<?xml version="1.0" encoding="UTF-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
  <title>BlitzMax Atom Feed</title>
  <link rel="alternate" href="http://blitzmax.com" type="text/html"/>
  <subtitle>Blitzmax.com feed containing news and forum topics</subtitle>
  <entry>
    <id>5f5c1c46a22e4bbc4f4c5ac205f699f7</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106503" type="text/html"/>
    <title>[General Discussion] Bretix UDK</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">......</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> ... <br/><br/></div>
    </content>
    <published>2016-06-27T08:19:14Z</published>
    <updated>2016-06-27T08:19:14Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>f33efa7774bc0f76064ede0e3508091b</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106517" type="text/html"/>
    <title>[General Discussion] E3 2016 Game Trailers</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">...</div>
    </summary>
    <content type="html"> &lt;iframe allowfullscreen frameborder="0" height="345" src="http://www.youtube.com/embed/phClMsJeSew" width="560"&gt;&lt;/iframe&gt; &lt;br /&gt;&lt;br /&gt;</content>
    <published>2016-06-27T07:36:14Z</published>
    <updated>2016-06-27T07:36:14Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>d7b6126221d14d388c3692f635881e41</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106471" type="text/html"/>
    <title>[Blitz Showcase] Warrhand:campaign</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Here's an in dev shot of WarrHand:Campaign It's taking the core part of Mainsworthy's Warhand and taking it into a a different direction. In essence it is a card game played over 5 campaigns. Each cam...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Here's an in dev shot of WarrHand:Campaign<br/><img src="https://vjointeractive.files.wordpress.com/2016/06/screen-shot-2016-06-17-at-08-36-15.png"/><br/><br/>It's taking the core part of Mainsworthy's Warhand and taking it into a a different direction.<br/><br/>In essence it is a card game played over 5 campaigns. Each campaign has a map, and positions on the map where you can place a card. once all cards are placed.... The battle starts! <br/><br/></div>
    </content>
    <published>2016-06-27T07:35:10Z</published>
    <updated>2016-06-27T07:35:10Z</updated>
    <author>
      <name>AdamStrange</name>
    </author>
  </entry>
  <entry>
    <id>5cd1e3991aaca20597a8d0d0871ba8bc</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106516" type="text/html"/>
    <title>[Blitz Showcase] BMX A* Routine (based in Patrick Lester's BPLUS)</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">A BlitzMax conversion of Patrick Lester's (Blitz Plus) A* I needed a good A* routine for my current project, had a go at my own using various guides but I've never been able to get 8 directional searc...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> A BlitzMax conversion of Patrick Lester's (Blitz Plus) A* <a href="http://www.policyalmanac.org/games/aStarTutorial.htm" target="_blank">http://www.policyalmanac.org/games/aStarTutorial.htm</a><br/><br/><img src="http://moarlasers.com/astar.gif"/><br/><br/>I needed a good A* routine for my current project, had a go at my own using various guides but I've never been able to get 8 directional searching to work properly?!  So if it ain't broke don't fix it, found Patrick's which included source for BlitzPlus and just spent a few hours converting it to BlitzMax.<br/><br/>There are some A* routines around already for BlitzMax but they either didn't do enough or were overly complex.<br/><br/>I'd love to add curved paths and is something I might investigate.<br/><br/>Download includes the astar.bmx that does the magic and a demo.bmx to see it working.<br/><br/><b>Download files (my google drive):</b> <a href="https://drive.google.com/open?id=0B1jBbicq8v_dWk5FRVlWWVZnRFE" target="_blank">https://drive.google.com/open?id=0B1jBbicq8v_dWk5FRVlWWVZnRFE</a><br/><br/><i>I'll upload to the Code archives too</i> <br/><br/></div>
    </content>
    <published>2016-06-27T07:35:09Z</published>
    <updated>2016-06-27T07:35:09Z</updated>
    <author>
      <name>coffeedotbean</name>
    </author>
  </entry>
  <entry>
    <id>7af900eacbe0a17ebeda7f3eaf76e9eb</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106507" type="text/html"/>
