[QUOTE=icantread49;35798438][url]http://filesmelt.com/dl/Phyzicle1.apk[/url]
New test build of Phyzicle for Android
This time it should work better on the Galaxy S and the Android 2.2 devices, so if you guys could test it, that'd be awesome :)
Once again, I'd like:
1) Device
2) OS
3) Result of running the app
There are many other fixes (softkey support, better UI sizing, and so on) but I'm mainly concerned about the device compatibility. If you have a device that worked in the previous test, feel free to try it again, just to make sure I didn't fuck something up![/QUOTE]
1) HTC Desire S
2) Android 2.3.5
3) Works perfectly, enjoyable to use
[QUOTE=Catdaemon;35800138]Yeah I just tried it again and you're right, my bad.
The phone state thing I think has to do with the device ID or something.[/QUOTE]
Any chance you can get a screenshot of the requested permissions? It shouldn't be asking for "phone calls" :/
[editline]3rd May 2012[/editline]
[QUOTE=thingshappen;35801042]Samsung Galaxy S
Android 2.3.3
- Doesn't attempt to load, hides my status bars but goes straight to a black screen. I've left it running for a while and still nothing, doesn't use any CPU and hovers around 23MB of RAM usage.
- Somehow makes the task manager crash, might not be this app, but it's never crashed before.
- Can send touch events to the app, and knows its running, but nothing happens.
- No errors outputted to the debug monitor, and the app appears to be running normally, but it sits on the black screen.
[IMG]http://www.adamncasey.co.uk/upload/image/4037/d/o/[/IMG]
Out of interest, is there any debug messages in the application? Mine's not showing any. I'll keep trying different ways of getting it working, as before it was just a bad download that caused the previous error.
[editline]lol[/editline]
Might have found something interesting. Upon installing it appears not to get given permission to set the orientation of the screen, causing it to error out.
[IMG]http://www.adamncasey.co.uk/upload/image/4038/d/o/[/IMG]
[editline]lol2[/editline]
It's been mentioned before, but it doesn't appear to actually ask for the correct permissions when installing (although the terms are a bit sketchy, it could be asking for the correct information, but not showing the trivial things like screen rotation in here). All it asks for are permissions to phone calls and network communication.
[IMG]http://www.adamncasey.co.uk/upload/image/4039/d/o/[/IMG][/QUOTE]
You're a very good tester! Please add me on Steam when you get a chance: nullcubed
[editline]3rd May 2012[/editline]
[QUOTE=GamingRobot32;35801215]1) HTC Glacier (myTouch 4g)
2) Cyanogenmod 7.0.3 (2.3.3)
3) Black screen then crash[/QUOTE]
Thanks, I will investigate.
[QUOTE=icantread49;35801710]Any chance you can get a screenshot of the requested permissions? It shouldn't be asking for "phone calls" :/
[/QUOTE]
[img]http://img.meteornet.net/uploads/z99btg7/Screenshot_2012-05-03-01-35-41.png[/img]
Whoa doxygen is pretty cool; since I decided to restart my game, I felt like I should try out new development tools.
It made this pretty website for me: [url]http://farmpolice.com/astrostruct/index.html[/url]
Combined with autotools I have a really flexible program going.
Oh I also learned quite a bit about OpenGL trying to get a texture atlas working for optimal text rendering. I learned about how mipmaps work (Don't generate a mipmap and then change the texture, causes really weird artifacts), and I also learned about texture filtering. With kopimi's help I have a really clean engine; which made it a piece of cake to add global texture filters.
[vid]http://bit.ly/IndavL[/vid]
I can't wait to actually get somewhere with this game, wish me luck!
[QUOTE=Naelstrom;35801879]Whoa doxygen is pretty cool; since I decided to restart my game, I felt like I should try out new development tools.
It made this pretty website for me: [url]http://farmpolice.com/astrostruct/index.html[/url]
Combined with autotools I have a really flexible program going.
Oh I also learned quite a bit about OpenGL trying to get a texture atlas working for optimal text rendering. I learned about how mipmaps work (Don't generate a mipmap and then change the texture, causes really weird artifacts), and I also learned about texture filtering. With kopimi's help I have a really clean engine; which made it a piece of cake to add global texture filters.
