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Messages - Micboy

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46
How Do I...? / Re: H.D.I - Create a 'Search Bar' to search my DB?
« on: January 23, 2013, 02:47:44 pm »
Hey, surprise!
Im doin a similar thing! Any updates?

47
Hi everyone,

I read in a different post that in the iphone simulator, placing a container over a button will allow the button to be pressed, but when built on the iphone, this is not possible.

Using this concept, should I place a lock image in a container over the button? (I want the button to still be visible, just not able to be pressed)

Thank you in advance,
Micboy

48
Game Programming / Re: Saving in-game data
« on: January 23, 2013, 02:42:13 pm »
To answer your second question:

It's not really nessesacry to write anything at all in the AppExit function unless your app needs to do something when you kill the app completley(meaning not just pressing the home button, removeing it from the multitasking menu). If you want something to go off everytime you close the app with the home button you use the SuspendInit() function.

I only use the App exit curretly to remove memory from the heap. Like if I dynamicly allocated memory I need to delete them so I don't get a memery leak. But if you just use regular variables you don't need to worry about the AppExit. You can also use app exit to delete pointers.

Thank you for the clarification! What do you think is the easiest way of storin in game data?

49
Game Programming / Showing coutdown? using getms?
« on: January 23, 2013, 02:41:02 pm »
Hello,

So Im just wondering: TimerGetMs();
Returns the number of milliseconds elapsed since some point of time in the past, but from which point?

So if I were to design a countdown, should I call TimerGetMsExpired(); twice, then call printf("Milliseconds since last call: %d\n",ms); to print this value on screen. Or should I use textAdd()?
Should I then have an alert box which prevents player from continuing with game?

Thank you for the help!
Micboy

50
Build Center / Re: DragonFireSDK and iPhone 5 Support
« on: January 22, 2013, 03:47:57 pm »
How do we download the 2.2 version?

51
DragonFireSDK Spotlight / Re: Monkey Mambo free game.
« on: January 22, 2013, 03:45:42 pm »
Hey cuff,

Could you pm me too?
(Brill site - 1st search and I found what I needed) - any more tips?
Thanks so much!
Michael

52
Same problem here =P Only have an ipod touch 1st gen!

53
DragonFireSDK Spotlight / Re: Monkey Mambo free game.
« on: January 20, 2013, 09:22:38 am »
The menu screen, monkeys, pause buttons etc

54
DragonFireSDK Spotlight / Re: Monkey Mambo free game.
« on: January 19, 2013, 03:16:47 pm »
Hi Nico, just wondering how you made the graphics? They are amazing!!!

55
Game Programming / Saving in-game data
« on: January 19, 2013, 02:29:23 pm »
Is there an easier way compared to using 'File Open' etc e.g. writing code in appexit()?

Also, what would one write in appexit()? (generally)

Thank you for taking your time to read this post!

56
Sorry, I can't seem to make sense what all of the 'scroll' code means? Which part do you think I would need to make just one container move up and down?

For example, shall I write:
scroller1.Init(cn2[1], 360, 1000, 0);
scroller1.SetHorizontalScroll(true);

Also, what does the Centre page function do? (Sorry, i dont quite understand the code) - Basically, I need to make my container of size 360px length, 1000px width move left and right. How would I set this min X and max X values?

57
Build Center / I have a 1st Gen ipod touch...
« on: January 17, 2013, 01:42:42 pm »
Is it possible to build apps on a 1st gen ipod touch??? Thank you for your input!

58
Im new to making header files! What should I do?
Also, how should I change the program to only move left and right? Sorry, my vs Studio is down at the moment so cannot experiment at prsent!

59
Code: [Select]
int nOldX;
int nOldY;
int nNewX;
int nNewY;
int xDif;

int OnDrag(int id,int event,int x,int y)
{
// Record initial coordinates when pressed down
if (event == 1)
{
nOldX = x;
//nOldY = y;

}

// Record new coordinates when moving
if (event == 2)
{
nNewX = x;
xDif = nNewX - nOldX;
ContainerSetxy(cn2[1], PackX + xDif, 0);
//nNewY = y;
}

// Erase coordinates when released
if (event == 3)
{
//nOldX = 0;
//nOldY = 0;
//nNewX = 0;
//nNewY = 0;
}

return id;
}

Modified again! Sorry!


Just wondering whether the Touch Area position change as well if the container it is in moves???

60
This sort of works, but it jumps between touches:
Code: [Select]
int nOldX;
int nOldY;
int nNewX;
int nNewY;
int xDif;

int OnDrag(int id,int event,int x,int y)
{
// Record initial coordinates when pressed down
if (event == 1)
{
nOldX = x;
//nOldY = y;
nNewX = x;
//nNewY = y;
}

// Record new coordinates when moving
if (event == 2)
{
nNewX = x;
xDif = nNewX - nOldX;
ContainerSetxy(cn2[1], PackX+xDif,0);
//nNewY = y;
}

// Erase coordinates when released
if (event == 3)
{
nOldX = 0;
nOldY = 0;
nNewX = 0;
nNewY = 0;
}

return id;
}

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