    <title>[BlitzMax Programming] 2D Zelda Scrolling - Please Help</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hello, I'm trying to see if anyone can help me with something? I'm trying to create a game similar to LTTP, but I'm having a hard time with the level scrolling when going from one zone to another. My ...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hello,<br/><br/>I'm trying to see if anyone can help me with something?  <br/><br/>I'm trying to create a game similar to LTTP, but I'm having a hard time with the level scrolling when going from one zone to another.<br/><br/>My levels are use the standard 2d Array setup with 32x32 tiles per zone with is 512x512 pixels with 16x16 tiles.  Some zones can be as big as 64x64 which of course is 1024x1024 pixels with 16x16 tiles of course.<br/><br/>Anyways I have no problems with the smooth scrolling, and things. I just have an issues with unloading first zone well loading and scroll into the next zone (like LTTP zone to zone scrolling).<br/><br/>I have tried loading both zones at once when you hit the trigger, and then scrolling off zone 1 into zone 2, but this isn't working very well or I'm doing something wrong.<br/><br/>I was just hoping that maybe someone can point me in the right direction so I can get this project further than I'm currently at as this is causing a stand still..<br/><br/>Thanks,<br/><br/>FBEpyon <br/><br/></div>
    </content>
    <published>2016-06-27T07:30:42Z</published>
    <updated>2016-06-27T07:30:42Z</updated>
    <author>
      <name>FBEpyon</name>
    </author>
  </entry>
  <entry>
    <id>857502ef3ff6ac6a00693f0e4c812bf9</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106514" type="text/html"/>
    <title>[BlitzMax GUI Programming] Refresh canvas while scrolling</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">So I'm still working on that little editor tool for myself. Right now, I have a canvas on a scrollpanel. Said canvas updates and redraws according to a 60FPS timer. However, whenever I scroll around, ...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> So I'm still working on that little editor tool for myself. Right now, I have a canvas on a scrollpanel. Said canvas updates and redraws according to a 60FPS timer. However, whenever I scroll around, the canvas completely stops being drawn until I let go of the scrollbars, like so:<br/><br/><img src="https://i.gyazo.com/ff8a58034d24fae61e7954d6eb26d09c.gif"/><br/><br/>Is this just the nature of the beast for canvases in MaxGUI, or is there actually a way for me to redraw the canvas while I'm moving the scrollbars around? <br/><br/></div>
    </content>
    <published>2016-06-27T06:30:56Z</published>
    <updated>2016-06-27T06:30:56Z</updated>
    <author>
      <name>Adam Novagen</name>
    </author>
  </entry>
  <entry>
    <id>52b950dd7aabf15ba49f17b0e45043bd</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106504" type="text/html"/>
    <title>[General Discussion] What coding fun you having at the moment....</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">For moi, I'm playing with getting a handle on manipulating a camera around a tower using an array of points within Blitz 3D - its taken me a while but getting a handle on something so 'fundamental' is...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> For moi,<br/><br/>I'm playing with getting a handle on manipulating a camera around a tower using an array of points within Blitz 3D - its taken me a while but getting a handle on something so 'fundamental' is really quite gratifying.<br/><br/>What you looking to crack this weekend coding wise ? <br/><br/></div>
    </content>
    <published>2016-06-27T04:36:15Z</published>
    <updated>2016-06-27T04:36:15Z</updated>
    <author>
      <name>Blitzplotter</name>
    </author>
  </entry>
  <entry>
    <id>ddfa981ef5c2e792507b83dc8456fff1</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106505" type="text/html"/>
    <title>[Blitz Showcase] VPaint spin art thingy</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">My first Monkey2 project is a high RPM paint program called VPaint. Download a beta version here:...</div>
    </summary>
    <content type="text"> My first Monkey2 project is a high RPM paint program called VPaint.&lt;br /&gt;&lt;br /&gt;&lt;img src="https://s-media-cache-ak0.pinimg.com/originals/0f/c9/c5/0fc9c56af7fe83a3acf81b2ad6a5d4f8.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe allowfullscreen frameborder="0" height="345" src="http://www.youtube.com/embed/ht-HOK8Vgwo" width="560"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;Download a beta version here:&lt;br /&gt;&lt;br /&gt;&lt;a href="https://github.com/nitrologic/m2/tree/master/releases" target="_blank"&gt;https://github.com/nitrologic/m2/tree/master/releases&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;</content>
    <published>2016-06-27T00:35:11Z</published>
    <updated>2016-06-27T00:35:11Z</updated>
    <author>
      <name>skidracer</name>
    </author>
  </entry>
  <entry>
    <id>769ffbb20074b6e60cd6c97dd2dffdcb</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106515" type="text/html"/>
    <title>[Blitz3D Programming] which it is a surface of a model ?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">The following code returns me that cube has , besides two surfaces 25 vertices . I'm doing something wrong?...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> The following code returns me that cube has , besides two surfaces 25 vertices . I'm doing something wrong?<br/><br/><pre class="code">
Graphics3D ( 800, 600, 32, 2 )
SetBuffer ( BackBuffer())


