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GLBasic - en / Re: Android - has anyone tried yet?
« Last post by spacefractal on Today at 12:39 am »
Im have finaly sendt your project to Gernot as there is still something strange and fishing and has finally looked today. Currectly now in Android 3.4.1 which im using, no medias is loaded, regaardless on system its seens. Im do removed a lots of old code and does no longer checking correct path, but still woes, even its does copy correctly (which does now only do that once).

Im hope its ok.

EDIT:

Im do believe now what its happens. SETCURRENTDIR() and GETCURRENTDIR() is the main cultpait. etc im have seen the path used by java and c++ does not point to the same folder....... could its been that?
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GLBasic - en / Re: Android - has anyone tried yet?
« Last post by spacefractal on Yesterday at 09:04 pm »
yes, sound is working fine (and looks like you might using Android Extras sound system, which is different).

Im is still not a clue at all, what it happens and have still not looked into anyware at all since the drama (im wanted to take a break). Im did not have focus on glbasic this week throught at all (some family thing and on a Spectrum Next game). Im did tried various settings and various thing before im got frustated and later uninstalled it and deleted most of the files.

Howover im do have reinstalled it with a clean install throught (and also saved a lots insane a lots of gb, so its a good thing).

And now.... its fails on ALL platform, so Android is so strange is its can been. Im is need to send your project to gernot by a abit extended log version (im log a bit more to logcat as im normally do).
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GLBasic - en / Re: Android - has anyone tried yet?
« Last post by MrPlow on Yesterday at 05:32 pm »
Hopefully a step further to solving this File Issue for api 22 - 5.x

Updating Studio app settings to API-19

 minSdkVersion 19
 targetSdkVersion 28

 arguments "APP_PLATFORM=android-19"

Then add use function for loading assets similar to old AE methods, like so:
LOADSOUND GETCURRENTDIR$()+File$, ID

So loadsound is now working but something is preventing the same solution from Loading FONTS and SPRITES

So that leads me to believe the underlying code for LOADSOUND is treating assets different than LOADSPRITE.

SF, does this help you to figure out the difference between LOADSOUND and LOADSPRITE / LOADFONT

:)





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Announcements / Re: TH_AVOCADO MAYHEM
« Last post by erico on 2019-Aug-23 »
The parser is a mixed feelings decision. For once, it is what taught me english but it is also very natural for old computers with rom basic, so using it takes VERY little of the few kbs available.
On the other hand, like stated by Snoopy, modern players won´t enjoy it.

Yep, that is pretty much what I first thought about Spacefractal, but I didn´t know of that c64 version, it is quite similar!
A pull down menu with the verbs I need and then display a bunch of options to go along that verb.

Here is an image of it, I already did the basic code proof of concept but it sucks as it takes almost 20kb :) ...it works nice though.
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Announcements / Re: TH_AVOCADO MAYHEM
« Last post by spacefractal on 2019-Aug-23 »
looks nice. the paresr could have been something like the C64 game Labyrinth (that one based on the movie).
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can been securiy reasons or in fact using by a newer compiler. This also happens on iOS too. We havent change the code here at all since, so its the extract same code here. Its wont even copy the files from the CopyAssests Java part for some odd reasons.
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Hi SF,

That seems to be very awkward compiling 2 different setups. Maybe Gernot has a fix for the API 21/22 issues?
It can't just be that Android Studio causes this - otherwise the error would be popping up on many other forums.
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Off Topic / Re: Voxels are the future!
« Last post by erico on 2019-Aug-23 »
Very difficult to listen to that guy...

I have seen promises of 100% destructible environment and what not for quite some time now so I´m a bit septic on the subject.
While as a demo scene piece, it sure looks great, but add the in-game elements and you will probably get stupid enemies like minecraft or buggy people like GTA, on the later, such breaks immersion on my side. It also seems only the above ground objects are destructible, doesn´t look like one can dig a hole on this flat, non-mountains, world.

I could go on based on all past fails, but this is just my opinion, maybe people nowadays don´t care much about such details.
Least that is a nice effort and I will be looking into what could come out of it, with not much hope.

Maybe there is a game which could fit and benefit from this engine´s characteristics?
A quick memory access tells me, for example, that this work in progress game here could use it well:
https://cdn.dbolical.com/cache/videos/games/1/68/67316/encode720p_mp4/shadows-of-doubt-august-2019-pre-alpha-gameplay.mp4

Thanks for sharing Bigsofty
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Im do consider to checking how multiple google play APKS works.

Then we can use Android SDK (the old one) for Api 16 (Android 4.1)-22 (Android 5.1) and Android Studio with Api 23 (Android 6.0) and up. This should been possible to support most kind of devices, even im will no longer support Android Extras on old devices of course, but they would could run on them.

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Beta Tests / Re: Beta test 3D demo 0.1
« Last post by bigsofty on 2019-Aug-23 »
Just tested, works well, really nice work here Snoopy. Very interested how this turns out!  :good:
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