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Messages - dreamerman

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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..

GLBasic - en / Re: More Speed Compiling Code
« on: 2020-Jun-14 »
Not sure if I get everything right on this build system, does it scan for file changes and re-build only those files that were actually changed? So how this differs from IncrediBuild method that's currently used by GLB? Or maybe it's doing something more behind. Those benchmarks that are included show only comparison with pure 'make file' so no direct compare to GLB.

As we know current racial situation in USA is tense, maybe due that or it was planned earlier but is running now a 'Bundle for Racial Justice and Equality', goal was to reah $5kk, already exceed that amount. Regardless the reason, beside helping this noble goal it's good opportunity to dig on for some interesting stuff. In short words, for at leas $5 You can get content from 1320 creators -> "Buy 1,657 items for $5 Regularly ~$9,193 Save 99%!". It's running from some time but will be available for next 3 days.
Ofc moslty contains game projects, but also some tileset's and other 2d stuff like animations, sprites and so on.
link to bundle

Some time ago I saw one quite original concept game, it's in this bundle so I decided to make a hint about it:
Quote from: dev description
LazerGrrl is a fast-paced pvp strategy game. It combines the fury of Bomberman with the strategic depth of an RTS. Find the right balance between building your own base and blasting your opponents.

If You saw some interesting project, great art or original concept don't hesitate to write Your opinion ;]

GLBasic - en / Re: Compiling to html5?
« on: 2020-Jun-12 »
Yeah, I could be more precise and write some background for it as You did :-)
So generally in v15 everything for html5 target was in one package, just unpack, instal some Java SDK and it's ready to go.. emscripten was included, no separate tools.
But v16 package contains only few config and *bat files that from what I understand are configured to work with proper emscripten installation in system - that needs to have python, git and possible other tools installed. Didn't saw any special info about that html5 target so I assumed that now proper way to use that target is to have all those tools installed in normal way as they should be. And here fun begins, as mentioned in previous post various problems appear during that - config files set for older emscripten installations, and GLBasic lib itself built with old commands.
Maybe my assumption was wrong and I need to copying v15 platform to current v16 directory
and do some reconfiguration or something, really I don't know as I didn't found any info about that, or I missed something :/

GLBasic - en / Re: Compiling to html5?
« on: 2020-Jun-07 »
Hey, Qedo but what version of Emscripten and Python are You using? That's the issue.
As I mentioned, html5 target in GLB was set to use old versions of those tools (from couple years ago), and it just won't work on their current versions. So in short - You have small chances to get it working on fresh machine, or do a lot of digging to found proper old binaries, and other thing, it would be beneficial to use newest versions with all possible fixes, optimizations and so on.. Do fresh installation of emscripten, latest python and all other tools that are needed and You will see that it just doesn't work, with all issues mentioned in previous my post. :/
I would really like to have this as it's much easier to show possible demos for wider audience.

Hi, generally as You can download GLBasic source (it's >2GB with all stuff) so there are no secrets in any function :-)
GLB is using ISSAC method and 'rand.c' implementation (or whatever it should be called properly) by Bob Jenkins. You can found original code here:
It was little modified to work as GLB part, but core is same.

Sadly I don't have to much free time, and can't participate in this at moment. This is a great example how to use C++ inline and external libraries, I'll need to take a deep look into it to see better way of using Steam API if possible.
Quote from: Schranz0r
no need to wrapp the whole thing in a gbas file, simple direkt calls...
This way you can say to the compiler to use the Raylib:: and not the __GLBASIC__:: namespace for this functions
So Your saying that there is a possibility to override all standard GLB functions this way and use this as alternative? Very interesting, and may be very useful - in case of bugs/instability in core GLB, testing performance and as final build target. From what I saw on raylib webdoc additional libs may be needed in case of need for additional stuff like rumble effects - SDL2.

One strange issue in Spot Race on Android. When music is muted then sound effects are a bit quieter, or rather if music is on the rest of sounds are louder - and a bit to loud compared to music and normal sound volume.
That problem with invisible text in menu in PowerUp Elevator still remains. Beside that didn't noticed any issues with bad fps or frame pacing problems (60hz device).

GLBasic - en / Re: How to check Vsync screen
« on: 2020-May-29 »
60Hz monitor, code mostly outputs 60, sometime 59hz happens.

Bug Reports / Re: Android Game Loop
« on: 2020-May-28 »
hm.. not sure if I was aware of those frame pacing issues, but in fact setting fps limit to 60 can cause some issues on 75/90/144 screens, and here one question raises. What's the best method to avoid possible problems, use VSYNC, LIMITFPS with some large number, use hand-made fps control function in WHILE loop or something else? For mobiles mostly as for PC dedicated title it may depend on game type.

GLBasic - en / Re: Compiling to html5?
« on: 2020-May-23 »
Those *.bat files in platform/HTML5 are either not used for build or are for building GLB lib itself or something if I understand correctly, proper build file is 'compile_html5.bat' that's generated during compilation in 'temp\glbasic', this can be edited to set proper path for emscripten and that will work.
But there are other issues, first is that 'OUTLINING_LIMIT' setting is deprecated and not used in current emscripten, second thing, prebuilt / included GLB/HTML5 libraries were made with older version of emscripten, if You will try to use them on latest public version an error 'machine type must be wasm32' will appear, and compilation will stop.
Still there are those warning about multi brackets (()) and using == comparison instead of ===, but those can be ignored with some compiler switches.
It would be great if those critical errors could be fixed so HTML5 would be available again.

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