Local camara% = CreateCamera()
Local cubo%   = CreateCube()
Local luz%    = CreateLight()

PositionEntity cubo%, 0, 0, 10





While Not KeyDown(1)
	
	For s% = 1 To CountSurfaces(cubo)
	
		For v% = 0 To CountVertices(GetSurface(cubo%,s%))
		
			
		Next 	
			
			
	Next 	
		
		
	UpdateWorld()
	RenderWorld()
	Text 0, 0,s%
	Text 0, 20, v%
	Flip() 
	
Wend 

</pre> <br/><br/></div>
    </content>
    <published>2016-06-27T00:33:01Z</published>
    <updated>2016-06-27T00:33:01Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>13ab2fdfb54202d12993e935248afe47</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106463" type="text/html"/>
    <title>[Blitz3D Programming] Real Water question</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hi, i working in a own ship game in blitz3d. i'm trying to make a good and realistic water. for the moment, i using plane water from fastlib and is excelent calm water with reflect and refraction. i U...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hi, i working in a own ship game in blitz3d.<br/><br/>i'm trying to make a good and realistic water.<br/><br/>for the moment, i using plane water from fastlib and is excelent calm water with reflect and refraction.<br/>i Using 3D mesh water moving vertex to simulate waves movement.<br/><br/><br/>the question is, with dx7 and blitz3d, there is any way to create water like this? using libs, or something?<br/><a href="https://www.youtube.com/watch?v=ykPjzV9Z5Ew" target="_blank">https://www.youtube.com/watch?v=ykPjzV9Z5Ew</a><br/><br/><br/><br/>thanks and sorry my english! <br/><br/></div>
    </content>
    <published>2016-06-26T23:33:02Z</published>
    <updated>2016-06-26T23:33:02Z</updated>
    <author>
      <name>Santiworld</name>
    </author>
  </entry>
  <entry>
    <id>4ebf5cc53fe8eace2100713a8cc5b112</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106513" type="text/html"/>
    <title>[Blitz3D Programming] Warp mesh ?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hi, I 'm trying to think as to deform the ground by the impact of a bomb falling on the ground or any mesh , my tests are more focused to a meteor impact , but I really do not know how . In this has t...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hi, I 'm trying to think as to deform the ground by the impact of a bomb falling on the ground or any mesh , my tests are more focused to a meteor impact , but I really do not know how . In this has to do TformPoint ?, I would like someone to tell me that this form command means is that point refers to a point.<br/><br/>Greetings.<br/><br/><br/><img src="http://i68.tinypic.com/14w4o5x.jpg"/><br/><br/><br/><textarea class="codebox" cols="80" name="code" readonly="true" rows="15" wrap="OFF">
Graphics3D 800, 600, 32, 2
SetBuffer ( BackBuffer())

Local camara% 	= CreateCamera()
Local luz%		= CreateLight()
Local terreno% 	= LoadTerrain("Terreno.png")
Local bomba%    = LoadMesh("Bomba.b3d")

Local texturaT% = LoadTexture("Tierra.jpg")
ScaleTexture (texturaT%, 4,4 )
EntityTexture ( terreno%, texturaT%)
PositionEntity terreno%, -128, 0, -128
ScaleEntity terreno%, 1, 40, 1
ScaleEntity bomba%, .2, .2, .2

PositionEntity camara%, 0, 40,-10
PositionEntity bomba%, 0, 60, 50


EntityType bomba%, 1
EntityType terreno, 2




Collisions 1, 2,2, 2 


WireFrame True

While Not KeyHit(1)
	
	
	If EntityCollided(bomba%, 2 ) End 
	
	
	TranslateEntity bomba%, 0, -.5, 0
	
	
	UpdateWorld() 
	RenderWorld()
	Flip() 
	
	
	
	
Wend 
</textarea><br/><br/>Edit<br/><pre class="code">

	For  c% = 1 To CountCollisions(terreno%)
		
		colisionBomba% = GetEntityType(bomba%)
		
		If c% = colisionbomba% Then RuntimeError "Boom!!"
		
