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Topics - Scott_AW

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Off Topic / Tablets
« on: 2010-Apr-11 »
With the iPad making depute, I'm sure a lot of you are excited to develop on a tablet system.  I personally don't think the future of the current generation of iPads is too rosey though.  There's a number of issues, lack of camera and any kind of usb or card reading input.  Content is controlled through app stores and that can be swing or miss to get something in there.

Of course there's competition raising, currently I heard of the JooJoo, which is about a $100usd cheaper then the iPad and has various inputs that the iPad lacks.  However its has a special browser based OS so I'm not sure if glbasic can do anything for it.  If its based off linux, maybe but glb's staff would know better than I.

Now HP has there own tablet coming out soon, running off Windows 7 with a decent amount of features, camera, and inputs.  I can see a lot of nice possibilities for this, cost $50usd less than the cheapest iPad.  Now with a window's based tablet you can do a lot more, with lots of other libraries and engines already working for windows.  One thing I find most appealing is that the Slate is running of an Intel Atom, and has comparable specs to the netbooks I use in my developments.

As far as I know, all three of these have accelerometer's.

There's is another low-cost tablet pc that's more of detachable netbook, which tablets are just netbook's with touchscreens and no keyboards.

This in mind, I would be thinking that HP could probably sell their tablet cheaper, I'm sure its base cost is less than that of the iPad, which I think is like ~280usd to build.  I assume that the Slate probably cost less  than 200 to produce, as that's the value of the cheapest comparable netbook, so HP may have a nicer profit margin than Apple.

Just some food for thought.

I'll be making a photoshop swatch of this soon, but til then heres an image I constructed for the purpose of color picking for pixel art or whatever.

7 shade palette, hue transition colors, and 3 shade primary palette.

Download SuperSwatch! Kind of a mess and containing some repeat colors, swatch for Photoshop.
Looks like this.

The palette was original a combination of Doom, Duke3d, Heretix/Hexen, and Blood game palettes obtained from various sources.

GLBasic - en / White boxed text on Mac
« on: 2010-Apr-09 »
When using 3d, with a text overlay.  Everything is fine on PC, but on a G5 w/ OSX the text is displayed by solid white rectangles equal to the character length.

Pretty much how it is

  draw 3d stuff

  draw fps, position stuff


GLBasic - en / Making animated models
« on: 2010-Apr-09 »
I'm currently working on a model generation program, I believe that model files can store animation frames, but I was wondering is it possible to to create a model with animation in code.  I attempted it, but either I did something wrong or its not supported.

Basicly what I'm doing is generating a model, with an index as the frame number, saving to the same model each new model with a different index.  This crashes the program.

GLBasic - en / Toon shade question
« on: 2010-Apr-04 »
Is it possible to use toon shading but omit the black outline?  If not I suppose I can look for a shader.

GLBasic - en / Downloadable patch proposal
« on: 2010-Apr-03 »
I was wondering if you guys would support a downloadable patch option.  I don't always have a connection to my main work laptop, so updating it can be tricky.  If its not too much trouble that is.

Code Snippets / 16 cubic cube
« on: 2010-Mar-13 »
I've always had a thing for voxels, renewed when I found out about voxlap.  But I'm not about to mess with ray tracing math.

I posted for some recommendations on how to fix a issue I was having.  But I had a chance to read through it again and made it simpler and work.  So yay.

So now that I got it fixed up, here's the code.  I've got some more fun test I want to work on...

First here's a screen capture and a compiled exe.


