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Messages - dreamerman

#316
After update to 15.005 editor still shows that it's 15.004, maybe nothing in it was changed, backup zip package is available in GLB directory, so you can check what was changed. Editor.exe is in German/Deutsch, EditorE.exe is in English, maybe Start shortcut was wrong or something, when running from proper path it shouldn't appear.
Just be patient for upcomming fixes.
#317
I really like this art style, visuals are great, music also.
Small game but gives fun, would be great on mobile phone with good touch controls, much better than most 'runner' type games.
Shooting also would be nice, and maybe different enemies..
#318
Tested on low-end tablet. Generally it's working smoothly, only pause button needs to tap longer than game itself.
Online highscores are working? As I played until level 6 and got >8000 points but I'm not on top list :p
Store indicates that app contains in-app advertising but didn't see any advert (whole time on wifi).
It would be best in some retro game pack or with additional maps, power-ups or something like that :-)
#319
My experience with Android is limited but from what I see, it looks like new AndroidExtras needs also banner image for app, (I'm still on ver 2.x.x), from Android info:
QuoteBanners are images that represent the face of your app or game on the home screens of Android TV devices and serve as a way for users to launch your app. Here are the requirements for your banner image:

Size: 320 x 180 px, xhdpi resource
Text must be included in the image. If your app is available in more than one language, you must provide versions of the banner image for each supported language.
Try adding 'baner.png' or something like this along with app icon in project directory, check that in AndroidExtras or ask SpaceFractal/other Android expert to about this.
#320
Check your AndroidManifest.xml file in android output patch for project.
Code (glbasic) Select
C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android\bin\AndroidManifest.xml:23: error: Error: No resource found that matches the given name (at 'banner' with value '@drawable/banner')
Whats on that line? Remember that always you need to set 'company name' in project options, it's needed.
#321
Earlier I wasn't sure about that as I also use some inkey and custom functions for checking key state, but I have similar feelings, it only appears when using LimitFps (even on 60fps), with normal uncapped framerate and keyboard checking each 16ms (around 60fps) it's working properly. Didn't test if it appears only with latest patch but I have one game prototype built with earlier version of GLB that's using LimitFps 60 with vsync and it's working good.
#322
For drawrect You are using polyvector with custom texture or this trick? (check both)
Code (glbasic) Select
STARTPOLY -1, 2
#323
That's green thing is a cucumber slice? Only that somehow doesn't fit, no legs, different animation.. sausage is the best :D
When player is climbing on ladder collision with pickles is disabled, or just collision rectangle is smaller?
As for one-screen game looks really good, and in my opinion there is no much things that could be added to keep style / simplicity of the game (power-ups like temporary immunity, longer range for attacks). With menu's in same retro style, some kind of like NES it will be interesting to check.
Only pc or also mobiles, with wifi multiplayer?
#324
I think that LIMITFPS should be sufficient, personally I didn't encounter any problems with it on pc/android (or maybe there are some issues that I'm not aware of?), of course all depends on game loop, as in some mockups I'm just using SLEEP with simple IF delta_time > target_delta THEN draw()
This may vary but it all depends on what devices that issue appears, there are so many fullhd phones with slow gpu that can handle OS quite good but they have problems with displaying all stuff if you are targeting for example 60fps and 100% screen resolution, yet if problem appears on devices with normal gpu's thats real issue.
#325
Artwork style is final - are you aiming at something like 16 color graphic for retro fans? With TV overlay, maybe scanline effect that would be game for them :-)
I like that bounce effect if hamburger falls down, and water splash sprite/animation.
#326
It's not dead if someone asks ;] A small update with few fixes, yet with larger projects some UDT hint issues may appear (to fix it use Project -> Check user variables, or just compile project), as I wasn't able to track them in given time..
If you think that some functionalities are necessary let me know (beside Debug), personally I have some ideas but game projects have higher priority.
#327
GLBasic - en / Re: Proguard
2017-Jun-23
Isn't that particular obfuscator only for Java apps? GLB produces native code and Java part is only used as the basis for app and for wrapping native system functions from what I understand. So code protection is such an issue? Or you intended to use it for minimazing code size.
#328
To see best prices you can also look at Salenauts, site that aggregate bargains and promotions for all digital games on all platforms (Steam / Origin / Uplay / GOG), digital shops (GreenManGaming, GamersGate ...), keyshops (G2A, Kinguin), also contains info about most bundles (Humble, IndieGala, BundleStars)... It's probably most meaningful site of this kind for global / worldwide users. Sound's like advertisement, but just check it ;-)
#329
Off Topic / Re: Steam Direct
2017-Jun-16
The problem with Greenlight were game bundles and all kind of  corrupted voting system - promotions like: gives as thumb up/green light, make a comment, and after grenlight you will receive copy of our game, all of that for Steam cards, that can be sold.. :D This way even complete crap, really short games were published to Steam. Interesting how it will look now...
Erico if you think that games are to short/small maybe do some bundle like 2/3 similar games as one product, I will do that with my mobile based logic games and hope to put that on Steam later this year.
#330
This is huge and difficult topic. Many many things could be written, but in shorts, Kickstarter/Greenlight boom resulted in game makers boom, that time they have some crazy licensing like 1000$ for one platform, many good promotion stuffs (advertising / video tutorials / yt panels) form Unity and others and here we are. now most games are made with 3 tools (Unity / UE4 / GameMaker), and normal languages have rough times (also other tools to, where is Shiva3D, Torque, Marmalade ...).

Conclusion:
GLB as game oriented programming language is good and solid, allows for much flexibility to combine 2d with basic 3d for some nice effects, many modules / ready to use examples are on forum, but it requires to write a lot of code, that nowdays only few people want to do.. Yet it wasn't so promoted as other tools, so had lower chance to took their approach in that changing indie dev market - like crowd founding (look Monkey2 / AppGame Tool Kit).
Beside that most important features still remains - easy to learn, really fast (as code is translated to C++), in 2d/simple 3d it's best (game making tools can't compare) what you can get without going to pure C++. You think thats nothing? Try to play some Steam indie games made with Unity/GameMaker on iGPU :D and same games with proper codding would work great on mobiles if they were made with GLB... That's the prize, for speed you need to do much coding on your own. Of course GLB has so some issues with mobile platforms but I hope that they could be resolved (or already are, as I didn't watch Android topic from some time).

Topic is much deeper and everyone has some thoughts. Complete language reqrite would be pointless, as it would require to much effort and competition is really hard, I would opt for fixing eqentuall bugs and keeping current functionalities. And I'm sticking with GLB for current projects, I doubt that will be doing some UE4 based game ;)
I hope that those few nice looing projects that are here on forum will be finished, that would be another good showcase (of course bearing in mind those few games that are already on Steam).

ps. Win10 - UWP is something worth to check, I mentioned it in other topic