		
		
	Next 
</pre><br/><br/>Edit 2 no work for me.<br/><pre class="code">


	For  c% = 1 To CountCollisions(terreno%)
		
		colisionBomba% = GetEntityType(bomba%)
		
		If c% = colisionbomba% Then 
			
			
			x# = EntityX(bomba%,True)
			y# = EntityY(bomba%,True)
			z# = EntityZ(bomba%,True)
			
			TFormPoint (x#, y#, z#, terreno%, 0 )
			
			ModifyTerrain ( terreno, TFormedX(), TFormedY()-100, TFormedZ(),True)
			
			
		End If 
		
		
		
		
		
	Next 
</pre> <br/><br/></div>
    </content>
    <published>2016-06-26T23:33:01Z</published>
    <updated>2016-06-26T23:33:01Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>b86a77ab7532f96cdf30a510d34704b1</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106500" type="text/html"/>
    <title>[MiniB3D] Annoying Cull Bug</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Has anyone else had this problem? Entities (meshes), especially if their entity scale is a bit low, vanish when the camera gets close. I've tried changing the camera near range to like .01 and the far...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Has anyone else had this problem?  Entities (meshes), especially if their entity scale is a bit low, vanish when the camera gets close.  I've tried changing the camera near range to like .01 and the far range to something small like 100 and it still happens.  I've searched the code for autofade incase that was doing something weird but it's not anywhere.<br/><br/>It seems to happen when the entity is within (.5 divided by entityscale) radius of the camera.  Something like that.<br/><br/>Big static map geometry whose entity position is origin (0,0,0) are unaffected.  It's just the small dynamic objects that vanish when they get close.<br/><br/>I don't know what else to try.  ;/ <br/><br/></div>
    </content>
    <published>2016-06-26T21:31:55Z</published>
    <updated>2016-06-26T21:31:55Z</updated>
    <author>
      <name>Streaksy</name>
    </author>
  </entry>
  <entry>
    <id>18354576c181c9af0230c7eb1a227fc5</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106511" type="text/html"/>
    <title>[Brucey's Modules] What happen to: Going crazy with Brucey's module</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">What happen to: by Henri the post is gone!...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> What happen to:  <a href="http://www.blitzmax.com/Community/post.php?topic=105765&amp;post=1293742" target="_blank">Going crazy with Brucey's module :(</a> by Henri<br/>the post is gone! <br/><br/></div>
    </content>
    <published>2016-06-26T19:32:15Z</published>
    <updated>2016-06-26T19:32:15Z</updated>
    <author>
      <name>MOBii</name>
    </author>
  </entry>
  <entry>
    <id>1be96cf42e397119550e60120cf292f3</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106510" type="text/html"/>
    <title>[General Discussion] MASS EFFECT�: ANDROMEDA Official EA Play 2016 Vide</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">...</div>
    </summary>
    <content type="html"> &lt;iframe allowfullscreen frameborder="0" height="345" src="http://www.youtube.com/embed/y2vgHOXeps0" width="560"&gt;&lt;/iframe&gt; &lt;br /&gt;&lt;br /&gt;</content>
    <published>2016-06-26T17:36:16Z</published>
    <updated>2016-06-26T17:36:16Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>f00f0e6dd227b0ee8e337c657d3e88e8</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106512" type="text/html"/>
    <title>[MiniB3D] Is there a setup guide?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hi all, Has anyone done a setup guide for the Openb3d wrapper? It's been a while, but I'm trying to build examples/blitz3d/CreateTerrain.bmx but run into build errors on both BlitzMax 1.50 and BMX-NG....</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hi all,<br/><br/>Has anyone done a setup guide for the Openb3d wrapper? It's been a while, but I'm trying to build examples/blitz3d/CreateTerrain.bmx but run into build errors on both BlitzMax 1.50 and BMX-NG.<br/><br/>BlitzMax 1.50 (building modules):<br/><br/><pre class="code">
Building Modules
Compiling:opengles.bmx
flat assembler  version 1.69.14  (1048575 kilobytes memory)
3 passes, 467 bytes.
Archiving:opengles.debug.win32.x86.a
Compiling:openb3dsdl.bmx
ar: creating B:/BlitzMax150/mod/pub.mod/opengles.mod/opengles.debug.win32.x86.a
Compile Error: Identifier 'glewInit' not found
[B:/BlitzMax150/mod/openb3d.mod/openb3d.mod/inc/TGlobal.bmx;126;3]
Build Error: failed to compile B:/BlitzMax150/mod/openb3d.mod/openb3dsdl.mod/openb3dsdl.bmx
Process complete
</pre><br/>Obviously, glew.mod is installed under pub as standard, with glewInit extern'd in glew.c, so not sure why it's not being found.<br/><br/>In BMX-NG (building modules on-the-fly) I get a different result building for either 32 or 64-bit architectures:<br/><br/><pre class="code">
