Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - spacefractal

#3511
There nothing Wring with basic, it's people that might use it wrong.

For me no need change it (and glfast is bad name as well, dispite glbasic compile slow when compared with example blitzmax ), mightbeen other than glbasic sdk....
#3512
Free memory cannot been trusted as least on iOS i know. In Jungool example I have se so low as 5mb and then later around 30-35mb, property because its respons correctly to the "low memory", which glbasic does not do (here its just crash). There is a callback which need to been responsed when memory is low, and if its dosent do that, iOS might kill it (as well some other bg apps).

But you can detect the device on iOS and then you know how much ram they actuelly have. My game dosent have any of those problem since its only use around 20mb ram. often you have around 70mb ram my guess on older devices.

Howover Im not sure how other mobile os than iOS works about memory.
#3513
Yes its real clay, then colored and sometimes tiled in photoshop. Some tiles is still either 3d or fast drawed graphics. They of course got replaced (only few bits will remain 3d, due look of martiels as well shadows). I wait with toucharcade when mouse have been clayed.

Here is a key (in a bit lower picture quality than original to save filesize), recolored to yellow:


PS. There would been 96 levels total (far more than excepted 80, since I might have missed a area I forget to count, hehe). Only 2 levels left in the paid version. So its should take some time to complete them all :-D.
#3514
Anyway its Gernots product then its actuelly him that set the price he set of the product, then its up to us we want it or not.

this instead of Glbasic v11, its could just call Glbasic 2 v1.0 as well.

But its all up to him, what he does  :good:
#3515
the splash screen in editor is skipable by a click. So no real issue for me at all.

The donate button is allways nice for those that whant, and yes most standard bugs would been fixed before the next major upgrade anyway.
#3516
That happens in many apps as well as Kitty wrote. GLBasic did have about 20 minor releases to mainstreme glbasic, which is really good. So its does not do often to do a v11.

Howover alternative the GUI version could of course cost some money to get that extension when its is out of beta. Its dosen't need to been free and there would been no version conflict.
#3517
updates should been free (example from v10.0 to v10.1), but version upgrade (example from v10 to v11) is no problemo to cost.
#3518
just to mention as those splash screen might annoying users instead, specific if they are not skipable (in some commercial games there is 4-5 of them and its very annoying and even worse when doing on mobile games). So been careful here. People normaly dont care which language its made on.

Howover its would been pretty  to do that on credits as well on attract screen. That kind of screens is not splash and still nice to promote GlBasic without annoying.

In Greedy Mouse I might not even do any logo or splash screen (other than the loading one), so I relay on the credits screen as well on tips. I not want to wait more than necessity to play my game.....

PS. Yes "Powered By" should have been "created in". Its sound some hardware thing, which GlBasic is not. But that text can just removed and only show "GlBasic", and that it.
#3519
Just to say, the Amiga 500 ball was just a 3d placeholder graphics, and was not in clay. Its have just recently replaced by a white clay ball with pink clay dots on it, but doing very similar of the original placeholder. Screeny of that later when more clay is finished. Its a sweet ball.

thanks for comment.
#3520
I noticed this in Greedy Mouse as well, iOS add those corners.

I can think its eiter a missing xcode setting or can been done in inline. The most annoyring thing is those corners does not fellow ORIENTATION (which they does not). If they did, then I would not notice them at all. By now I just igonere it.

Also doing its full layer draw is very much overdraw. instead just load one cornor graphics and put them in each cornor to meantime fix it....
#3521
more testing:

here at maximum x200 tile test (hence its zoomed very much in), also some tiles is got replaced with clay as you can see (so there is nice progress here).

Here the same screen at 480x320 resoulution:


There is some details losing of course when we using scaling, but nothing we can due. The most important its still show excellent, and playing fully intact. Also as you can see the game support up to around 2500 pixels resoulution width in normal zoom (around 12-13.5 tiles width), before it need to show more of the level.

hence iPad and iPad 3 show the same area, but just in sharper resoulution (still not tested).

There is not that many retina support, so I hope this one can do that :-D, but there is still max 2 month dev.

#3522
this due its not just take argument, but also the whole path, which is not needed at all?

or something I have misunderstanding here?

A easy workaorund is throught do this:
Code (glbasic) Select

GLOBAL commandline$ = GETCOMMANDLINE$()
commandline$=REPLACE$(commandline$, GETCURRENTDIR$(), "")


Then its works as intended. Something you should add to the document file.
#3523
I have still not tried this code, since I are not need to do. Today I have used samething to manipulate a png image to scramble it and reload it. Howover while rgb works fine, alpha got changed. So using alpha as data should not been used, but I can see its have been commented out as well.
#3524
Moving system pointer by app with TRUE is never good, but in FULLSCREEN howover its would been much more mean to prevent moving mouse outside game.....

Howover its absolutte annoyring a click outside the game window minimize the game, and even much more annoying in dual screen setup. Even with SETMOUSE, you can still click outside window if you are fast, which is pretty much annoyring.

But in windowred mode its should not work of course.
#3525
yes its working here on those devices I got tested on. Its mightbeen a manifest issue me guess? What device do you tested on?