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Messages - MrPlow

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Bug Reports / Re: GLB Update Fail
« on: 2020-May-01 »
No joy.
Still not working and getting the same error when updating...
How do I get this back working at the moment I cannot use my GLB?

Bug Reports / Re: GLB Update Fail
« on: 2020-May-01 »
Okay did those things - and even rebooted but the Update still failed

Bug Reports / Re: GLB Update Fail
« on: 2020-Apr-29 »
Okay  - currently running the validation option...will see how I get on :)

Bug Reports / GLB Update Fail
« on: 2020-Apr-29 »
GLB failed to open after latest update!

GCC_merge.exe disk write error message

Hi Sf,

For the On_Pause issues surely we can code the Sound / Music stop commands to execute prior to proceeding to GLB_ON_PAUSE - so I don't think that's a major issue, is it ?
Not worth the hassle of changing core-setup anyway? Sound music seems to working fine for me on the main.

Chromebook isn't on my radar, as a target dev platform - maybe it is for others - although a nice-to-have it is only about 1.25% of the desktop market and of that 44% of the model range are below Android 6.0+ and therefore unreachable using GLB.

So I would take market size of the platform into consideration before deciding if the features are really worth it... I take it HTML 5 is still being worked on too? That is an important aspect and an important market.

I would love to see an IAP purchase library for Android added :)

Announcements / Re: The Outhouse
« on: 2020-Apr-26 »
Very nice!!
Love the sfx too! very satisfying :)

Good work! Very interesting!
also worth keeping an eye on app crash stats too, for each subsequent update - stuck partial wake locks and such...
as they affect placement and priority and should be monitored.

I am always a little nervous when the big updates come in - in case many thousands of users are affected


Wow! Sounds really promising...steam api functionality!!

Congrats Nabz!

Also Android compile is working well using Android Studio for Windows :)

GLBasic - en / Re: Android compile not working
« on: 2020-Apr-20 »
I restarted my computer and it seems to be back working now. :)

I hope the new Chromebook features do not affect the normal Android app functionality?

GLBasic - en / Re: Android compile not working
« on: 2020-Apr-19 »
Thanks - they were defaulted at "true"

Also the icons (drawables) are not creating etc.

Do you have the working beta template files so I can try overwrite and get it back working?

GLBasic - en / Re: Android compile not working
« on: 2020-Apr-19 »
Hmm, not gradle afaik - I haven't knowingly updated it.

Started again with a completely new project and getting "processing manifest error"

I fixed the round_icon issue and the double entry for launcher entry...but still not accepting it? Is the manifest below the correct format?

"<category android:name="android.intent.category.LAUNCHER" />"

<?xml version="1.0" encoding="utf-8"?>

<manifest xmlns:android=""


    <!-- OpenGL ES 2.0 -->
    <uses-feature android:glEsVersion="0x00020000" />

    <!-- GLBASIC_USER_NOTE app permissions and features -->

    <!-- this game require either protrait & landscape support -->
    <uses-feature android:name="android.hardware.screen.landscape" android:required="true" />
    <uses-feature android:name="android.hardware.screen.portrait" android:required="true" />

    <!-- Touchscreen support -->
    <uses-feature android:name="android.hardware.touchscreen" android:required="true" />

    <!-- Game controller support -->
    <uses-feature android:name="android.hardware.gamepad" android:required="false" />

    <!-- External mouse input events (required for native Chromebook support) -->
    <uses-feature android:name="android.hardware.type.pc" android:required="false" />

    <!-- Has Android TV support (here you need to support a least the tv removte and has landscape mode -->
    <uses-feature android:name="" android:required="false" />

    <!-- If your app support Android Go? -->
    <uses-feature android:name="android.hardware.ram.low" android:required="false" />
   <!-- If your app support require sensors -->
    <uses-feature android:name="android.hardware.sensor" android:required="false"/>

    <!-- Allow access to the vibrator, permission is not required -->
    <!-- <uses-permission android:name="android.permission.VIBRATE" /> -->

    <!-- Checkout the battery status (etc you could lower the framerate in low battery or like that, permission is not required -->
    <!-- <uses-permission android:name="android.permission.BATTERY_STATS" />  -->

    <!-- Allow writing to external storage -->
    <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />

    <!-- Allow access to the internet -->
    <uses-permission android:name="android.permission.INTERNET" />

        android:anyDensity="true" />


        <activity android:name="SDLGlbasic"
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
                               <category android:name="android.intent.category.LEANBACK_LAUNCHER" />


GLBasic - en / Android compile not working
« on: 2020-Apr-19 »
Has there been another update on Android?
All of a sudden  my Android Compile is failing.

Announcements / Simple Turtle update
« on: 2020-Apr-14 »
Hi Guys

Did a number of updates to my LOGO Turtle app

Latest being the Dark theme seen here  =D

GLBasic - en / Re: Android back button
« on: 2020-Apr-13 »
Yes, that is fine...I can see the logic :)

I wansn't sure it was meant - as I previously used AE ("menu") command to do my other back button presses.

But only only once per loop is fine.
It was just that testing for the keypress would fail for subsequent tries in multiple 'IF' tests and I wanted to help others - in case they tried the same :)

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