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Messages - dreamerman

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GLBasic - en / Re: Compiling to html5?
« on: 2020-Aug-04 »
GLB and HTML5...  an old old question/problem never really solved.
Yes, at least for me, I wasn't able to compile something more complicated than basic tutorials/projects, not sure what was problem, PolyVector, RenderToTexture or maybe something else, but just alywas were some errors. Now new standard gains popularity - WebAssembly, maybe this would be possible with GLB..

those errors like:
Code: (glbasic) [Select]
em ++: error: Attempt to set a non-existent setting: 'OUTLINING_LIMIT'mean that command line arguments for compiling are specified for older version of emscripten, current version (that You have installed) doesn't support them. Even if You will fix proper batch files/commands new issues will appear, related to same thing - html5 target configured for old emscripten. I one of my previous post I mentioned that, but I didn't play with it further, just because it has no point for me (putting to much time in that), and not sure if all GLB stuff will work in html5 target (as mentioned above) and hm.. let's finish on that :-) But it would be very appreciated to have html5 fully working.

As this problem is still an issue..
Anyone tried to implement zip/7z or some other compression libraries? Mostly to protect graphic assets, so they can't be easy copied, or maybe some other encoding functions?

Bug Reports / Re: V11+V12 Beta bugreports!
« on: 2020-Aug-03 »
hm.. from what I see generally html5 games doesn't allow to change resolution, or if they do, then it's done by changing canvas size, and in such situation GetScreenSize should be sufficient.
Ofc. problem may be urgent when trying to do some iOS/Android cross platform html5 app.
Some workaround could be writing JS function to check desktop resolution (not sure if it's allowed in current JS standard) and calling it from GLB, it should be possible in some way, but way that html5 target works doesn't make it such simple :/

What is COCO, something like PICO8 or I'm missing something :D
This meant to be some kind of Double Dragon/Final Fight style of game? Looks very nice in 8 colors ant that retro style, in mentioned games player was able to pick different items/weapons, like knifes and so one, You planning to add something like this? As this may be harder to recognize item with such art style. It feels literally as it could be made with some Basic interpreter on 8-bit machines ;)

GLBasic - en / Re: Voxel - Visibility
« on: 2020-Jul-26 »
No, that isn't advised, generally best solution is to use as low texture count as possible, just by packing all separate files into atlas sheets, same goes for 2d and such 3d graphic. Consider that You would have 10 different block types, so during rendering (depending on block position and so on) current texture could be changed hundrets of times, that's not good. It's different for 3d racing game where is one texture for world/track and other for car, as it isn't changed so often while rendering. There are also texture arrays, but for that You would need to use inline OpenGL directly from what I remember. So simplest solution is just to put as many textures/sprites into one large texture - atlas.

Not sure what are limits to texture sizes now but 3Dfx cards had 256x256 limit, Riva TNT2/first Geforces had 2048x2048, iPhone 3g had 1024x1024 limit, newer phones have higher at it should be at least 2048x2048, quick look at it looks that Unity and Android OS support's max 4096x4096 so this should be the limit. If You would need more, then texture arrays would be solution, but this is already huge. For some minecraft style project You can use 64x64 textures for cubes in one atlas and have separate atlas for UI stuff and so on.

GLBasic - en / Re: Voxel - Visibility
« on: 2020-Jul-20 »
As it was in my area of interest I kept it in my archive, not sure if that's latest version that You have uploaded but here it is ;)
Something could be modified, but it should be easy to track and change after digging in all those posts.

Off Topic / Re: The Colour Maximite 2
« on: 2020-Jul-14 »
I watch most of that video but from some reason I missed that info about memory :D
Yeap that's enough for almost any kind of old school stuff, specially with limited color palette. Another great thing in such micro comp (and old machines) is that you were coding for one particular resolution, pixel perfect placement, didn't bother with scaling UI as so on, less code for that and always crisp graphic.
It can run even wolf3d demo :-)

Yesterday I didn't found it, so I needed to dig a bit deeper in my archive, but with a success :-)
Game was called: Cosmic Invaders, this is original topic on Allegro forum
this looks like most legitimate download, and it works: download
Something like this in portrait orientation with for example 2 rows of turrets would be great.

