I still intend to finish it, but other projects have been taken my time lately and there didnt seem to be much interest :( The binaries are uploaded again and both links should work now. Remember that this is an unfinished version 0.81 though ;)
If you get a 501 page error from nginx - just reload ...
Search found 109 matches
- Wed Nov 27, 2019 1:34 am
- Forum: Linux
- Topic: Linux installer project
- Replies: 13
- Views: 7451
- Sun Nov 24, 2019 1:08 am
- Forum: Linux
- Topic: Linux installer project
- Replies: 13
- Views: 7451
Re: Linux installer project
Is this still an active project? Your most recent post is from september, but the download on the website returns a 404 error.
- Mon Jun 10, 2019 10:12 am
- Forum: Mac OSX
- Topic: Difficulty compiling, possibly related to homebrew gcc?
- Replies: 3
- Views: 2577
Re: Difficulty compiling, possibly related to homebrew gcc?
I already have xcode command line tools installed. I've successfully used purebasic on this computer in the past, just not in the last few months.
The only change I'm aware of that has happened since I last used purebasic is that I've had to install an actual gcc through homebrew in order to get ...
The only change I'm aware of that has happened since I last used purebasic is that I've had to install an actual gcc through homebrew in order to get ...
- Mon Jun 10, 2019 9:46 am
- Forum: Mac OSX
- Topic: Difficulty compiling, possibly related to homebrew gcc?
- Replies: 3
- Views: 2577
Difficulty compiling, possibly related to homebrew gcc?
Today I decided to work on a gui utility for a personal task, and naturally I thought to use purebasic because it's so much easier to get simple gui applications working than in other languages I deal with.
But when I attempted to compile from a work-in-progress I had open from some months ago, I ...
But when I attempted to compile from a work-in-progress I had open from some months ago, I ...
- Mon Dec 09, 2013 6:21 am
- Forum: Coding Questions
- Topic: Sprite draw to Sprite?
- Replies: 6
- Views: 2210
Re: Sprite draw to Sprite?
That approach doesn't look like it lets you make use of any of the features available to sprites, such as rotation, scaling, blending modes, etc.netmaestro wrote:GrabDrawingImage, a relatively new command (v4.4 iirc) is what you want:
- Wed Oct 23, 2013 3:11 am
- Forum: Coding Questions
- Topic: Sprite draw to Sprite?
- Replies: 6
- Views: 2210
Re: Sprite draw to Sprite?
Unfortunately, startdrawing() is only for the 2d drawing library, so spriteoutput() is only relevant for things like line(), box(), etc.
I've requested in the past for a mechanism to render sprites onto a sprite as the target buffer, but it isn't currently possible with the PB libraries.
I've requested in the past for a mechanism to render sprites onto a sprite as the target buffer, but it isn't currently possible with the PB libraries.
- Wed Sep 11, 2013 11:41 pm
- Forum: Feature Requests and Wishlists
- Topic: SpriteOutput() analog for sprite library
- Replies: 0
- Views: 849
SpriteOutput() analog for sprite library
The ability to use SpriteOutput() for 2d drawing commands without trashing the alpha channel is a very welcome improvement, but it would be nice if we could make use of the sprite library functions for working on a sprite.
I have a lot of things I'd like to be doing with procedurally generated ...
I have a lot of things I'd like to be doing with procedurally generated ...
- Mon Sep 09, 2013 4:47 pm
- Forum: Announcement
- Topic: PureBasic 5.20 beta 20 is out
- Replies: 360
- Views: 140910
Re: PureBasic 5.20 beta 18 is out
Works here, after I go into Preferences and change Check for releases: to All Releases (including beta releases)IdeasVacuum wrote:PB5.20Beta17LTS x86 - Help - Check for updates - "No new versions are available"
In beta 16, it happily told me about beta 18.
- Tue Sep 03, 2013 8:32 pm
- Forum: Announcement
- Topic: PureBasic 5.20 beta 20 is out
- Replies: 360
- Views: 140910
Re: PureBasic 5.20 beta 16 is out
There are some very nice things here.. But this (along with the other sprite changes) caught my eye:
Added: 32-bit support for SpriteOutput() for DX and OpenGL
I did some exploring, and I want to make sure I'm not missing something.
Is it still not possible to draw a sprite with an alpha ...
Added: 32-bit support for SpriteOutput() for DX and OpenGL
I did some exploring, and I want to make sure I'm not missing something.
Is it still not possible to draw a sprite with an alpha ...
- Sun Nov 18, 2012 9:54 pm
- Forum: Announcement
- Topic: Partial Open Source Chipmunk Wrapper for PureBasic
- Replies: 1
- Views: 2193
Partial Open Source Chipmunk Wrapper for PureBasic
I discussed my work a bit in Icesoft's thread, but I realized I'm probably not going to be up for completing this project anytime soon due to other commitments.
Consequently, I'm handing out what I do have done to the community, in case anyone would benefit from it or wants to finish it out.
I ...
Consequently, I'm handing out what I do have done to the community, in case anyone would benefit from it or wants to finish it out.
I ...
- Tue Nov 13, 2012 9:51 pm
- Forum: Feature Requests and Wishlists
- Topic: Mouse handling with screens
- Replies: 6
- Views: 1507
Re: Mouse handling with screens
And if I want to use the system mouse in full screen? It's possible in other engines. I can't use WindowMouseX(), etc. there, as I said in the first post. I don't see why it's necessary for PureBasic to force the capture of the mouse.
The feature request you want to make at this point is for an ...
The feature request you want to make at this point is for an ...
- Tue Nov 13, 2012 3:28 am
- Forum: Feature Requests and Wishlists
- Topic: Mouse handling with screens
- Replies: 6
- Views: 1507
Re: Mouse handling with screens
If I call ReleaseMouse() at the end of my main loop, then none of the mouse functions work. I understand about capturing the mouse, but I am requesting the ability to use the standard system cursor if I so desire.
Look at the top of the mouse library documentation .
The way these mouse functions ...
Look at the top of the mouse library documentation .
The way these mouse functions ...
- Mon Nov 12, 2012 5:54 pm
- Forum: Feature Requests and Wishlists
- Topic: Mouse handling with screens
- Replies: 6
- Views: 1507
Re: Mouse handling with screens
What you want is ReleaseMouse().
By default it captures the mouse, as that's the usual use case for most games, but you can release it if you want.
By default it captures the mouse, as that's the usual use case for most games, but you can release it if you want.
- Sat Nov 10, 2012 11:20 pm
- Forum: Coding Questions
- Topic: Strange deviations in effective framerate
- Replies: 17
- Views: 2301
Re: Strange deviations in effective framerate
I'm not sure what kind of "GPU settings" might be relevant for regular 2D drawing like we're looking at here. What all hardware steps actually go into the 2d-only startdrawing() .. stopdrawing() .. flipbuffers() cyle, anyway? How do they differ between openGL and DirectX, in the PureBasic ...
- Fri Nov 09, 2012 1:19 pm
- Forum: Coding Questions
- Topic: Strange deviations in effective framerate
- Replies: 17
- Views: 2301
Re: Strange deviations in effective framerate
It never occurred to me to try opengl. That's very interesting.
Once I tried opengl, I got results similar to (but lower volume) to buddymatkona, no visible slowdowns.
Once I tried opengl, I got results similar to (but lower volume) to buddymatkona, no visible slowdowns.