCHANIM 2,20,0,100,170,-100

        IF fov[0][1][2]=1 THEN STRETCHANIM 2,21,0,100,170,-100
        IF fov[1][1][2]=1 THEN STRETCHANIM 2,22,0,100,170,-100
        IF fov[4][1][2]=1 THEN STRETCHANIM 2,21,170,100,-170,-100
        IF fov[3][1][2]=1 THEN STRETCHANIM 2,22,170,100,-170,-100
        IF fov[2][1][2]=1 THEN STRETCHANIM 2,23,0,100,170,-100

        IF fov[0][2][2]=1 THEN STRETCHANIM 2,24,0,0,170,100             ;// in the midium!!
        IF fov[1][2][2]=1 THEN STRETCHANIM 2,25,0,0,170,100
        IF fov[4][2][2]=1 THEN STRETCHANIM 2,24,170,0,-170,100
        IF fov[3][2][2]=1 THEN STRETCHANIM 2,25,170,0,-170,100
        IF fov[2][2][2]=1 THEN STRETCHANIM 2,26,0,0,170,100
        DRAWANIM 3,1,0,0        ;// lightfog
        // ---  DRAW FOV [layer1]
        IF fov[0][3][1]=1 THEN STRETCHANIM 2,27,0,0,170,100
        IF fov[1][3][1]=1 THEN STRETCHANIM 2,28,0,0,170,100
        IF fov[4][3][1]=1 THEN STRETCHANIM 2,27,170,0,-170,100
        IF fov[3][3][1]=1 THEN STRETCHANIM 2,28,170,0,-170,100
        IF fov[2][3][1]=1 THEN STRETCHANIM 2,29,0,0,170,100

        IF fov[0][1][1]=1 THEN STRETCHANIM 2,27,0,100,170,-100  ;// mirror down
        IF fov[1][1][1]=1 THEN STRETCHANIM 2,28,0,100,170,-100
        IF fov[4][1][1]=1 THEN STRETCHANIM 2,27,170,100,-170,-100
        IF fov[3][1][1]=1 THEN STRETCHANIM 2,28,170,100,-170,-100
        IF fov[2][1][1]=1 THEN STRETCHANIM 2,29,0,100,170,-100

        IF fov[0][2][1]=1 THEN STRETCHANIM 2,30,0,0,170,100             ;// in the midium!!
        IF fov[1][2][1]=1 THEN STRETCHANIM 2,31,0,0,170,100
        IF fov[4][2][1]=1 THEN STRETCHANIM 2,30,170,0,-170,100
        IF fov[3][2][1]=1 THEN STRETCHANIM 2,31,170,0,-170,100
        DRAWANIM 3,0,0,0        ;// super lightfog
        IF fov[2][2][1]=1 THEN STRETCHANIM 2,32,0,0,170,100

        // ---  DRAW FOV [layer0]

        IF fov[1][3][0]=1 THEN STRETCHANIM 2,33,0,0,170,100
        IF fov[3][3][0]=1 THEN STRETCHANIM 2,33,170,0,-170,100
        IF fov[2][3][0]=1 THEN STRETCHANIM 2,34,170,0,-170,100

        IF fov[1][1][0]=1 THEN STRETCHANIM 2,33,0,100,170,-100  ;// mirror down
        IF fov[3][1][0]=1 THEN STRETCHANIM 2,33,170,100,-170,-100
        IF fov[2][1][0]=1 THEN STRETCHANIM 2,34,170,100,-170,-100

        IF fov[1][2][0]=1 THEN STRETCHANIM 2,35,0,0,170,100     ;// in the midium!!
        IF fov[3][2][0]=1 THEN STRETCHANIM 2,35,170,0,-170,100






        PRINT "X="+px[ft],2,2                                           ;// player info
        PRINT "Y="+py[ft],2,10
        PRINT "Z="+pz[ft],2,18
        PRINT "F="+pf[ft],2,26
//      PRINT "2BA="+world[px[1]][py[1]][pz[1]-2],2,34
//      PRINT "FOV="+fov[2][2][2],2,42



