-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|425|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Off Topic -> AGAWFrame

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Posted : Friday, 24 November 2017, 15:40
Jayenkai
Thing I'm struggling with, tonight.
GLFW doesn't appear to let me render to "larger than the screen's resolution" canvases.
eg, because my lappy's maximum is 1366x768, I can't render out to 1920x1080.
That's a bit of a bummer.

I might need to poke and prod to find a way around that.

-=-=-
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Posted : Friday, 24 November 2017, 15:55
rockford
GLBasic allows that, so there's something amiss somewhere, methinks.
Posted : Friday, 24 November 2017, 16:04
Jayenkai
Yeah, it seems to be one of those "not in the Modern version" functions that have been depreciated just to screw me over...
I’m currently considering that "a good option" would be to get the Mac version up and running, since the MacMini's plugged into a HDMI 1080p Monitor.

Might not be an easy task!!

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Posted : Sunday, 26 November 2017, 08:39
Jayenkai


OPTIONS - GETS!

A bit wordy, but honestly, what else can you do!?!

-=-=-
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Posted : Sunday, 03 December 2017, 04:58
Jayenkai
*sigh*
OK, Mouse co-ords all redone so that they work when Overscan's in use. Shittons of maths to get that working, btw..

Additionally, I rejigged the scaling so that if the framework's running on an iPhoneX, the overscan kicks in at the top/left of the screen, to avoid "bumper" issues.

-=-=-
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Posted : Sunday, 03 December 2017, 12:39
Jayenkai
Hmm.. my "every controller works together to all be player one" code doesn’t seem to be working very well in Linux.
Will have to have a good nosey at that.

-=-=-
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Posted : Sunday, 03 December 2017, 14:45
Jayenkai
Spent most of today looking at my controller code, and screaming at the damn X360 pad being inverted.. Why X360 pad!? WHY!?!?

Anyhoo.. Controller test!!

-=-=- Copy+Pasted from AGameAWeek -=-=-
Time for another test.
If you're bored, are running Windows, have a controller or two at hand, and want to help out, please give this test a run.

Download the Test Here
(Windows only, right now. Linux is.. ... Being Linux!)

It currently only uses "Port 1", so whatever joystick/gamepad you want to test should be connected first, before running.

Run the exe, hit start, then play about with buttons and whatnot.
The button names onscreen should be approximately accurate, but if they're not, please do let me know what controller you're using.
The two thumbsticks (if indeed your controller HAS thumbsticks) should show up in the right spot, and with the correct axis.
If the Y Axis is wrong, again, be sure to let me know what controller you're using.

DPad should also work, but I've had issues with DPad in the past!!

Either way, tap, click and press away, and let me know how it goes.
Thanks!

-=-=-
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Posted : Tuesday, 05 December 2017, 12:37
Jayenkai
"Winsock"....

Spent today trying to fathom that, and attempt to get URL Data Requests to work.
..it’s kinda working.
I can see all the data that the server's sending me, but the start of the reply is curiously mangled, for some reason.
Threading and delays will probably help,

*sigh*

-=-=-
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Posted : Tuesday, 05 December 2017, 14:25
Pakz
I just got my joypad delivered. With your test only the round circle in the center does not register. I have a "Tracer Shogun Usb" The mapping seems not to make complete sense also. It is a playstation style joypad.

The sensitivity does work which I did not seem to see working on a online website joypad test. Glad to see this joypad has this feature.
Posted : Wednesday, 06 December 2017, 20:12
Jayenkai


Success!!!
... Windows only, but finally doing something!!

-=-=-
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Posted : Thursday, 07 December 2017, 04:22
rychan
Oh wow, winsock is still going!

Last itme I played with that it was 2005!

-=-=-
Web / Game Dev, occasionally finishes off coding games also!

Refresh Games - Game Dev Blog
Posted : Thursday, 07 December 2017, 05:28
Jayenkai
Just attempted the Linux version, and after about an hour of converting many different commands to many different incredibly similar yet ever so slightly different commands (capitalisation is a bitch, here!) I finally got the Linux edition to return the Apache headers and web context.
Unfortunately it's all being output in a slightly different way, so the code I wrote to sift through the data isn't working anymore.
Grrr..
Going to have to add oodles more gubbins to keep it all operational.

.. But, it *kinda* works on Linux, and that's a good start!