UPDATED 3/13/10
Now it will show a bunch of same model, with ripped FPS code showing you the frame rate.  I think I fixed the hole problem that I kept seeing.
// --------------------------------- //
// Project: Cube16
// Start: Thursday, March 04, 2010
// Author: Scott A. Williams
// IDE Version: 7.285
  //Object conversion
  DIM cbox[18][18][18]
// Init =====================================================================================||

// Main =====================================================================================||

// Test =====================================================================================||
  GLOBAL cnt, rot=0, final = FALSE

  GOSUB make_obj_thinwall
  //X_LOADOBJ "dump.ddd", 1
  PRINT "done",300,100

  X_MAKE3D 1, 128, 45
  X_CAMERA 9-rot,8,48+rot, 9,8,0
  //X_SPOT_LT 0, RGB(255,255,255), 8,16,32, 1,-1,-1, 90
  //X_SPOT_LT 1, RGB(255,255,255), 8,16,-16, -1,-1,-1, 90
  IF rot < 96
    INC rot, 1
    rot = 0
  FOR cnt = 0 TO 5
    X_MOVEMENT 16,0,-8*cnt; X_DRAWOBJ 1,0
    X_MOVEMENT 0,-16,-8*cnt; X_DRAWOBJ 1,0
    X_MOVEMENT 0,16,-8*cnt; X_DRAWOBJ 1,0
    X_MOVEMENT -16,0,-8*cnt; X_DRAWOBJ 1,0
  IF KEY(1) THEN final = TRUE
// Subs =====================================================================================||
SUB make_obj_thinwall:
  // Create 1 thick 16 squared wall
  LOCAL cx, cy, cz
  FOR cy = 0 TO 17
    FOR cx = 0 TO 17
      FOR cz = 0 TO 17
        cbox[cx][cy][cz] = 0
  FOR cy = 1 TO 16
    FOR cx = 1 TO 16
      FOR cz = 1 TO 7
        cbox[cx][cy][cz] = 1//RND(1)

FUNCTION create_obj: index
  // Scan through object data, create model
  LOCAL cx, cy, cz
  LOCAL fn,fs,fe,fw,fu,fd,fc
  LOCAL first = 0
  LOCAL line = 0, tic = 0
  X_OBJSTART index
  FOR cy = 1 TO 16
    FOR cx = 1 TO 16
      FOR cz = 1 TO 16
        IF cbox[cx][cy][cz] > 0
          fn = cbox[cx][cy][cz-1]
          fs = cbox[cx][cy][cz+1]
          fw = cbox[cx+1][cy][cz]
          fe = cbox[cx-1][cy][cz]
          fd = cbox[cx][cy-1][cz]
          fu = cbox[cx][cy+1][cz]
          fc = cbox[cx][cy][cz]
          PRINT "posxyz:" + cx+cy+cz + " facekey:"+fn+fs+fe+fw+fu+fd+" color:"+fc,0,8*line
          INC line, 1
        PRINT "sector:"+tic+" value:"+cbox[cx][cy][cz],400,8*line
        INC tic, 1
  X_SAVEOBJ "dump.ddd", index


FUNCTION make_cube: x,y,z,n,s,w,e,u,d,col
  color = RGB((y*4)+64,(y*4)+64,(z*4)+64)
  IF n = 0
    X_OBJADDVERTEX x+1,y,z,1,0,color
    X_OBJADDVERTEX x,y,z,0,0,color
    X_OBJADDVERTEX x+1,y+1,z,1,1,color
    X_OBJADDVERTEX x,y+1,z,0,1,color
  IF s = 0
    X_OBJADDVERTEX x+1,y+1,z+1,1,1,color
    X_OBJADDVERTEX x+1,y,z+1,1,0,color
    X_OBJADDVERTEX x,y+1,z+1,0,1,color
    X_OBJADDVERTEX x,y,z+1,0,0,color
  IF e = 0
    X_OBJADDVERTEX x+1,y+1,z+1,1,1,color
    X_OBJADDVERTEX x+1,y+1,z,1,0,color
    X_OBJADDVERTEX x+1,y,z+1,0,1,color
    X_OBJADDVERTEX x+1,y,z,0,0,color
  IF w = 0
    X_OBJADDVERTEX x,y+1,z,1,0,color
    X_OBJADDVERTEX x,y,z,0,0,color
    X_OBJADDVERTEX x,y+1,z+1,1,1,color
    X_OBJADDVERTEX x,y,z+1,0,1,color
  IF u = 0
    X_OBJADDVERTEX x,y+1,z,0,0,color
    X_OBJADDVERTEX x,y+1,z+1,0,1,color
    X_OBJADDVERTEX x+1,y+1,z,1,0,color
    X_OBJADDVERTEX x+1,y+1,z+1,1,1,color
  IF d = 0
    X_OBJADDVERTEX x,y,z+1,0,1,color
    X_OBJADDVERTEX x+1,y,z+1,1,1,color
    X_OBJADDVERTEX x,y,z,0,0,color
    X_OBJADDVERTEX x+1,y,z,1,0,color

