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Socoder -> Off Topic -> AGAWFrame

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Mon, 14 May 2018, 16:55
Been a fun adventure, today, trying to get 3DS CIA compiles to work. Part of the issue is that every game needs a unique identifier. There’s a very small hex number to hold the numbers, and since the world of Homebrew is a chaotic wild-west, those numbers may or may not have already been used...
Bit crazy, IMO...

But there it is. Flappadiddle on the home screen... Mmmmm..

I still need to get online scoreboards working, before I go any further, though.
That’ll be tomorrow’s task.
.. I think...

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Tue, 15 May 2018, 09:45
Uploaded the first ".zip with a .cia and a .3dsx in it" for testing. If anyone has a hacked homebrew capable 3DS, be sure to let me know if these work!

Flappadiddle Doo's 3DS download is now a zip!

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Sat, 16 Jun 2018, 08:34
Thought of the day..

If I get DirectX running, I can run my stuff on the XBone.. I *think* that still lets you use it as a devkit? Right!?!

So, I opened up the browser, and looked for OpenGL Examples.

Here's an example of "Clear the Screen"...

> Reveal 🔎

And then I gave up looking..

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Fri, 30 Nov 2018, 12:36


Still got SO much to do to get that to a presentable state, but .. Bloody hell, I've only gone and done it!!!

Only took... *checks date on first attempt* 19 October 2017 -> 30 November 2018
407 days...


.... .. *sigh*

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Mon, 10 Dec 2018, 06:45

(Using a more recent Chrome, you'll need to click into the game before it'll do anything audio-wise)

1. It only fucking well works
2. Audio also all works. Nice!
3. Gamepad support is inexplicably included.. Wasn't expecting that!!

1. It doesn't currently save. I haven't even begun to figure out the best way to do that. I might be able to use localStorage to do it. Save on having to try to store everything in a massive cookie.
2. The graphics are all a bit blurry in fullscreen. I need to find a way to turn off anti-aliasing.
3. My default Fullscreen button (F11) doesn't work like it should, so you need to click that physical Fullscreen button instead. *tsk*
4. Completely lacking in functionality on iOS. It's not "locking" the canvas like it should be doing. I'll have to have a good read about how to manage that.
5. Maybe find a way to do the compiling in Windows?! I'm currently having to switch over to VirtualBox Linux in order to compile the thing, because trying to install Emscripten on Windows was doing my fucking head in!!

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Mon, 10 Dec 2018, 14:30
Test #2 - On a Space Shooting Trail

I've spent most of today trying to figure out touch controls. I've managed to "lock" things down, in so far as nothing untoward now happens on the iOS devices when you slide your finger around on the screen.
But still haven't managed to get a single touch-point to register.
Looks like I might need to disable the Mock-GLFW3 input methods, and fall back to SDL functions, instead, which means I might need to rewrite quite a lot of the input stuff.


Why they couldn't just wrap a single touchpoint to a simple mouse co-ordinate, I don't know..

This is going to be a lot of hassle for very little returns, since my framework only deals with the single point, anyway!!

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Fri, 21 Dec 2018, 14:34
Little by little..

I was going to spend today working on the Save routine for HTML5, but "First, quickly, I'll have a look at the resize code"..
Took all flaming day, that did!!

You should hopefully find that Roland Eats a Stale Biscuit should be as big as it can be. Hit F11 (in most browsers) to go fully full fullscreen.

It should also play happily with most mobile devices, too.
What a battle that's been.

I'm now at the stage where the Emscripten compiler is warning me that the one important command is being depreciated "so instead, use CommandX"... And if I try CommandX, it gets stuck in a compiler loop where it tells me CommandX is being depreciated so instead use "CommandX"...!!! And CommandX doesn't work, anyway.

Anyway, the fullscreen thing is now a thing, and hopefully I can figure out a simple way to activate audio on iOS..
From there, the save should theoretically be fairly easy.
I think..

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Sun, 23 Dec 2018, 08:15
Well, the iOS Audio might be a no-show, but saving of scores is at least functional.

On a Space Shooting Trail


Flappadiddle Doo

Both should be mostly fully functional, although there's no online high scores, yet. Also, you should find that "user data" (audio settings, control schemes, username, etc) should carry on between the two games.

Fucking horrendous, trying to get that working.. I might blog it later.

..oh, and of course, it breaks on Edge/Internet Explorer, because.. of course it does!!!

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Sun, 23 Dec 2018, 08:43
That's OK - nobody uses EDGE/IE except to download a decent browser on a new pc!
Sat, 29 Dec 2018, 04:52
Preparing for Framework Release : Day One

Gathered together most of the important files into a marginally neater package, and copied them across to "Dead Laptop #2750", then tried to run the Build.bat
The Build.bat failed spectacularly.

Rockford prodded me on Facebook the other day, so I'm trying my best to get things actually functional for people, but it's certainly not going to be an easy task.
Over the past year, the code started neatly, but has descended into sheer chaos! The .bat file that does most of the compiling expects the files to be in a very specific layout. That'll be cause of most of the issues.
Hopefully over the next few days, I can get everything working, but.. No promises!

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Sat, 29 Dec 2018, 09:13
Fingers. Toes. Everything. Crossed
Sun, 13 Jan 2019, 13:12
Still not ready for release.
.. If I'm totally honest, I got completely buried in making this first game of the year, and haven't really touched the framework at all.


Meanwhile, today I popped the test release of Futrinos onto the server, and ran it in iOS Safari.
The touch controls I've implemented aren't the best, and I still haven't gotten any audio to work..

View on YouTube

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Sun, 13 Jan 2019, 13:37
Sun, 13 Jan 2019, 14:04
I must admit, it was quite a shock when I tested it. Really wasn't expecting it to do much of anything, but.. Woot!!

The controls are a bit wonky, mind. The thumbstick's upside down (option in the menu, though! Planning ahead!!) and the Start button is seemingly connected to the Right Trigger for some reason. But I put those issues down to standard controller definition quirks. Otherwise .. Yeah, works great

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