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Messages - caffeinekid

Pages: 1 2 [3] 4
31
I hope it's a easy fixable problem in the createscreen command rather than something that is hit and miss across devices because that would kind of put a dampener on things. It seemed like such a good way of supporting lots of screen sizes with the minimum of fuss. :(

32
This code I sent you works on my tablet Coby Kyros 7024 2.2 as in Windows.

I changed the project settings Android screen size from your 9999x9999 to 2000x2000. Try setting up your real device resolution...

Yeah everything is working fine in windows.. but unfortunately not on this asus transformer tablet :/ I tried changing the project resolution to 800x1280, but it does the same thing.. I think the resolution is being set up fine, as I can see the drawing commands I'm doing to the backbuffer and they seem to be in native (tiny) resolution. It's just the CREATESCREEN part that I think isn't working on this particular device

I used the sc() function for scaling in my project and I've just got a 1 star review saying that on a Asus Transformer no graphics are displayed. Does anyone know how to get around this or if there is a possible fix while still being able to scale the graphics easily up or down?

33
Off Topic / Re: Introducin' Meself
« on: 2011-Oct-09 »
Wasn't Blitz your first GLB game Caff? Is it not finished? Any chance of seeing a pc version at some point?

Yes it's finished and it's on the Android market place. I posted in the Android Market thread.

I'm going to release the free PC version when I make my developer licence costs back. It might take some time. lol


34
Off Topic / Re: Steve Jobs passed away
« on: 2011-Oct-08 »
At least I was :offtopic: in the :offtopic: forum, as Ian says.  LOL

35
Off Topic / Re: Steve Jobs passed away
« on: 2011-Oct-07 »
Agreed - whatever the specs of a machine, unless a user turns it on and plays with it, all it is is an electronic brick - even if it's a nice looking electronic brick that costs twice as much as an ordinary brick :P

...but enough about the 3DS...  :x

36
Announcements / Re: I had a dream...
« on: 2011-Oct-07 »
Awesome! I'm so excited. :)

37
I have had a report that my Android app only shows half the screen (I think that's what they said I'm trying to clarify) on his HTC Wildfire - perhaps this is the same problem?

38
GLBasic - en / Re: Android Marketplace
« on: 2011-Oct-05 »
Name: RETRO BLITZ
Genre: GAMES/ARCADE AND ACTION
Cost: 1$/65p
Languages: English

I've just published my first game, Retro Blitz - a very accurate remake of an old Vic-20 game in the style of the old type-ins from magazines.





https://market.android.com/details?id=com.tcksoft.blitz

Two sales already. I'm cooking with gas. LOL  :enc:

39
Announcements / Re: I had a dream...
« on: 2011-Oct-04 »
Rapidshare or whatever would be fine for most people I imagine for the chance to get hold of this functionality!

40
incbin would solve all this too? ;)

41
I believe it's a large texture/image with all your sprites and animations on taking up the smallest memory footprint they can and all being in one place so that the platform your code is running on doesn't have to keep swapping images/textures in and out of graphics memory?

In GLBasic terms I guess it would be like having a second index like when you load an anim, but being able to have frames of different sizes all on the same sprite sheet.


42
Off Topic / Re: Introducin' Meself
« on: 2011-Sep-25 »
I'm working on my first GLB game at the moment too, just getting used to some bits of the language and making something simple. I hope you enjoy your GLB journey. :)

43
Code Snippets / Re: GLBasic version of incbin
« on: 2011-Sep-25 »
I would love to see a BlitzMax style incbin command on GLBasic. Is there are possibility it might get included ;) at some point?

44
I've had GLB for a few years now mate and thought it was about time I actually used it and had a play. :)

Starting simple - it's a bit different to what I'm used to in BlitzMax - but I'm getting there, hopefully.

It's good to be here Mr Kitty. :)

45
Panic over, it compiled after reinstalling the Android SDK again from scratch. Something must have got foobarred since the last time I tried about six weeks ago.

Thanks for your assistance guys.

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