Building CreateTerrain
[ 93%] Processing:openb3d.bmx
Compile Error: Identifier 'glpopclientattrib' not found.
[I:/SpiderOak/DevTools/Blitz/BlitzMaxNG_077/mod/openb3d.mod/openb3d.mod/inc/TBlitz2D.bmx;9;0]
Build Error: failed to compile I:/SpiderOak/DevTools/Blitz/BlitzMaxNG_077/mod/openb3d.mod/openb3d.mod/openb3d.bmx
Process complete
</pre><br/><br/>As far as I can tell, glpopclientattrib is just a standard OpenGL call.<br/><br/>BlitzMax 1.50 has lib/libopengl32.a in place, and BMX-NG I believe should use the relevant 32/64-bit libs in the supplied MinGW installation, so not sure what else might be missing...<br/><br/>Just tried one of the /standard examples (load_md2.bmx) in NG and it gives the same result.<br/><br/>Note that these are slightly different scenarios, ie. 1.50 is building the modules, NG building modules while trying to build a specific example.<br/><br/>Any ideas? <br/><br/></div>
    </content>
    <published>2016-06-26T15:31:56Z</published>
    <updated>2016-06-26T15:31:56Z</updated>
    <author>
      <name>BlitzSupport</name>
    </author>
  </entry>
  <entry>
    <id>7d3072e6a355a5fa9be37cfb7b770d89</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106501" type="text/html"/>
    <title>[General Discussion] Linux impressions</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hi all, I must confess that I'm officially impressed ! Following on Joshk's post, I installed steam on my Linux Mint laptop and the installation process was just like a typical Windows install with dp...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hi all,<br/><br/>I must confess that I'm officially impressed ! Following on Joshk's post, I installed steam on my Linux Mint laptop and the installation process was just like a typical Windows install with dpg (Debian) package file. But that's not the point. The point is that I have one game in my Steam game library (Civ5) and I was actually able to install it on Linux and it plays just like in my Windows desktop. How cool is that :-) And everything just works, like my wireless mouse.<br/><br/>My impression is that Linux has really come along way and is a real alternative to Windows. In Mint you have your start menu and all the window size controls are on the same side to ease to transition. Even system update is smart and easy with few clicks and no popup harassment.<br/><br/>I'm curious to see how things develop in the future.<br/><br/>-Henri <br/><br/></div>
    </content>
    <published>2016-06-26T09:36:16Z</published>
    <updated>2016-06-26T09:36:16Z</updated>
    <author>
      <name>Henri</name>
    </author>
  </entry>
  <entry>
    <id>632960a709d6f58e07dff8f096cca9ec</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106508" type="text/html"/>
    <title>[General Discussion] 23 audio packs for just $26.99</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Today, Arteria3d are running a special music promotion For just $26.99 you can download all 23 music packs in our audio library section and download after purchase, for use royalty free in your produc...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Today, Arteria3d are running a special music promotion<br/><br/>For just $26.99 you can download all 23 music packs in our audio library section and download after purchase, for use royalty free in your productions<br/><br/>This offer runs for 24hours only<br/>Purchase below:<br/><a href="http://arteria3d.myshopify.com/products/music-special" target="_blank">http://arteria3d.myshopify.com/products/music-special</a> <br/><br/></div>
    </content>
    <published>2016-06-26T08:36:17Z</published>
    <updated>2016-06-26T08:36:17Z</updated>
    <author>
      <name>yertari</name>
    </author>
  </entry>
  <entry>
    <id>e99a0d860951e0364af36e52b85fd281</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106309" type="text/html"/>
    <title>[Content Creation Tools] Capable and not too expensive 3D modeller.</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hi everyone, I have been using Artform Curvy3D lately and find it to be a good creation tool for Blitz3d. It is available on Steam Store. Considering my skill level- (and patience!) I find it usable w...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hi everyone,  I have been using Artform Curvy3D lately and find it to be a good creation tool for Blitz3d. It is available on Steam Store.<br/><br/>Considering my skill level- (and patience!) I find it usable with controls that are not too "arcane" like many more popular 3d modellers.<br/><br/>I have always been hoping Dave Bird would re-invigorate Quill 3D which I bought so long ago- it was the first 3d tool which I was able to light map scenery and objects with- and I cannot get over how awesome that was. <br/><br/></div>
