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Messages - MrPlow

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GLBasic - en / Re: Question...
« on: 2019-May-18 »
Great news about the Android progress :)

GLBasic - en / Re: Question...
« on: 2019-May-17 »
I want Android as well (for 2D)....but do not care if the 3D feature are only for Desktop :)

Announcements / Re: Geek Audiobook out now!
« on: 2019-May-16 »
If anyone claims the codes please post to let others know :)

Just be careful of deletes in the said array.
I often 'mark' array items and delete them later.

Yes - for any array.

Announcements / Geek Audiobook out now!
« on: 2019-May-14 »
Hi Guys!

Some free codes.
Two US Audible codes for my new audiobook!


Plus 1 UK Code (use

Anyone else can get a FREE copy via the Free Trial or their Audible Credits (UK) (USA)


When Android building is ready - I would suggest that GLB creates a product listing on too.

Those users would love GLB, and might not know about the steam version.

GLBasic - en / Re: Message to Kitty
« on: 2019-May-14 »
I didn't have many crashes on my admob ads - probably cause I stayed using older frameworks

One thing I did do was I replaced the Playservices with newer library and updated the manifest for it - all worked first time and my crash rate was low...

<meta-data android:name=""


This sounds great!!
And will be a huge selling point for GLB!

GLBasic - en / Re: Message to Kitty
« on: 2019-May-11 »
This is really good news!  =D
A good ability would be to allow for inline java code so that items like admob and other sdks or code could be implemented at a lower level which would probably simplify the android builds without having  to change much to GLB.

GLBasic - en / Re: Inline C++
« on: 2019-May-09 »
Okay - getting further now..

There was no stdio.h in my include dir so I put one in there (4k in size - so not sure if it was the correct one)
also I changed
 #include <stdio.h>
 #include "stdio.h"

Now it compiles but does not understand printf() function.

GLBasic - en / Re: Inline C++
« on: 2019-May-09 »
Okay, tried that too and got these errors...

C:\Users\Lenovo\AppData\Local\Temp\glbasic\gpc_temp1.cpp:16:18: cstdio: No such file or directory
C:\Users\Lenovo\AppData\Local\Temp\glbasic\gpc_temp1.cpp: In function `DGInt __GLBASIC__::printf1()':
C:\Users\Lenovo\AppData\Local\Temp\glbasic\gpc_temp1.cpp:46: error: `printf' was not declared in this scope

Same result with <stdio> instead of <cstdio>

GLBasic - en / Re: Inline C++
« on: 2019-May-09 »
Tried that too just getting./..

gpc_temp0.cpp:53:17: stdio: No such file or directory

GLBasic - en / Inline C++
« on: 2019-May-09 »
I must be doing something wrong but my tries at using past examples of C++ inline code is not working...
is the way I am doing it?

Getting errors like so...
"C:/../..Printtest/stdio.h:39:24: no include path in which to search for stdio.h
C:\Users\..\..\Local\Temp\glbasic\gpc_temp0.cpp:101: error: expected constructor, destructor, or type conversion before ';' "

Code: GLBasic [Select]
GOSUB main

SUB main:
#include <stdio.h>

 namespace __GLBASIC__{


PRINT "HELLO",100,100

FUNCTION printf1:

   char z[100] = "I am learning C programming language.";
   printf("%s", z);
   RETURN 0;



GLBasic - en / Re: Message to Kitty
« on: 2019-May-03 »
My app building for Android still works for the higher APIs - not perfect - some Background activity behaviours that gooooogle doesnt like but otherwise working fine for my players. Even admob and iaps are still working on the versions I am using (for now anyway!)

The 64 bit is next thing so if SF or Gernot can solve that one using current build process that might keep android building going for  with GLB.

I am still using older versions of everything (cause I don't want to 'break' my setup)

I have just released another android app using this method:

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