// ------------------------------------------------------------- //
// -=#  SHOWFPS  #=-
// ------------------------------------------------------------- //
   fps = ((1000/dtime)+fps)/2
   IF delay>1000 // 1/2 sec
   PRINT "FPS: "+fps_draw, 0 ,0

While I was going through the forum and happened upon Kitty Hello's ray caster, in which I believe it was mentioned that it went from C to FreeBasic to GLBasic.

So I decided to (quickly even) convert a experiment I had done in freebasic.

You can find it here.

Although it doesn't seem to quite perform as well as the Freebasic version, my current intent with the concept requires a far less amount of spaces to render then either of these two versions handle.

The version below, the GLB one, lacks the file handling of the Freebasic version and uses a smaller array for the plotting of the squares. 


Both are far from complete and perfect, but mostly done out for fun.  They lack proper spacing for one.

I believe one main reason Freebasic ran better was due to how I made sure variables were exactly what they needed to be, integers, bytes, floats, ect.  Could be other factors too.

This little experiment had also inspired another one in GM using 20 layers of images to create a fake-voxel style side-scroller engine.  Link provided below.

Playable tech demo

Inline / 3rd party / PNG optimization
« on: 2010-Feb-01 »

Ken, creator of Duke3d's build engine has a useful PNG optimization program that can help reduce your overall graphical resource impact, although I doubt it will have any effect on game/program performance.  Could be ideal for porting to devices that have limits on storage space or generally keeping your program's resources smaller.

Haven't tried it yet, but I'm not certain it is possible with the commands available.

Does any know if it can work or a possible work around? 

At worst I'll just have to make a custom one but still use the box collision to trigger it.

Bug Reports / Odd behavoir making an OSX app
« on: 2010-Jan-23 »
I had access to a mac today so I decided to compile one of my projects and see how it ported.

Well it kind of worked, as in it ran and some graphics displayed, but others didn't.  I'm not sure if its due to me using transparent pngs or not.

But there were two weird things that caught my attention.

1) window was 640x480(guess) and the game display was 240x320.  No stretching, just positioned top left of the window.

2) it stated demo version with a timer even though I have a licensed version(lite)

I've yet to play around with linux, can anyone suggest the preferred version to use?

I originally posted about this conversion of a GM game I made into GLBasic, original post found Here, refer to it to find a link to the original GM version.

Early Alpha
Actually, this one has the proper drawing for the puzzle, well not perfect, but now it won't devour your memory.

As of now, a lot of features are not added, some things need tuning up, like when the puzzle grid appears, it draws too in every frame.  Unlike the map area which saves its image and updates it with new tile graphics.

Arrow keys to move the cursor, enter to select a tile/complete puzzle.  Backspace is used to cancel puzzle mode, cost you one point.  Additionally you can't complete the level.  Escape quits the program.

This version compiled in 7.206, since my pendrive can't seem to take an update, its all I had at the time when I compiled it.  I'll have to see how things work in the newer version I have at home, since I noticed a big speed change between the versions while working on my rpg engine for another game.

*Update Jan 24*
Started adding the coins, don't have them rotate just yet, but I do have a nice queing system going.  I was going to post a simple one involving 80 coins being qued, but decided to push the limits and had 1600 coins qued.