    </content>
    <published>2016-06-26T08:35:42Z</published>
    <updated>2016-06-26T08:35:42Z</updated>
    <author>
      <name>gpete</name>
    </author>
  </entry>
  <entry>
    <id>c30bc058f0d0aa24c60c37a86d49480b</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106466" type="text/html"/>
    <title>[Blitz3D Userlibs] UDP LAN multiplayer (continued) Pt2</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">(continuation of NOTE: Flanker's UDP Library and media I'm using(audio) can also be found in for mentioned thread. *** ROADMAP/HISTORY *** This started off from Flanker's initial example code "ADVANCE...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> (continuation of <a href="http://www.blitzbasic.com/Community/posts.php?topic=104840#1310222" target="_blank"><b>LAN multiplayer(UDP)..</b></a> <br/>NOTE: Flanker's UDP Library and media I'm using(audio) can also be found in for mentioned thread. <br/><br/><br/>*** ROADMAP/HISTORY ***<br/> This started off from Flanker's initial example code "ADVANCED 3D EXAMPLE.bb" for usage with his marvelous UDP lib V1.12.<br/><br/> Goal is to learn &amp; create a Blitz3D MultiPlayer example for the community.<br/><br/> I've decided to call it: <br/> B.U.M.P. - (Blitz3D's Ultimate Multi Player) as a working title.<br/><br/> The conversion/extension to Hybrid could then be called(once on the road):<br/> H.U.M.P. - (Hybrid's Ultimate Multi Player) <br/> ---------------------------------------------------------------------------------------------------------------------------------------------<br/><br/> ADDED SO FAR: <br/> -chattext colors matched to playercolors.<br/> -different health strengths and spawn times.<br/> -hide entities names when one player cannot see each other(so can play hide&amp;seek)..<br/> -different health item strengths, which are also displayed above the <br/>  item and take time to become available again depending on strenght.<br/> -fixes to keybd input and window focus.<br/> -sound fx(quicky, needs more work).<br/><br/> UPDATE 29-04-2016:<br/> -lock/unlock mse + hud.focus to window switch 'f'.<br/> -F1=help.<br/> -F2=change player color on the fly.<br/> -rapidfire toggle command.<br/> <br/> UPDATE 12-05-2016:<br/> V1.66 fixed friendly fire bug.(no more shooting yourself in the foot, stommach or whatever :-)<br/> V1.66.2 correctly displaying msg+snd.<br/> V1.69.2:<br/> -Added 2nd (and higher) ramp to fall and die from.<br/> -F3=display current player coords.<br/><br/> V1.69.3:<br/> -fixed bug where chat held onto keys that would turn into player controls after submit.e.g. space=jump.<br/> -Temporary disabled health loss when falling ability.<br/> -Changed death sound, fixed all sounds to play local and on networked players, <br/>  added typwrittersounds for chat(only Local) and submit snd on network to attract attention.<br/>  only 1 audio bug remaining: producing hit sound while actually collecting an item or when player(client)<br/>  gets introduced into game (unclear why).<br/><br/> V1.69.5(14-05-2016): <br/> -fixed fall bug aka (when enabled 'health loss when falling ability' it works, but also kills the player when running down a ramp)<br/><br/> V1.70.0(14-05-2016):<br/> -Fixed bugs: health inacuracies. color at start always displaying ok on players.<br/> <br/> V1.72.4(21-05-2016):<br/> -Added push player function. Caution: pushing someone requires energy. :-)<br/><br/> V1.72.5d(29-05-2016):<br/> -Delay working. <br/> -bug: wrong player getting color(mixed up, for not properly netsent)<br/><br/> V1.72.5t(02-06-2016):<br/> -bugfix: Color working ok now.<br/> -Immobility when dead also working.<br/> -Now storing previous color and revives when.. well, revived of course.<br/> -Added another chat cheat '/' command.<br/> -Several bugfixes/optimizations.<br/> -Added teleportation locations.<br/> -Preventing players having same color.<br/> -adjusted title bar.<br/><br/> V1.72.5u(13-06-2016):<br/> -bugfix: wrong location after push / teleport resolved (most of the time).<br/> -added jump pads.<br/> -fixed negative fall value display.<br/> -added close range/far range mode(only can shoot each other close range with pistol, not machinegun&lt;&lt; diff weapons not implemented yet:-)<br/> -fixed jumping health deduction.<br/><br/> V1.72.5z(16-06-2016):<br/> -Added bullets through teleports feature..<br/><br/><br/> TODO UPTO VERSION 2.0 (not nesacerrily in this order, all using procedural gfx, without ext libs/media, except sound):<br/> -ammo boxes.<br/> -change click true defaults.