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Messages - erico

Pages: 1 [2] 3 4 ... 273
16
Nice, so most of the trouble you were having is solved.

About *makes same money roughly*, you mean publicity during game against just when exiting app?
Interesting, the later seems interesting if it does not disturb the gameplay.

17
Announcements / Re: TH_AVOCADO MAYHEM
« on: 2019-Nov-05 »
Thanks! I have to add some steam keys for you guys, here a few:
BKQQV-Q5Z0R-TI2EG
X2W6Q-I2GKA-H9NK7
8L5M2-PJ363-TZEZX

Let me know your scores!

18
Now that you said I went to check, and there is an icon as win 64 on the multi platform compile.
Since I installed and went about using it, I was hitting F5 as usual and the compile window states win32, so I guess that is the standard.

Haven´t tried the 64 version yet.

19
Bug Reports / Re: Netwebget$
« on: 2019-Nov-01 »
Nice! That is something I should try to add to my games, but I suck with everything netwise.

20
Yep, I suspect something similar too a long time ago, had a project with portuguese stuff in it or something like that.
Good reminder! :good:

21
Great stuff Mental! What do you plan to do with it?

22
GLBasic - en / Re: GLBasic
« on: 2019-Oct-16 »
I think it is a matter of sending them an email to evaluate the product and from there you can take part.
Also, how are the image problem going on on the forum?

I was going to repost some stuff but better wait till the full transition.

23
GLBasic - en / Re: Multiple poly vector shapes
« on: 2019-Oct-15 »
A quick look into the 2d snippets, I think this 2 examples will help you out:

http://www.glbasic.com/forum/index.php?topic=11073.0
In this case, Spacefractal is substituting drawrect for polyvectors and he is generating multiple rectangles shapes that way.
He seems to be using POLYNEWSTRIP command for that.

http://www.glbasic.com/forum/index.php?topic=10411.0
This is by Hemlos and also does a great job with polyvectors and multiple shapes.
I recall this impressed me a lot on the polyvector side of things so it might be a good place to start.

I hope that helps you out, sorry it took a while to answer. ;)

24
GLBasic - en / Re: Multiple poly vector shapes
« on: 2019-Oct-15 »
I haven´t used polivectors enough to feel confident in helping you out.
Out of memory, I recall one can start and end each polivector call, and should have at least 3 points within that that should be called in an anti-clockwise order.
I think you also can´t have some commands in between start and end poly.

I ran and read your code and it seems ( I could be wrong) that you are only calling polystart an polyend once and that will always draw a single polygon, you would have to call that again or probably put that inside a loop to call it as many times as you have full separated shapes.

If you want to resolve the thing in a single call, like your code shows, you could use the polynewstrip command?
That would lift the "pen" and create disconnected shapes.

I suspect though that calling polystart/end for each closed shape is a better solution and am confident I have seen code for that around the forum.
If I can find it I will add here, otherwise we just wait a bit for a more knowledge user to pop by. ;)


 

25
GLBasic - en / Re: GLBasic
« on: 2019-Oct-12 »
Ace! <3

26
GLBasic - en / Re: GLBasic
« on: 2019-Oct-11 »
Yep, I plan to use it till forever! :)
But nothing to worry I guess. Just a server change going on I guess.

27
Announcements / Re: Server change
« on: 2019-Oct-10 »
I think posts from the past 1 or 2 weeks are not up, at least.
I checked some old heavy image threads, some have images but they look corrupt, others are fully broken.

28
I do it with a variable for speed and another for acceleration.
For example, PX and PY for player position, PSX and PSY for their speed and PAX and PAY for acceleration.

On the loop, I add acceleration to the speed:
PSX=PSX+PAX
PSY=PSY+PAY

Then I have this to add the final speed to the positions:
PX=PX+PSX
PY=PY+PSY

Then I have another set of lines to add friction per cycle so the object has a tendency to stop as time goes by if no direction is pressed:
if PSX>0 then PSX=PSX-.1
if PSX<0 then PSX=PSX+.1
if PSY>0 then PSY=PSY-.1
if PSY<0 then PSY=PSY+.1

With the WASD keys, I alter the acceleration, if no key pressed, acceleration is 0.
You have to control max speed and a few other bits but this should give an idea.
The last .1 values could also be a variable in case the terrain under the player changes and you need more or less friction, say ice or sand.
Cheers.


Then I add

29
Off Topic / Re: Voxels are the future!
« on: 2019-Aug-27 »
but yeah, it is impressive. I guess I was being a bit too critic. :-[

30
warning!...a wild hunch approaches....

Could it be that certain settings on the PNG and JPG creation are causing trouble?
Like if the file is not generated a certain way it will fail security and not load?

Sorry if it sounds stupid, but I have to try to chip in one way or the other. :)

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