-=-=-
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Posted : Thursday, 07 December 2017, 05:34
rychan
Nice to know, wooo, net gaming
Posted : Thursday, 07 December 2017, 05:46
Jayenkai
Nah, just for the odd scoreboard!! Far too lazy to do proper net’y gaming!

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Posted : Thursday, 07 December 2017, 11:51
Jayenkai


Yeah

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Posted : Friday, 08 December 2017, 13:40
Jayenkai
Roadblocks all around me!!!

On the MacOS side, I'm having severe issues trying to get the bloomin' thing to compile via Terminal. I might give up trying to do it that way, and instead attempt to make an XCode Project to compile from.
Driving me bonkers, so it is!!

Meanwhile, the framework's button code looks like it needs a complete and total rewrite/rethink, as I need to now include redefinable keys/buttons for everything. I'm going to have to have a good think about how to do that sort of thing, whilst keeping it as simplistic as possible.

Been a long day full of stop/starts, really, and haven't actually got anywhere with anything!

-=-=-
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Posted : Sunday, 10 December 2017, 05:39
Jayenkai
Confounded Controller Configuration Craziness...

I'm at a crossroads.
If I integrate controller options into the "Framework", I need to also account for the possibility of controller config in the main Engine.. But then the Engine will be reliant on the Framework being there, and be overly complicated to try to work without it.
Hmm...
It's really hard trying to plan for this sort of thing, whilst trying to keep things as freeform as I possibly can.

I've spent most of the past 24 hours trying to decide on the best method for controllers, but I'm still not any closer to figuring it out.
Bah, humbug..

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Posted : Saturday, 16 December 2017, 03:53
Jayenkai


Currently midway through the "redefine keys" stuff, and although it's "nearly" working, it's not quite functioning properly for Joypad, in that hitting the "Primary" button insta-defines the key as that button.. need to add a delay or something..

But otherwise, all seems good to go.
I next need to figure out how I’m going to handle the analogue thumbsticks..
Hmmmm...

-=-=-
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Posted : Saturday, 16 December 2017, 10:26
Jayenkai


Much more functional, now, and also saves properly, too!
Still no thumbsticks, though.
Where the hell are they going to go!?!?

-=-=-
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Posted : Monday, 01 January 2018, 14:26
Jayenkai

View on YouTube

Been a while since I've coded enough to make a video!
Got most of the menu system working neatly, today, including the pause menu, which was previously completely unusable!

The Options menu is also "nearly" done, but needs mouse-scrolling, too.
Otherwise, all is nice and menu'y!

Now, where do I display the highscores... Hmmm..

-=-=-
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Posted : Sunday, 07 January 2018, 14:11
Jayenkai
Been working on loads of little Framework stuff, the past few days, and am starting to cross off a lot of things from the Checklist.
But .. The checklist is still big!!

> Reveal 🔎

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Posted : Monday, 08 January 2018, 15:45
Jayenkai
\o/YATTA\o/


View on YouTube

(Probably best to ignore the HUGE number of compiler warnings on the left of XCode!!)

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Posted : Tuesday, 09 January 2018, 02:50
rockford
\o/

We have lift off!
Posted : Thursday, 11 January 2018, 03:34
Jayenkai
"Right," said Jay, "I need to get Android compiles working."
So Jay opened up VirtualBox, logged into his Ubuntu64 setup, ready to get Android compiles working. "Now, let's have a read online, and see what the general consensus is."

Jay spent the next 78 hours reading hundreds of websites. None of the websites agreed with each other, and every single one of them was full of conflicting information. Even at the most basic level, they all assumed you installed the SDK in slightly different ways. It was complete and utter chaos.

Jay held his head in his hands, and cried.

-=-=-
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Posted : Thursday, 11 January 2018, 11:45
jm2bits
So this was something I did end of last year. If you have questions feel free to ask me.

Yes, Android development is a pain in the arse, google have changed everything (including native library/stl compatibility) between versions of the NDK and SDK.

I recommend going with the newest stuff (which will be the latest SDK) - and using Gradle for builds. This will do most of the work for you. It will also allow you to open the project in android studio and debug java + c++ code.

We use CMake for our C++ builds, which the Android SDK has support for (You can point your gradle file to a CMakeLists.txt file and it will do the rest) But there is also some non-cmake c++ support.
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