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-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|381|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Mobile Coding -> Getting Back to iOS Dev

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Thu, 14 Mar 2024, 23:14
Jayenkai


Various Sprites from Browsercade!

Spritesheets are now working, but they don't half use a lot of maths to work properly. Bit of a bummer, really, but.. What can you do?!
Oddly, my iPad can handle 1000 sprites at 60fps in Landscape, but now can only about 800 in Portrait.. Not sure what that's all about, as it's just extra maths that's been added to the mix, and .. surely the maths is just as fast no matter what way up the screen is..!?!

I've reduced my self-imposed max-sprite limit down to 500, to be on the safe side. More if necessary, but probably best to stick to 500.

Oddity of the day (night!) : Double(floor(32.0/5.0)) doesn't work.. Double(Int(32.0/5.0)) does work.

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Fri, 15 Mar 2024, 00:08
Pakz
It might be that they have not ironed out a bunch of bugs yet. Forgot to add a optimization in the portrait mode.

I'm sticking to Javascript. I got one extra of those cheap mini pc's and a extra cheap monitor. 10gb of free memory when studio code is running.
Trying to figure out how to make it quickly turn a '@' character into a series of line instructions, and keep doing all other kinds of shapes.
Letting the code run a day on both pc's with various different settings made no difference yet.
Sun, 17 Mar 2024, 08:26
Jayenkai


Today's doings..
1. Proper "DrawText(x,y,"str",centered);" command is now functional.
2. Rect command is now functional.
3. iOS's Screen Scaling now feeds back to my usual "jscrw,jscrh" so I can find where the sides of the bloody screen are. (This took about 2 hours to do!!)
4. Lots of scaling stuff done. Notice that the sprites are a bit smaller, now.

Screenshot, lots of stuff all over the screen, text swirling around the middle, and rectangles on the corners.

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Sun, 17 Mar 2024, 17:00
Jayenkai


Well, at least I'm not the only language-creator who gets baffled about minuses..

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Mon, 18 Mar 2024, 04:51
cyangames
Does it need to be set as an unsigned var or something perhaps?

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Web / Game Dev, occasionally finishes off coding games also!
Mon, 18 Mar 2024, 05:42
Jayenkai
No, it's the language that struggles with "=-" together. I've tried all manner of different things, mostly because I know how and why JSE struggles with it, so know what to try and what can fail, and .. it's damn near an identical issue.
So I'm ok with that.
I code my languages as well as Apple!

(I just make sure my language is readable!)

JSE : Print -1

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Mon, 18 Mar 2024, 07:13
Pakz
Does doing "c=-1.0" help?
Mon, 18 Mar 2024, 07:32
Jayenkai
c = -1 works because it understands that you have "variable" "equals" "minus 1"
Without the spaces, it's baffled itself and thinks that you might mean...
"Variable" "equals minus" "1"
Except it doesn't know what the fuck that means, and throws up all the errors as a result.

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Wed, 20 Mar 2024, 05:53
Jayenkai


Today's work has been mostly focussed on Touch events.
My god, what a mess that was. Thank the lord for the chatbots, that's all I can say!

Inside GameScene.swift



elsewhere....


Oh my god, that's a mess..

What it does, and how it works.
On a "finger down" it adds the touch to the activeTouches array of touches using an index that I can't fathom.
On a "finger move" it searches for the index and updates its position.
On a "finger up/finger out of the screen" it removes the touch from the array.

Then a second loop, clears all the JMouseD's (is touched) and then goes through the activeTouches array, assigning the JMouseD to 1, and setting the position.
It also creates a centred x,y co-ordinate at JMouseD/x/y[49], so I can use that if I only need a single co-ordinate.
You're probably wondering why JMouseD is a Double, as opposed to a Bool.. I decided to leave that as a possible "pressure" value at a later date, and opted to make it a Double now, rather than breaking everything later when I try to tweak it!!!

This isn't perfect, of course. If you put finger one down, then finger two, then lift finger one... finger two becomes finger one, and the co-ordinates for finger one will fling across the screen!!!

I don't "think" that'll cause an issue for my sorts of games, but. you never know!!
Something to keep an eye on.

*sigh*

Other than that, I've been playing with the text output (note there's now two different onscreen fonts, and text is centered properly where needed)
*sigh*
So much work to get those bloomin' touch co-ords to work, though.
Gah!

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Fri, 22 Mar 2024, 03:13
Jayenkai


I read this, last night, and my head went "Oh, FFS, here we go..."
The whole Anti-Monopoly crap is going to have a significant impact on Indie devs. Going it alone just isn't going to be happening, any more.
The whole fucking thing's going to explode into having to get worldwide developer rights, handling all your bloody international tax forms and all that crap.

Fuck it.
Fuck it all.

I'll try to bring some of what I've learned back into JSE or something.
Screw this whole fucking nightmare.

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Fri, 22 Mar 2024, 04:25
cyangames
Reading through that, we're not in the EU anymore so that shouldn't apply to you currently. Either way, that sucks.

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Web / Game Dev, occasionally finishes off coding games also!
Fri, 22 Mar 2024, 11:56
Jayenkai
Yeah, looks like it's everyone.

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Fri, 22 Mar 2024, 12:03
cyangames
Lame
Thu, 28 Mar 2024, 15:07
Pakz
I saw this video today by Orangepixel. Mentioning the new self publishing laws. Also mentioning this wil roll out worldwide.



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