|
Post by Rod on Dec 26, 2018 3:59:15 GMT -5
Thx timfung5 ^^ Im not a expert but i really love LB. As i said, its change my life hope you will like it and if you have ideas or you see somes bugs im here ^^. I hope to that LB 5 can run LB 4.5.1 bas files and will not make error with old code Some of my game have 15 000 - 20 000 lines of code (eternal quest; stargate). Any idea for LB 5 release date (alpha or not) ? price ? free for user to lb pro ? It has always been said that Liberty V4x will persist. Liberty V5 is likely to be fundamentally different both in syntax detail and how the controls work. Transitioning will be possible but i don’t expect backwards compatibility with V4 code. It’s going to be fun exploring the differences and actually working with something other than Windows!
|
|
|
Post by timfung5 on Dec 26, 2018 4:26:11 GMT -5
Thx timfung5 ^^ Im not a expert but i really love LB. As i said, its change my life hope you will like it and if you have ideas or you see somes bugs im here ^^. Hello....please forgive me as I want to express some opinions of Castle Defense with Infinity Waves here. These problems may be related to LB 4.5.1. This post may help to improve version 5. I hope that Carl or some experienced users can download this game here first. Thanks. Otherwise, you may not understand what I mean because I usually cannot explain well. libertybasiccom.proboards.com/thread/283/castle-defense-infinity-waves-20181. The white texts on the left side are always blinking. Are LB 4.5.1 unable to handle texts well on the game screen? I enable the FPS monitor and there are black texts on the left upper corner. These black texts are also blinking. Is it related to LB 4.5.1? I hope that this bug will not be in version 5. Thanks. 2. I set the music on. However, no music can be heard. I guess that LB 4.5.1 may not be too good at music handling. 3. After the enemies die, the red things(corpses) are left on the ground. When the player character walks over a red thing, the sprite of this red thing is on top of the sprite of the player character. This is unreasonable. 4. There is a graphic folder. I notice that all graphic files inside this folder are BMP format files. Game developers normally do not use BMP files for game development. I look forward to the support of other file formats in version 5. 5. This is a window game. If version 5 can be used to make fullscreen game, it will be very excellent.
|
|
|
Post by Carl Gundel on Dec 26, 2018 10:48:03 GMT -5
It has always been said that Liberty V4x will persist. Liberty V5 is likely to be fundamentally different both in syntax detail and how the controls work. Transitioning will be possible but i don’t expect backwards compatibility with V4 code. It’s going to be fun exploring the differences and actually working with something other than Windows! Liberty BASIC v5.0 is not so different from v4. The syntax is merely extended, not changed. Old programs will run unmodified in many cases. If you have been taking advantage of API calls or DLLs, these should work for some things but not where they are employed to tweak GUI controls. This is because we are using a cross platform GUI library with emulated widgets so the widgets are different. On the plus side, you will have more kinds of widgets, and they will be more flexible than the current LB4 widgets, and you will be able to run your LB code on more operating systems.
|
|
|
Post by atomose on Dec 26, 2018 11:31:52 GMT -5
Hi timfung5 ! Some little thing to tell you : - i havent add the music file so its normal for this error ^^ - yu can make i game with full screen. Stargate was a full screen before but they are some problem with full screen (all screen have different resolution so you have to adjust picture size etc....). Its really more simple to make i window game than i full screen game. - Whith text ... yes its a problem and i dont know why i thing that le loop is to fast and drawsprite must erased the old text before i rewrite a new text. If someone know the solution im here ^^ !
|
|
|
Post by Rod on Dec 26, 2018 12:22:19 GMT -5
You should not try to mix text with sprites. What you can do is put a second graphic box on top of the sprite graphic box and the text drawn there will be rock steady. You can as well use graphic or bmp text as sprites to draw steady text.
There are many examples of rock steady text and multifunction sound to seek out.
So if it isn’t working for you have a look for what other folks have done.
|
|
|
Post by Carl Gundel on Dec 26, 2018 12:56:49 GMT -5
Hi timfung5 ! Some little thing to tell you : - i havent add the music file so its normal for this error ^^ - yu can make i game with full screen. Stargate was a full screen before but they are some problem with full screen (all screen have different resolution so you have to adjust picture size etc....). Its really more simple to make i window game than i full screen game. - Whith text ... yes its a problem and i dont know why i thing that le loop is to fast and drawsprite must erased the old text before i rewrite a new text. If someone know the solution im here ^^ ! There will not be a full screen mode in LB5.0. Perhaps I can do this a later 5.x, but I'm expecting not. As for text along with sprites, I've been thinking about this. I will try to provide a way to flexibly integrate sprites and general drawing.