-snip-
I can't wait to actually get somewhere with this game, wish me luck![/QUOTE]
Was there a real need for the pointless, loud and irritating music in this video?
[QUOTE=Catdaemon;35801818][img]http://img.meteornet.net/uploads/z99btg7/Screenshot_2012-05-03-01-35-41.png[/img][/QUOTE]
That's odd, I dunno why it calls it "Phone calls" .. It's one of Marmalade's internal requirements so, uh, I guess there's not much I can do right now. Thanks though!
[QUOTE=false prophet;35802071]Was there a real need for the pointless, loud and irritating music in this video?[/QUOTE]
I thought we've been over this.
Alphabetical sort.
[IMG]http://puu.sh/sE6x[/IMG]
Also implemented a max on the per pound items, since that was required.
1) Samsung Infuse
2) Android 2.2
3) Black screen and crash
Come on, null
I've just setup config.site scripts to automate my default config variables.. now if I run a configure script with --prefix=/usr it's different than if I ran it with --prefix=/usr/local
This automatically cross-compiles anything that's going into /usr/local to mingw, /usr gets native cygwin binaries.
I just tested it out and it was awesome. And the best part? I can configure a library twice in rapid succession and install both versions along one another.
[QUOTE=ZenX2;35802745]1) Samsung Infuse
2) Android 2.2
3) Black screen and crash
Come on, null[/QUOTE]
I just realized I've been giving you guys Release builds. Probably better to give you a Debug build :v: [url]http://filesmelt.com/dl/Phyzicle2.apk[/url]
Give me 1/2/3 like usual, but add a 4: Log output. You can dump it via "adb logcat -d > log.txt" or you can use another method. Please clear the log before you run the app, I'm only interested in the app part of the log.
In the meantime...
[vid]http://puu.sh/sEOy[/vid]
[QUOTE=Matt-;35795497]Oops I'm late but:
[img]http://dl.dropbox.com/u/3659637/fpwaywo/apr.png[/img]
Rating winners of the last thread.[/QUOTE]
lmao
[QUOTE=icantread49;35803164]I just realized I've been giving you guys Release builds. Probably better to give you a Debug build :v: [url]http://filesmelt.com/dl/Phyzicle2.apk[/url]
Give me 1/2/3 like usual, but add a 4: Log output. You can dump it via "adb logcat -d > log.txt" or you can use another method. Please clear the log before you run the app, I'm only interested in the app part of the log.
In the meantime...
[vid]http://puu.sh/sEOy[/vid][/QUOTE]
you artistic bastard
Working on getting my sidescroller to be able to load Tiled maps.
1) LG Optimus One (P500)
2) Android 2.2
3) App opensfine (the graphics are glitched, however. They look like the colors are in 8bit and everything is orange and pixelated. I also have to force close it)
Babby's first program [url]http://i.snag.gy/8RkUU.jpg[/url]
What, tiles are saving or loading wrong somewhere
[img]http://i.snag.gy/y9y8W.jpg[/img]
[editline]2nd May 2012[/editline]
The coins are supposed to be solid blue squares
Haven't posted in a while, I've actually been pretty busy lately, both with school and other projects. All we've really gotten done in the past month or so is abstracting user input (still need to allow for different key bindings), modifying the entity system just a little to allow for networking, and the beginning of an authentication server.
We're throwing around ideas for how the UI will look, hopefully in a week I can start implementing it. We're also going to purchase a domain soon for a devblog, 2 weeks ago 4 programmers turned into 5 and we have some artists on board, so work is really going to pick up in the next few weeks once summer starts.
Anyways, I fixed up my shaders and implemented normal mapping. Finally fixed the specular term, it looks really good when it's not overpowering:
[img]http://i.imgur.com/KwnKt.jpg[/img]
My engine is now useful. It can check for collisions between any of the game entities.
This is the green circle:
[code]
package com.reywas.gameEngine;
import android.graphics.Color;
public class entity_collisionTestB extends engine_entity {
public void step(){
if (collision.checkCollisionCircleCircle(x,y,radius,"entity_collisionTestA")){
draw.drawCircle(x, y, radius, Color.RED, 255, true);
}
else{
draw.drawCircle(x, y, radius, Color.GREEN, 255, true);
}
}
public void firstStep(){
entity_type = "entity_collisionTestB";
radius = 100;
}
}
[/code]
[video=youtube;6N0fQdC7XlQ]http://www.youtube.com/watch?v=6N0fQdC7XlQ[/video]
I conquered this Tiled loader's lack of spacing support.
