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Messages - erico

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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.

Announcements / Re: TH_AVOCADO MAYHEM
« on: 2019-Nov-05 »
Thanks! I have to add some steam keys for you guys, here a few:

Let me know your scores!

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.

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.

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:

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

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.

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:
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.
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. ;)

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. ;)


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

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.

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.

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:

Then I have this to add the final speed to the positions:

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.

Then I add

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. :-[

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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