Recent Posts

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21
Bug Reports / Re: V11+V12 Beta bugreports!
« Last post by Qedo on 2020-Aug-03 »
unfortunately in html5 if you go to full screen mode the resolution of the canvas changes automatically and if, as in my case, you are working with the virtual resolution all the reference coordinates of the mouse change.
I should have solved with a solution that in Italy we call "casereccia" that is homemade, with only the GLB commands that should work.
I will let you know if it works and how. I hope someone will be interested
22
As this problem is still an issue..
Anyone tried to implement zip/7z or some other compression libraries? Mostly to protect graphic assets, so they can't be easy copied, or maybe some other encoding functions?

23
Bug Reports / Re: V11+V12 Beta bugreports!
« Last post by dreamerman on 2020-Aug-03 »
hm.. from what I see generally html5 games doesn't allow to change resolution, or if they do, then it's done by changing canvas size, and in such situation GetScreenSize should be sufficient.
Ofc. problem may be urgent when trying to do some iOS/Android cross platform html5 app.
Some workaround could be writing JS function to check desktop resolution (not sure if it's allowed in current JS standard) and calling it from GLB, it should be possible in some way, but way that html5 target works doesn't make it such simple :/
24
GLBasic - en / Android build issues
« Last post by MrPlow on 2020-Aug-03 »
Hi
Been a while since I used my GLB Android compile - must have been updated since.
I tried with a clean start - removing my older Android Studio folder from the app...
 
However, I got a Project build error with new the build

It seems to your  template for "Catch Out" is used for the manifest but the build is getting only as far as creating the Interstitial.java file and none of the the others

Any ideas why this is happening?

Strange that only the Interstitial.java file is being created in the project.???
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[moved elsewhere]
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GLBasic - en / Re: 3D and GLB
« Last post by SnooPI on 2020-Aug-02 »
You are right.
This is an important detail.

For Android, I would not do the tests myself because I am no longer developing for this platform at the moment.
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GLBasic - en / Re: 3D and GLB
« Last post by Qedo on 2020-Aug-01 »
to be "cross compatible" you must don't use X_SETSHADER (https://www.glbasic.com/forum/index.php?topic=8211.msg69409#msg69409) for OpenglES (Android). for the rest it seems all right. Then you will need to test on Android and Html5 and there I see it hard
28
GLBasic - en / Re: 3D and GLB
« Last post by SnooPI on 2020-Aug-01 »
Yes, and it could be interesting for the 3D game (or several because I like your idea of ​​making a Pong and a Frogger in 3D  :)).

-EDIT-
In addition, it will help to better understand how to use this very good library.
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GLBasic - en / Re: 3D and GLB
« Last post by erico on 2020-Aug-01 »
I´d think it is, is it cross compatible?
30
GLBasic - en / Re: 3D and GLB
« Last post by SnooPI on 2020-Aug-01 »
The problem with the tutorials only as a mini-game is that it will be less clear to beginners because there will be a lot of code in each tutorial.
Moreover, a simple 3D game already covers some quite complex functions (like collisions and collision responses etc.) not just the basics.

Another advantage of doing this in the form of normal tutorials is that anyone can add their own tutorial without having to make a full game.

Nevertheless your idea is interesting, but in this case these mini-games will have to be developed in parallel with the normal tutorials and therefore it will require more work (especially if it has to be done with videos).

Otherwise, you think it's a good idea to use T3DEntity?
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