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Crivens

I use the Box iPhone app for backing up my apps. Register from the iPhone and you get 50gb for free. Easy then to transfer and archive (on an encrypted 7z). Nicely shows a version number against each upload too.

As for shared projects I wouldn't over think things. I'm betting 99% of us here are on solo bedroom coders, possibly with an artist.

Cheers
Current fave quote: Cause you like musicians and I like people with boobs.

MrTAToad

#91
The top image uses 0.5 and the bottom one uses 1.0

As you can see the top image has something odd added to it

However, SMOOTHSHADING FALSE does solve it, so its some sort of anti-alias problem...

[attachment deleted by admin]

Nathan

Oh yeah, good point.  I should have RTFM because I didn't realise SMOOTHSHADING is reset after every SHOWSCREEN.

r0ber7

If you want to keep SMOOTHSHADING on, perhaps you could increase the sprite width & height so that there's a transparent border. Seems like SMOOTHSHADING in the above example takes the shading of the airplane's tail and throws it on the first pixels column.

Crivens

Out of interest when it comes to sharing projects did Gernot ever implement a special encrypted gbas file so you can keep some code secret from team mates? Especially good if want to test code on other devices that you don't own yourself. Gernot mentioned it a while back but I'm not sure what happened

Cheers
Current fave quote: Cause you like musicians and I like people with boobs.

Ian Price

QuoteEspecially good if want to test code on other devices that you don't own yourself.
Why not just compile for that machine and pass the executable to someone else?

If you don't want someone to view the source code, then don't give it to them. Or am I missing something (I've only just got up after working night shifts, so I'm a tad braindead at the mo!).
I came. I saw. I played.

Nathan

Aren't you describing above a .GBAL file?  I'm not sure how to create one myself, but looking at the Userlibs Forum section, the first post has discussion on a GBAL and it looks like you can create a library, that you can share with people who can compile it in their own project, but cannot change it.  (Or view it)

erico

#97
I have been using drawsprite and drawanim and came into issues similar to yours (sprite related).
So far I managed to go around and solve all of them.

There is still one thing that eludes me.
I load a background into the back buffer(loadbmp) and draw things over it.

The game is 320x240 and on higher systems I wanna scale that up to the 640x480.
So I used a cheap routine to copy and paste everything just before showscreen, using grabsprite/zoomsprite.

Everything goes on scalled perfectly, smoothshading off as I want hard(core) pixels.
Except for the background, this one gets a little antialiase, even with smoothshading off.
It resoults between the smoothshading on and the off. Like smoothshading 50%.

All other elements drawn goes ok, so if you take a look at the attached img(the red arrow mark), you see that even my masks go fine, just the pure loadbmp background gets this effect. the upper part of the trunk is drawn later over the background to so cover the moving clouds, so there you can see the difference as the lower part of the background is the loadbmp.

Another thing, it seems the caanoo id for buttons changed to, I get other results now, and can read the pause button too (nice :good:)

edit: Notice I still have to use my older caanoo projects (CAANOOTEST) since creating a new project will not compile a working version for it. really strange. no problems at all for pc though...


[attachment deleted by admin]

Kitty Hello

Is that background error there with 320x240 already? I mean before the grab?

erico

#99
Let me see if I understood...

Everything is running on 320x240 and designed for that, the grab happens just before the showscreen.
Running on output to 320x240 (normal) everything is ok
Running on output to 640x480 is where it happens. Notice on this case, I start the game with SETSCREEN 640,480,0 an run with it using the 320x240 portion of it only and scalling at the end.

Like this:
Code (glbasic) Select
// SET MACHINE TYPE
GLOBAL comp
comp=1

IF comp=0
SETSCREEN 320,240,0
ENDIF
IF comp=1
SETSCREEN 640,480,0
ENDIF


And this is what I´m doing just before the showscreen:

Code (glbasic) Select
// SCALE 2X desktops

IF comp=1
GRABSPRITE 50,0,0,320,240
SMOOTHSHADING FALSE
ZOOMSPRITE 50,160,120,2,2
ENDIF

SHOWSCREEN


edit: strangely, all other sprites scaled don´t suffer this, just the background.
edit2: the LOADBMP "BKG.png" happens after the SETSCREEN command whichever resolution.

ampos

grabsprite was not working on some devices. Try createscreen, just for higher resolution devices.

erico

#101
thanks ampos, I will give a try on that.

Now I understood what kitty said,
yes, the error is there before the grab and scalling.

like on the following pic

edit: strangely enough, running setscreen 320x240 on the pc gets to the same effect. down on caanoo it dosen´t happen.
So my guess it has something to do with the gfx card? and it´s on the loadbmp.

[attachment deleted by admin]

Crivens

It could be gbal that I'm thinking of. The reason for not sending the executable to someone is un-jb ios devices. Gbal libraries would sort that out allowing the user to test on someone elses device without giving away code. Will have to look into when back off holiday.

Cheers
Current fave quote: Cause you like musicians and I like people with boobs.

Ian Price

You can still send the compiled app to non-JB iOS owners, as long as they have a Mac - they can then run the compiled app on their device. Of course with the next major update, this won't be necessary (hopefully it's sorted by then) =D
I came. I saw. I played.

mentalthink

HI I Updated the 10.179 Glbasic version, and the log file put this:

ASC has optional index parameter,

sorry, but I don´t understand... this mean we can use strings into the index array?¿, for calling some index?¿...

Thanks in advance...