<br/> -default full screen when not locally testing.<br/> -anim stars rotating above head, if dead squased char.<br/> -bullit hit impact response<br/> -test w gf, flanker or others. ;-) <br/> -scorch marks on hit objects.<br/> -fps /tps switch.<br/> -weapon upgrades.<br/> -collectable coins&lt; take/kill all=winner.  <br/> -'/' cheatmodes and additional commands.<br/> -flashlight,freelook + day nightcycle.<br/> -add moving platforms demo code.<br/> -game music. playing more exited when near an enemy.<br/> -robo players with simple ai.<br/> -gui with saveable prefs.<br/> -simple animated chars.<br/> -ladder climbing/crouching.<br/> -walking, running and sounds to match.<br/> -superjump powerup.<br/> -shields.<br/> -jumping pads.<br/> -weather conditions. <br/> -inventory/hud.<br/><br/> TODO FOR VERSION 3.0 (more advanced, incorporating media and ext libs):<br/> -move to stayne's level.<br/> -3d animated chars.<br/> -AlienBreed 3d characters?<br/> -Special effects, doors, etc.<br/> -Vehicals/terrian.<br/> -PhysX.<br/> -Shadows.<br/><br/> IDEA'S:<br/> -electrocution pads..<br/> -colorpicker.<br/><br/><br/> KNOWN BUGS:<br/> -player dislocated after spawned(again?), mostly happens after pushing when player is dead..<br/> -health not showing properly 0 but negative value after fatal fall.<br/> -when too many players pushing each other system getting 'carried away'.<br/> -when pushing another player into teleport or when the other player is dead then will return at old spot instead of new location.<br/><br/>Latest version of code here:<br/><a href="http://www.mediafire.com/download/n147k5ovuhvyrng/BUMP_V1.72.5z.bb" target="_blank">http://www.mediafire.com/download/n147k5ovuhvyrng/BUMP_V1.72.5z.bb</a> <br/><br/></div>
    </content>
    <published>2016-06-26T08:33:16Z</published>
    <updated>2016-06-26T08:33:16Z</updated>
    <author>
      <name>Rick Nasher</name>
    </author>
  </entry>
  <entry>
    <id>ce07f72fd18bd827e6ce452132515c6a</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106497" type="text/html"/>
    <title>[Blitz3D Programming] AlignToVector</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">What really makes this command. I appreciate a simple example....</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> What really makes this command. I appreciate a simple example. <br/><br/></div>
    </content>
    <published>2016-06-26T08:33:03Z</published>
    <updated>2016-06-26T08:33:03Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>7ddcce04c104b88c8ee7349960112d2f</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=105537" type="text/html"/>
    <title>[Brucey's Modules] 64-bit Windows MaxGUI</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Happy Holidays! :-) I've just committed the first version of the Win32MaxGUI upgrade to support 64-bit apps. (source viewable here : ) It's been a hard slog over the past week since I started work on ...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Happy Holidays! :-)<br/><br/>I've just committed the first version of the Win32MaxGUI upgrade to support 64-bit apps. (source viewable here : <a href="https://github.com/bmx-ng/maxgui.mod" target="_blank">https://github.com/bmx-ng/maxgui.mod</a> )<br/>It's been a hard slog over the past week since I started work on it, but most things generally appear to be functional now.<br/>Most things <strike>except images, that is, which have so far failed to appear on any of my windows</strike>.<br/><br/>On the other hand, MaxIDE builds and runs (as a 64-bit app) and is more-or-less useable, <strike>if you accept blank toolbar buttons as useable</strike> ;-)<br/><br/>Obviously, the outstanding problems will be fixed at some point, but I thought I'd commit it in its current state so others can have a play and perhaps pick up on anything else that I've missed.<br/><br/>NG's maxgui.mod requires the latest of everything to build correctly (bcc, bmk, pub.mod and brl.mod) <br/><br/></div>
    </content>
    <published>2016-06-26T08:32:16Z</published>
    <updated>2016-06-26T08:32:16Z</updated>
    <author>
      <name>Brucey</name>
    </author>
  </entry>
  <entry>
    <id>0acf793335f0503cf16c04f00c854cfd</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106509" type="text/html"/>
    <title>[Brucey's Modules] [Solved] Android WriteFile Not Writing</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I just tried saving with Android debugging savepath does show "/data/data/com.blitzmax.android/files/" but I can't see any savegame.txt in that location PS: On Windows, it successfully saved somewhere...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> I just tried saving with Android<br/><pre class="code">
Import Sdl.sdl
Import BRL.System
Import BRL.Retro