|
|
|
Post by Carl Gundel on Dec 26, 2018 12:57:53 GMT -5
You should not try to mix text with sprites. What you can do is put a second graphic box on top of the sprite graphic box and the text drawn there will be rock steady. You can as well use graphic or bmp text as sprites to draw steady text. There are many examples of rock steady text and multifunction sound to seek out. So if it isn’t working for you have a look for what other folks have done. Yes, there are ways to do it now. But if I can come up with a really simple and easy way, then I will.
|
|
hmonnier
New Member
Enjoying Life
Posts: 27
|
Post by hmonnier on Dec 27, 2018 10:19:24 GMT -5
How difficult will it be to migrate a LB4.5.1 project or file over to 5? Will it have the capability to build transportable code (exe's or something) to be utiized on a win customer platform? Thanks...
|
|
|
Post by Carl Gundel on Dec 27, 2018 10:47:14 GMT -5
How difficult will it be to migrate a LB4.5.1 project or file over to 5? Will it have the capability to build transportable code (exe's or something) to be utiized on a win customer platform? Thanks... Well, it will depend on the nature of your v4.5.1 project. Most code will work fine.
|
|
hmonnier
New Member
Enjoying Life
Posts: 27
|
Post by hmonnier on Dec 27, 2018 12:05:54 GMT -5
Wonderful..... I'm anxious to try it...
BTW I finally resolved all my stupidity abot using 'project' in LB, And I did find an old roboform file with my LB registration info. Sorry for my momentary senior moments......
Thank you, Henri Monnier
|
|
|
Post by Carl Gundel on Dec 27, 2018 12:21:58 GMT -5
Wonderful..... I'm anxious to try it... BTW I finally resolved all my stupidity abot using 'project' in LB, And I did find an old roboform file with my LB registration info. Sorry for my momentary senior moments...... Thank you, Henri Monnier Glad to hear it. What did you do to resolve the project related problems?
|
|
|
Post by atomose on Dec 27, 2018 13:01:05 GMT -5
here is a correctif for the text as Rod said with a other box. Hope in LB5 we can do it with only one box ^^ link
|
|
hmonnier
New Member
Enjoying Life
Posts: 27
|
Post by hmonnier on Dec 27, 2018 16:44:08 GMT -5
Wonderful..... I'm anxious to try it... BTW I finally resolved all my stupidity abot using 'project' in LB, And I did find an old roboform file with my LB registration info. Sorry for my momentary senior moments...... Thank you, Henri Monnier Glad to hear it. What did you do to resolve the project related problems? I went back and reread everything, and realized that when i was initially opening, i was not opening AS A project..... Pretty dumb huh..... But a simple solution..... Now to suffer the embarasment!!!!
|
|
|
Post by timfung5 on Dec 28, 2018 23:41:30 GMT -5
atomose, Thanks for explaining to me. I hope that you can find a suitable MIDI music file for this game. It is nice to hear that you released a new version of this game and the text problem was solved.
Rod, Thanks for the solution for the text problem. You are really familiar with the text handling aspect in Liberty BASIC.
Carl, "There will not be a full screen mode in LB5.0. Perhaps I can do this a later 5.x, but I'm expecting not." <--- If full screen mode will be in version 5.x.x(or version 6.0), it will be a very successful breakthrough. Thanks for looking into this feature.
"As for text along with sprites, I've been thinking about this. I will try to provide a way to flexibly integrate sprites and general drawing." <--- Thanks for looking into this hard problem. You are a very diligent programming language developer.
