CAANOO AND OSX project not recognized

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erico

Hi all,
game is coming along great, all basics are in there.

But one strange thing, I started the project and did not setup caanoo on the project settings.
Later, after compiling multiplatform, it didn´t get recognized as a working app.

I changed project settings and nothing happened, I used the clean project button but nothing.
In fact, if I clean all the code it still does not go through.

Coping this code and media over one of my caanoo´s test projects, and them it all goes fine.
Am I doing something wrong here?

Also, the Media folder does not go through in any cases, have to copy it manually, but no problem.

While on the original project (set to win32) I did an osx x86 build and it worked on my hackintosh osx 10.65, but it didn´t on a friend´s 10.58 all intel with a nice gfx card. Is he missing something?


erico

a picture of it running...colors are strangely taken by the camera.

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MrTAToad

He shouldn't be missing anything - run the executable from Terminal and see what it says...

Nice picture!

erico

we will give a try, the idea is that it must compile to a lot of different plats.
I thought if caanoo was going, the others might be easier ;)

Hatonastick

Man... I wish I owned one of those.  That and they took off.  Like the look of the game very much btw.
Mat. 5: 14 - 16

Android: Toshiba Thrive Tablet (3.2), Samsung Galaxy Tab 2 (4.1.2).
Netbook: Samsung N150+ Netbook (Win 7 32-bit + Ubuntu 11.10).
Desktop: Intel i5 Desktop with NVIDIA GeForce GTX 460 (Win 8.1 64-bit).

erico

Still can´t compile for the caanoo out of the current project.
I can go around copying things to an already old test project I did and it all works fine.

I tried creating a brand new project and it also doesen´t go.
The file is recognized on the caanoo´s explorer, but it is invalid application.

It is like I could create let´s say 4 projects for it, now I can´t create others.
Is this a bug?

heeelp.

fuzzy70

Quote from: Hatonastick on 2011-Nov-08
Man... I wish I owned one of those.  That and they took off.  Like the look of the game very much btw.

I never even heard of a Caanoo until I started with GLB  :D
"Why don't you just make ten louder and make ten be the top number and make that a little louder?"
- "These go to eleven."

This Is Spinal Tap (1984)

erico

I guess I should do a little propaganda on it soon, it´s quite nice :).
Not new, not perfect, not money maker, geek stuff.

Best way is to try my best to point out exactly where the problem is.
I believe before I post anything as a bug, I must exhaust all my capabilities on the subject.
I still have some cards over on trying to solve these.

It´s not a breaker, I can still use the older test projects and copy/paste the code there.

Final targets are desktops and maybe some mobiles if I can get some help on that as I own none.
I´m not the best coder, not even an ok one. :'(

erico

#8
Quote from: Hatonastick on 2011-Nov-08
Man... I wish I owned one of those.  That and they took off.  Like the look of the game very much btw.

My guess is if you are in the US or Europe, you can get one for a fair price, 150$ is worth it.
I have doubts about the controllers´quality, but if you like this kind of stuff there is so much/little you can do to go around...then again, which controller could handle decathlon(a2600)?
edit: just in case, guys at pg2x sent me the specification and the parts and where to buy it in case anything happens...I must be covered!

Everything else so far is solid rock, higher standards then a lot of stuff I bought before.
About "take off" I really don´t care.

Thanks the compliment on the game, it´s a simple pocket thing.

ps. it´s the remake of an old game i did on the coco...I thought to start slow




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MrTAToad

Nice - its odd about it only working in a specific project.  Perhaps it might be worth deleting the offending project and re-create it...

erico

#10
I think so too, really strange.
But the offending project is any project I create now, even new ones.

It only works on the other projects where it did work in my first tests.

I will have a free couple days soon and will try various things, even reinstalling glbasic.

MrTAToad

Most likely either a new project or re-installation will fix it...

erico

#12
ok, got some time now, project is going on an older test one, so no stopping developing it.
will fine tune g-sensor now and build a mac and check it with friends if it works...

...I wonder If I should open a devlog on the blog here, what are your experiences? should I do TIG?
I have a domain, but won´t pay servers unless I get this finished first place, can run a blog on it then.
Blog format is my best choice for the NEWS page.

Another thing is the media folder, I thought it should be there, but thinking better, since developing for this means a heck of copy and paste going around every test, why write the same content over and over again when the code is the only thing you are tunning? So Gernot, if you hear this, keep it as it is. it´s perfect. I just got into my senses :-[

erico

#13
dam, the part of the code for the controllers is a mess, divided in 2 parts, works fine for analog joy, pad and keybord, but it´s sucking horribly on tunning for g-sensor, and also for touch :(
Got it working but not good enough, the g-sensor has a wonderful precision, I have to use all of it.
can´t let it bust because code is trash.

heck, will have to rewrite this module. And also, a friend said the movement should be straight...after I took half a valuable day making all sorts of accelerations. Currently to work it requires exponential things, and I just can´t work this off.

I guess I should do something like a beta so I gather some to help or a proper thread for it or a blog.

EDIT: got it working now hehe, using same code, just had to work harder to see things into it.