[img]http://puu.sh/sGzF[/img]
I never really understood the purpose of factory design pattern until now. My game has a component-based entity system and the ComponentManager uses reflection to find all the component types and initialize a new list for each type. We're starting to do networking so we need a way to convert a component to a byte[] for network transmission and create a component from a byte[] when it's received via the network.
Converting to a byte[] is easy, but creating a new instance of a component is harder since everything is boxed as the IComponent interface. The way we identify a component type via networking is a 4-byte identifier. We're using expensive reflection every time we want to create an instance:
[csharp]
foreach (Type t in Components.Keys)
{
IComponent instance = (IComponent)Activator.CreateInstance(t);
if (type == instance.FileID)
return instance.InitParse(data);
}
return null;
[/csharp]
I saw this code and thought that there has to be a much better way to do this. After thinking about it for 5 minutes, I eventually formed a system where each component has to have a nested class that just returns an instance of the component. As I thought about it I realized that it sounds a lot like factory design pattern, so I looked it up and it was factory design pattern! Now I added an IComponentFactory for each IComponent and the whole Activator.CreateInstance business turns into a single "callvirt" instruction.
Initialization:
[csharp]
private static Dictionary<int, IComponentFactory> typeIDs = new Dictionary<int, IComponentFactory>();
//...
static ComponentManager()
{
Type[] types = Assembly.GetExecutingAssembly().GetTypes();
foreach (Type t in types)
{
if (t.GetInterfaces().Contains(typeof(IComponent)))
{
componentLists.Add(t, new List<IComponent>());
IComponent instance = (IComponent)Activator.CreateInstance(t);
typeIDs.Add(instance.FileID, instance.Factory);
}
}
}
[/csharp]
Parsing:
[csharp]
return typeIDs[type].CreateComponent().InitParse(data);
[/csharp]
The naming is still a bit weird and I'm going to move parsing into the factory later, but it's a start.
I fixed the xkcd bot.
The bug was that the previous comic's name wasn't stored in a variable, and thus it always thought it found a new comic and posted it :v:
[IMG]http://i.imgur.com/xibEc.png[/IMG]
Hmm, something isnt quite right with libRocket...
Are you making a game in the style of the portal trailers?
[QUOTE=DrLuke;35805911]Are you making a game in the style of the portal trailers?[/QUOTE]
That was the idea :D
[QUOTE=icantread49;35803164]I just realized I've been giving you guys Release builds. Probably better to give you a Debug build :v: [url]http://filesmelt.com/dl/Phyzicle2.apk[/url][/QUOTE]
Samsung Galaxy S
Android 2.3.3
A bit of progress now, I can see the Marmalade debug screen:
[img]http://www.adamncasey.co.uk/upload/image/4042/d/o/[/img]
After that the screen goes black again and the program quits shortly after. [url=http://pastebin.com/JmJnnGs1]Here's all the debug messages[/url], probably including some which aren't relevant. I would post it here, but it's a huge page stretch.
[QUOTE=Richy19;35805786][IMG]http://i.imgur.com/xibEc.png[/IMG][/QUOTE]
So lonely :(
It looks like most of these issues come from Marmalade failing to set the correct GLES context.
[quote]
I/marmalade(23667): 03/05/12 11:55:19.763: [0xfa0] JAVA: LoaderGL-Thread-10: startGL done: com.google.android.gles_jni.EGLContextImpl@4052df30 [b]eglMakeCurrent: false[/b]
[/quote]
And then it goes:
[quote]
E/libEGL(23667): call to OpenGL ES API with no current context (logged once per thread)
[/quote]
Which also explains the debug screen showing while the actual game is all black (until it exits).
I gotta investigate these context issues. Marmalade 5.2.4 supposedly fixed them, but I guess not.
[editline]3rd May 2012[/editline]
Do you mind if I post your log on the Marmalade developer forums?
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