Off Topic / Re: The Colour Maximite 2
« on: 2020-Jul-13 »
Looks nice and showes the power of BASIC :D :nw:
one thing is strange:
The CPU that powers the Color Maximite 2 is an ARM Cortex-M7 32-bit RISC processor running at up to 480MHz with 2MB flash memory and 1MB RAM
Extremely fast with 516KB of program memory and 5MB general purpose RAM
So how much RAM memory it has? or maybe CPU has only direct access to some part of it and rest is reserved for sprites or something, because from what I saw there are some nice demos like Final Fight that may require more than 1MB..
The market for such small form computer and emulation boards has grown so much in recent years, so many Pi-kind of devices, and handheld that are more powerful than old consoles.

Generally I don't like asteroids kind of games :D but it's ok, that green filter and graphic style gives feeling that user is playing on old TV. I played it only a few minutes and didn't found any bugs that would be visible in short session.
As You have already experience and framework with such kind of games consider something more complicated: many years ago I saw some unfinished/early stage project made with Allegro game library and pixel-art graphic - combination of Space Invaders and Tower Defense genre, something that was used already by many other games. You build different towers on ground to protect Your base from invading aliens, that are moving like in SI games, there are boss fights, you get $$, can upgrade towers and so on. Something like this would be perfect for mobiles :)

Announcements / Re: Red Wizard Island
« on: 2020-Jul-13 »
Hey, I noticed that You are working on next game Power of the Ancients, and it will be made wit GoDot. From start please don't get me wrong on this, I noticed that GoDot is lately heavy promoted in many ways, on gamedev videos and so on, but still. I hope that You are coding it at least in C# - cause GDScript was utter unoptimized **** as I last checked it, maybe something changed in last two years but just there is no point for me on checking that yet again. Just don't feel into that high requirements indie games category - small, simple games that require good >1GB dedicated gpu to run, as they are running on poor engines with ton of unnecessary effects. And since this is early stage of project development you should already consider some proper touch controls and design to simplify future port to mobiles.

Honestly good luck with it ;-) I like RTS game, and also small ones but just to many fall short and are rather one time/run experience :-)
ah btw. there was some expansion 'Power of the Ancients' for Dungeon Defenders 2, so check if that title isn't covered by trademark or something.

Bug Reports / Re: Win64 compiling
« on: 2020-Jun-25 »
Just checked mp3 with beta and normal release, and looks that both are playing my mp3 without problems. hm..
maybe that's some other issue, for example shoebox is bugged, do mini project and check if problem still appears, maybe something related to particular mp3 file with that 64bit version or something..

Off Topic / Re: NES Emulator
« on: 2020-Jun-23 »
I saw it lately on some YT video, and I'm not sure if I missed it or just forgot about it, as it's avaliable from last year - as VR specific app, now they are re-releasing it as normal app so all users can check it out for lower price. It looks that all NES games needs to have specific configuration files to have proper 3d effect (I was curious if they do this automatically or need to tune it manually), and now there are 69 games supported with 3d mode, emulator has also 2d mode that will play other roms. That 3d looks really nice in NES games, and gives some kind of voxel-kind similar look (I know that those aren't voxels but that limited color palette and resolution gives such feeling). Maybe some other 8bit machines will get similar emulators (oh my sweet Amstrad CPC) or 16bit Sega with blast-processing :D

Announcements / Re: Red Wizard Island
« on: 2020-Jun-23 »
Generally game logic shouldn't be dependent on the monitor resolution, only some simple games like FlappyBird may do that, also puzzle games (or other single-screen based games) can also recalculate collision rect and part of logic depending on tile/block size. In 2d tile based with scroll-able map (any platformer, strategy, more advanced games) games screen size should matter only for how much of map is visible and zoom value in a way to preserve originally designed viewport for the game. Specially with GLB as You can use all kind of tricks: OpenGL scale, render-to-texture and so on, as those mostly aren't available in some popular gamemaking tools that limit's game made within them to a single resolution.

Are You planning to release it on Android, such normal game without micro-transactions would be really nice on that platform.

I saw that game one year ago or even more, and it was quite interesting, such idea of small, fast strategy-action combination seems attractive to me, and due it's graphic style fits good also for such shows. That's good in, so many good concepts/projects to discover out there, and that bundle was good way to jump in that. Sadly that You missed it out, I could write about it in pm :>
Yes, that bundle made quite some money, maybe similar bundles will follow, but more astonishing is the amount of people that bought it, it's more that 800k.. it may have some impact on Steam Sale in both ways, people will focus on larger games not small ones, because they already will have +1500 games on itch, but on other hand if some game was good enough and was in that bundle users may be interested in getting it's Steam version due additional features like scoreboards, multiplayer with friends and so on..

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