B4X - Game Competition 2016 [CANCELED]

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JordiCP

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oops, my T-shirt is in danger ;)

60912442.jpg
 

melonZgz

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:D:D
But... after a few hours of coding I've reached almost nothing! It's frustrating!
I won't follow the tutorial, I'll do my own dirty tricks to render the road;)
 

sorex

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I've been thinking...

why not limit this to B4J only?

the benefits...

-everyone can enter as you don't rely on having an iphone or speedy android phone.
-everyone can play the game even when not having an iphone for iphone only entries.
-you can use cursor keys+space for playing, I still don't know how you would easily implement a joystick+button game on smartphones
without covering half of the game or using a really small gamewindow with a joystick+button below.
-coming from B4A or B4i it is very easy to adapt to the differences.
-you can limit your view port to a fixed resolution like 640x400 (c64/early arcade resolution x2) for all entries.
 
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sorex

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I still didn't get an answer on my previous post, I guess ilan is busy with Bruce Lee.

Maybe he should set the deadline to December 31 that gives enough time for a bunch of people to enter the compo.
 

andymc

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agreed JordiCP, I'm basically only interested in B4A myself and I think 100% of people here can run b4a apps using emultors or real devices (unlike B4i)
B4J might be okay, but ultimately 90% of us would then release on B4A if the game was any good.

I like 31st of Dec as end date for competition.
 

ilan

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hi guys, we had 2 days holiday (new year) so sorry for not replying

ok now i am back, and i dont want to limit the competition only to b4j so any b4x is allowed

deadline: 31.12.2016 is for me ok as i said we will agree together on it.

i was thinking to allow using a game engine what do you think guys? it is only a thought but keeping all game engine out is also ok for me.
 

An Schi

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Depending on what i read from others, it takes time to learn engines.
So if you want to animate unexperienced guys to make a game you should keep them out.
If you want "better" games you should let them in
:p
 

sorex

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I don't see a relation between a good engine and good games. proof is what was posted yesterday in the chit chat.
 

sorex

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I did some test a few days ago on this topic altho not related to this compo.

It's indeed not easy to handle multiple touch events (for example joy right + fire) on Android without the gesture lib, I believe IOS handles it fine.
 

ilan

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I did some test a few days ago on this topic altho not related to this compo.

It's indeed not easy to handle multiple touch events (for example joy right + fire) on Android without the gesture lib, I believe IOS handles it fine.

you could use simple buttons for that.
note that you may use external libs but you will loose some points (it may be worth to loose those points and earn others by making the game more fun ;))
 

sorex

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can you tap 2 buttons at once?

it didn't work on my phone and I tried

multitouch on single object
touch on multiple objects
click on multiple objects

it were labels or panels tho
 

ilan

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wonder

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I did some test a few days ago on this topic altho not related to this compo.

It's indeed not easy to handle multiple touch events (for example joy right + fire) on Android without the gesture lib, I believe IOS handles it fine.
For the past 2 years, I've been using multiple transparent panels for that. :)
For example: https://www.b4x.com/android/forum/threads/libgdx-new-project-template.52833/#content

B4X:
Sub Analog_Left_Touch (Action As Int, X As Float, Y As Float)

    Select Action
        Case Activity.ACTION_DOWN
            Analog_Left_StartX = X
            Analog_Left_StartY = Y
            Analog_Left_Active = True

        Case Activity.ACTION_MOVE
            Analog_Left_DeltaX = X - Analog_Left_StartX
            Analog_Left_DeltaY = Y - Analog_Left_StartY
            Analog_Left_StartX = X
            Analog_Left_StartY = Y

            actor_setup(0).X = actor_setup(0).X + (Analog_Left_DeltaX * Analog_Left_TouchRatio)
            actor_setup(0).Y = actor_setup(0).Y + (Analog_Left_DeltaY * Analog_Left_TouchRatio)

        Case Activity.ACTION_UP
            Analog_Left_DeltaX = 0
            Analog_Left_DeltaY = 0
            Analog_Left_Active = False

    End Select
End Sub


Sub Analog_Right_Touch (Action As Int, X As Float, Y As Float)
    Select Action

        Case Activity.ACTION_DOWN
            Analog_Right_StartX = X
            Analog_Right_StartY = Y
            Analog_Right_Active = True

        Case Activity.ACTION_MOVE
            Analog_Right_DeltaX = X - Analog_Right_StartX
            Analog_Right_DeltaY = Y - Analog_Right_StartY
            Analog_Right_StartX = X
            Analog_Right_StartY = Y

            actor_setup(1).X = actor_setup(1).X + (Analog_Right_DeltaX * Analog_Right_TouchRatio)
            actor_setup(1).Y = actor_setup(1).Y + (Analog_Right_DeltaY * Analog_Right_TouchRatio)

        Case Activity.ACTION_UP
            Analog_Right_DeltaX = 0
            Analog_Right_DeltaY = 0
            Analog_Right_Active = False

    End Select
End Sub
 
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