|
|
|
Post by atomose on Dec 30, 2018 18:10:41 GMT -5
timfung5 i dont know if this can help but i think its like "full screen" ^^. Hope we can do it on LB5 (use lb for run it)
nomainwin [ini] r = 0 : v = 0 : b = 0 GameVersion$ = "0.01 alpha 1" BackgroundColor$ = "black" : ForegroundColor$ = "black" Global AW.HOR.POSITIVE, AW.HOR.NEGATIVE Global AW.VER.POSITIVE, AW.VER.NEGATIVE Global AW.CENTER, AW.HIDE, AW.ACTIVATE Global AW.SLIDE, AW.BLEND Global ncx, ncy, lc lc = 20 Xcoor = 50 Ycoor = 50 enter$ = chr$(_VK_RETURN) AW.HOR.POSITIVE = HexDec("&H1") AW.HOR.NEGATIVE = HexDec("&H2") AW.VER.POSITIVE = HexDec("&H4") AW.VER.NEGATIVE = HexDec("&H8") AW.CENTER = HexDec("&H10") AW.HIDE = HexDec("&H10000") AW.ACTIVATE = HexDec("&20000") AW.SLIDE = HexDec("&H40000") AW.BLEND = HexDec("&H80000") WindowWidth=int(DisplayWidth+10) : WindowHeight=int(DisplayHeight+30) dwFlags = AW.BLEND graphicbox #a.map, 0, 0, DisplayWidth, DisplayHeight-10 Stylebits #a, 0, _WS_VISIBLE, 0, 0 Open " " for Dialog_popup as #a null = AnimateWindow(hWnd(#a), 500, dwFlags) print #a, "font Times New Roman 9" print #a.map, "font Times New Roman 12 bold; color green" #a.map "backcolor ";r;" ";v;" ";b;";" print #a.map, "place ";Xcoor;" ";Ycoor;" ;\"; "OPENING ...."; point$ print #a.map, "place ";int(DisplayWidth-(lc*2));" ";int(lc*2);" ;\"; "X" #a.map, "setfocus; when leftButtonDown [AnimWindowCloseA]" timer 1500, [iniDialogue] wait
[iniDialogue] timer 0 Ycoor = Ycoor + 20 gosub [points] print #a.map, "font Times New Roman 12 bold; color green" print #a.map, "place ";Xcoor;" ";Ycoor;" ;\"; "INITIALISATION COMPUTER CONTROLE SET - FULL SCREEN ACTIVATED"; point$ timer 200, [iniDialogue2] wait [iniDialogue2] timer 0 Ycoor = Ycoor + 20 gosub [points] print #a.map, "font Times New Roman 12 bold; color green" print #a.map, "place ";Xcoor;" ";Ycoor;" ;\"; "UPGRADE SYSTEM COMPONENTS"; point$ timer 200, [iniDialogue3] wait [iniDialogue3] timer 0 Ycoor = Ycoor + 20 gosub [points] print #a.map, "font Times New Roman 12 bold; color green" print #a.map, "place ";Xcoor;" ";Ycoor;" ;\"; "DATA LOADING"; point$ timer 500, [iniDialogue4] wait [iniDialogue4] timer 0 Ycoor = Ycoor + 60 gosub [points] gosub [data] print #a.map, "font Times New Roman 12 bold; color green" print #a.map, "place ";Xcoor;" ";Ycoor;" ;\"; "OK"; point$ timer 100, [iniDialogue5] wait [iniDialogue5] timer 0 Ycoor = Ycoor + 20 gosub [points] print #a.map, "font Times New Roman 12 bold; color green" print #a.map, "place ";Xcoor;" ";Ycoor;" ;\"; "GAME STARTING\STOP DEMO .... YOU CAN EXIT"; point$ timer 1000, [speak] 'print #a.map, "font Times New Roman 120 bold; color black" 'print #a.map, "place 20 120;\"; " " 'print #a.map, "place 20 300;\"; " " 'print #a.map, "place 20 460;\"; " " 'print #a.map, "place 20 620;\"; " " 'print #a.map, "place 20 750;\"; " " wait
[speak] timer 0 gosub [points] [reset] timer 1500, [speak] wait
[human] key$ = Inkey$ : key$ = left$(Inkey$, 2) : vkey$ = right$(key$,1) if vkey$ = enter$ then notice "ok" wait
[AnimWindowCloseA] mX = MouseX mY = MouseY if mX>int(DisplayWidth-(lc*2)-20) and mX<int(DisplayWidth-(lc*2)+50) and mY>int(lc*2-20) and mY<int((lc*2)+50) then goto [AnimWindowCloseAconfirmation] end if goto [w] [AnimWindowCloseAconfirmation] timer 0 dwFlags = AW.BLEND or AW.HIDE null = AnimateWindow(hWnd(#a), 500, dwFlags) close #a end
[points] Valpoints = int(rnd(1)*10+1) select case Valpoints case 1 point$ = "." case 2 point$ = ".." case 3 point$ = "..." case 4 point$ = "...." case 5 point$ = "....." case 6 point$ = "......" case 7 point$ = "......." case 8 point$ = "........" case 9 point$ = "........." case 10 point$ = ".........." end select return
[w] wait
[AnimWindowClosemenuIngame] dwFlags = AW.BLEND or AW.HIDE null = AnimateWindow(hWnd(#menuIngame), 400, dwFlags) close #menuIngame menuIngame = 0 dwFlags = AW.BLEND wait
Function AnimateWindow(handle, dwTime, dwFlags) CallDLL #user32, "AnimateWindow", _ handle as uLong, _ dwTime as uLong, _ dwFlags as uLong, _ result as Long End Function
[data] return
|
|