        // ---
        USESCREEN -1                                                            ;// use backbuffer
        IF ft=1 THEN ZOOMSPRITE 0,84,50,2,2                     ;// scale output pl1
        IF ft=2 THEN ZOOMSPRITE 0,424,50,2,2            ;// scale output pl2
        IF ft=3 THEN ZOOMSPRITE 0,84,250,2,2            ;// scale output pl3
        IF ft=4 THEN ZOOMSPRITE 0,424,250,2,2           ;// scale output pl4
        IF ft=4 THEN DRAWRECT 338,0,3,400,RGB(126,126,126)              ;// hud
        IF ft=4 THEN DRAWRECT 0,198,680,3,RGB(126,126,126)              ;// hud
NEXT
// ---  CONTROLS
IF KEY(17)=1                                            ;// advance
        IF pf[1]=1 THEN pz[1]=pz[1]-1
        IF pf[1]=2 THEN px[1]=px[1]+1
        IF pf[1]=3 THEN pz[1]=pz[1]+1
        IF pf[1]=4 THEN px[1]=px[1]-1
        SLEEP 200
ENDIF
IF KEY(31)=1                                            ;// retreat
        IF pf[1]=1 THEN pz[1]=pz[1]+1
        IF pf[1]=2 THEN px[1]=px[1]-1
        IF pf[1]=3 THEN pz[1]=pz[1]-1
        IF pf[1]=4 THEN px[1]=px[1]+1
        SLEEP 200
ENDIF
IF KEY(32)=1                                            ;// strife right
        IF pf[1]=1 THEN px[1]=px[1]+1
        IF pf[1]=2 THEN pz[1]=pz[1]+1
        IF pf[1]=3 THEN px[1]=px[1]-1
        IF pf[1]=4 THEN pz[1]=pz[1]-1
        SLEEP 200
ENDIF
IF KEY(30)=1                                            ;// strife left
        IF pf[1]=1 THEN px[1]=px[1]-1
        IF pf[1]=2 THEN pz[1]=pz[1]-1
        IF pf[1]=3 THEN px[1]=px[1]+1
        IF pf[1]=4 THEN pz[1]=pz[1]+1
        SLEEP 200
ENDIF
IF KEY(18)=1                                            ;// rotate right
        pf[1]=pf[1]+1
        IF pf[1]=5 THEN pf[1]=1
        SLEEP 200
ENDIF
IF KEY(16)=1                                            ;// rotate left
        pf[1]=pf[1]-1
        IF pf[1]=0 THEN pf[1]=4
        SLEEP 200
ENDIF
IF KEY(19)=1                                            ;// up
        py[1]=py[1]+1
        SLEEP 200
ENDIF
IF KEY(33)=1                                            ;// down
        py[1]=py[1]-1
        SLEEP 200
ENDIF
// ---  POSITION LIMITS
        IF px[1]<5 THEN px[1]=5
        IF px[1]>55 THEN px[1]=55
        IF py[1]<5 THEN py[1]=5
        IF py[1]>55 THEN py[1]=55
        IF pz[1]<5 THEN pz[1]=5
        IF pz[1]>55 THEN pz[1]=55

// ---  DEBUG HUD

SHOWSCREEN
WEND
// ------------------------------------------------------------------------- MAIN LOOP [END]

36
I just tested v14 compilation on mac and I get the following attached error.
Tried on the v12 too and here it dosen´t compile at all, I get an error on the GLB console, the usual contact the forum.
Is anyone getting these too?

37
Bug Reports / 14.003 HTML5 / WEBGL compilation
« on: 2015-Aug-16 »
They generate no files on my end, anyone getting the same?
Is there something I should do before it works?

First time HTML5 compiling said something about getting ready and that it could take a long time (coffee?)
But it didn´t last long at all.

I can post both logs, they are very huge.

38
DRAWRECT stutters when in animation, don´t know if this is new as I never tried that command on a Caanoo till now.

About the rest, I have more or less this to display stuff on my code
Code: GLBasic [Select]
        CREATESCREEN 1,200,428,240                                              ;// Virtual Screen

//      --- STANDARD SETS
        IF comp=0 THEN SETSCREEN 320,240,0                                              ;// Caanoo
        IF comp=0 THEN DRAWSPRITE 200,-54,0                                             ;// Caanoo

What I get on screen is the game without those -54 on the drawsprite, they are like 0.
I appended a crap pic.

Of course all works fine as expected on the PC

39
GLBasic - en / Static
« on: 2015-Aug-10 »
We have STATIC command inside GLB, I wonder out of curiosity if it can be used as this nice article states:
http://hackaday.com/2015/08/04/embed-with-elliot-the-static-keyword-you-dont-fully-understand/#more-164040

40
Bug Reports / Plasma can´t login on the forum
« on: 2015-Aug-10 »
Hello chaps and moderators, maybe you guys can sort this out?
I just got the following email from Panno Grabowski:

Quote
hi erico ,

unfortunately i cant login anymoore , i try also a new account but i get no email from gernot.
please help me and make thread in the forum so i can come back.

mfg plasma
Von meinem iPad gesendet

Is there anything that can be done about it?

41
Off Topic / A Mini Falafel Adventure
« on: 2015-Aug-06 »
Hey chaps,

check this game out:
http://www.beadybox.com/falafel/

Really special stuff, clever mechanics, incremental gameplay, a la metroid but not much of backtracking. If you would like the likes of La Mulana or Cave Story, this is for you.
The effects are super great, half sprites, half a particle system to erase stuff randomly, it gives a unique look to each one.

Music is superb, check the ~24 musics on the game folder. Done by Reed Richards.
All in mod format so you can see its 4 channel construction and the samples of chip tune.
#13 and 17 are alwesome.

have fun
 

42
Off Topic / Desura
« on: 2015-Jun-05 »
Hello chaps,

I´ve heard about late payments from Desura to devs since a while ago.
Latest news report their owner filed bankrupcy.
Here:
http://www.rockpapershotgun.com/2015/06/05/desura-bankruptcy-bad-juju-games/#more-293199

We do have a few friends here selling their games over that store,
It would be interesting to hear what they have to say, did you run into any trouble?

Well, that is bad, I always thought good about Desura from the start.

Do we only have itch.io and humble bundle store left besides Steam?

43
Off Topic / Forum down and back
« on: 2015-May-30 »
I noticed a couple days off on the forum,
I sent msg to Ian, Space an Gernot.

Gernot´s email bounced back, is all ok?

I see some news post as 14th april, did we loose something?

44
Hi chaps!

I just recompiled glbasic source and added support for the gamebuino.
Gamebuino here:
http://gamebuino.com/

It was all really easy, and now we can deploy our game to this marvelous 2kb monochrome handheld! :good:
Here is the already-usual-proof-pic!


45
Off Topic / Story of Mel
« on: 2015-Mar-16 »
Saw this at the pandora boards, thought to share with us, I like it a lot.
http://www.catb.org/jargon/html/story-of-mel.html
Great read for coders.

And Yeah, I´m sure coding is a form of art. :good:

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