Additionally I did some comparisons to the GameMaker version and the GLBasic version.

On a ACER ASPIRE 8.9" netbook

GM 6.1
    MEM 23.3M
    CPU 7%
    MEM 23.3m
    CPU 14%
    MEM 23.5m
    CPU 21%

GLBasic 7.242
    MEM 11.4
    CPU 1%
    MEM 11.4
    CPU 2%
    MEM 12.4
    CPU 5%

GLBasic - en / To port and where?
« on: 2010-Jan-19 »
A while ago I designed a prototype for a cellphone game in gamemaker.  Link below.  Making a linux and pc version would be nice, but I realized I will have to redesign it for iPhone.  Main reasoning for that is the larger screen, and touch based interface. 
Currently the game is played with arrow keys and numbers.  I'd have to redesign it for the Wiz, since the resolution is 90degrees different and numbers would have to be selected from a list.
Also theres the option for windows ce devices, which may be close to what I had originally designed it for.  I'm not too familiar with them though, last ce system I had was in 2000.  I had doom on it.
So not sure if I should try for too many remakes, any opinions?  Let me know of what you think of the game too, I realise that the instructions on how to play could be better presented in-game.  Hopefully the description on the link below and relating videos will give you an idea on how it plays.

GLBasic Forum

  While playing around with shadows and making the game run more efficient, I finally got around to updating GLbasic through a tiny weak unsecured wireless connection.  I played solitaire while I wait for the 8mb file to download.  Reminded me of the 90's...

Anyways, I decided to test things out.  I had recently added shadows, png with transparent background(not color), using some negative alpha to blend it.  So I did a little taskmanager check to see how it was going and noticed something odd.  No cpu usage. Or at least not on a scale large enough to register.

So I took this capture after moving around and achieving the heighest readout of cpu usage.  I got 1%.

In this capture, using build 7.203, I was floating in 9%-11%.  With active message drawing(very incomplete and slow code) it was about 20%.  I haven't tested this out on the new version because, well it was just junk code for plotting.

Anyways, score for the developers of GLB for achieving such a jump in performance!

I've experienced various engines, code languages and kits in my ambition to make games, and it seems that recently I may have found my perfect tool, GLBasic.

The majority of my projects have been designed and created in Game Maker 6.1, do to its ease and powerful abilities despite what some complain about.  However, much like other engines and codes, there is limits to porting, or no porting to other OS/systems at all.

That and lately the direction that GM has taken with the creation of Yoyogames and it leaving the hands of its creator has made a soar spot for me.  Frankly the company seems like its trying to ruin an otherwise wonderful program that aides developers in design and helps you get your feet wet in programming.

But thats all behind me now as I set off into working with GLBasic.  I decided to try it out of course before I bought a license(just got the code a few days ago), and was pretty happy with how things are structured and how much control I have in my hands.  That and it seems that writing the code is pretty easy.  I can give credit to GM for helping me perfect my coding methods, and ventures into other languages.  As of late I had been using more script functions in GM and realised that I really just need something to handle basic graphics and I can do the rest.

So not too much to show as of yet, I've started to remake two projects of mine to test out GLBasic, a space shooter and an RPG game I was going to make with Mo Mini's studio for cellphones.  Now I'm considering remaking most of my concieved games for GP2X Wiz.  Although I don't have one yet to truely test what I'm doing, hopefully I can get my hands on one soon.

Rick Jason, a space shooter I originally made in the 90s using Quick Basic, later in the mid 00's I remade it with better graphics in GM.

A rpg based on a comic I did near the end of High School(99-00), I had planned and started making it in Mo Mini's studios, but it was too limited for my ambitions.

A bunch of other stuff and experiments I have done can be found on my somewhat dormant blogging site at SAWGameDesign and my often rambling blogs on 64digits

Happy to find this and am eager to remake other projects of mine using GLBasic.

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