...

savepath = GetPrefPath("rusty","myapp") 

Local file:TStream = WriteFile(savepath +  "savegame.txt")
If Not file Notify "failed to open file" 
WriteLine file,"hello world"
CloseStream file
</pre><br/><br/>debugging savepath does show "/data/data/com.blitzmax.android/files/"<br/><br/>but I can't see any savegame.txt in that location<br/><br/>PS: On Windows, it successfully saved somewhere in AppData/Roaming/myfolder/filename.txt <br/><br/></div>
    </content>
    <published>2016-06-26T08:32:15Z</published>
    <updated>2016-06-26T08:32:15Z</updated>
    <author>
      <name>RustyKristi</name>
    </author>
  </entry>
  <entry>
    <id>fd5c58e37ea1e449495aba7778d9b2a9</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106506" type="text/html"/>
    <title>[Content Creation Tools] 3D content building in OPEN SIM take a look!</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Alternate 3D modeller for creating content to use in Blitz 3D. "http://simonastick.com/" also: "http://opensimulator.org/wiki/Main_Page" ( the base code for Sim-On-A-Stick ) Single Sim Installer for W...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Alternate 3D modeller for creating content to use in Blitz 3D.  <br/><br/>"http://simonastick.com/"<br/>also: "http://opensimulator.org/wiki/Main_Page"   ( the base code  for Sim-On-A-Stick )<br/><br/>Single Sim Installer for Windows- a complete one step install <br/><br/>This will give you a large region with 15000 "prims" limit for building objects.<br/>Basically this is the open source "Open Sim" program with the necessary database, Apache and PHP librarys.<br/>For those of you who don't know this is the basic app that also is used in the online 3D virtual world "Second Life"<br/>The Sim has controls for terrain creation, lighting, simulated 24 hour clock environment. A scripting Language called Mono allows you <br/>to program object and avatar interaction.<br/><br/>Using a "viewer" As a model editor- building objects in Open Sim or Second Life is excellent- the interface has you as your avatar directly <br/>moving -joining- adjusting- texturing a 3D object using fundamental shapes that can be altered.<br/>Really a great way for those of us who are "all thumbs" when it comes to 3D modelling.<br/><br/>Linking all the pieces together creates a model that can be exported to Blender DAE file or a OBJ file.<br/>Externally converting in a Direct X or 3DS file and it can be brought into your Blitz 3D program as a mesh.<br/>Texture files can be added later in Blitz <br/><br/>Best viewer for exploring, building and exporting DAE or OBJ files : in my opinion Singularity Viewer -( "http://www.singularityviewer.org/" )<br/><br/>This is all very cool stuff- "Sim-on-a-Stick" download will run very well from a memory stick or hard drive so it is portable.<br/><br/>Remember all this stuff is OPEN Source-  a work of many dedicated people on their own time. <br/><br/></div>
    </content>
    <published>2016-06-25T08:35:43Z</published>
    <updated>2016-06-25T08:35:43Z</updated>
    <author>
      <name>gpete</name>
    </author>
  </entry>
  <entry>
    <id>0a86f121bc828a911339514bcbbd8679</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106322" type="text/html"/>
    <title>[Blitz3D Userlibs] Xors3D engine Full</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">.......</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> .... <br/><br/></div>
    </content>
    <published>2016-06-25T08:33:17Z</published>
    <updated>2016-06-25T08:33:17Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>2ecc137a472cd6550bc4ceb938643131</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106502" type="text/html"/>
    <title>[Blitz3D Beginners Area] Too many parameters?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">[Code]Graphics3D 800, 600 SetBuffer BackBuffer() camera = CreateCamera() CameraViewport camera, 1, 0, 0, GraphicsWidth(), GraphicsHeight() / 2 camera2=CreateCamera() CameraViewport camera2,0,GraphicsH...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> [Code]Graphics3D 800, 600<br/>SetBuffer BackBuffer()<br/><br/>camera = CreateCamera()<br/>CameraViewport camera, 1, 0, 0, GraphicsWidth(), GraphicsHeight() / 2<br/><br/>camera2=CreateCamera() <br/> <br/>CameraViewport camera2,0,GraphicsHeight() / 2,GraphicsWidth(),GraphicsHeight() / 2 <br/><br/>light = CreateLight()<br/>RotateEntity light,90,0,0<br/><br/>scene = LoadMesh("tech demo map.3ds")<br/>PositionEntity scene, 0, 0, 5<br/><br/>While Not KeyHit(1)<br/><br/>If KeyDown( 205 )=True Then TurnEntity camera,0,-1,0 <br/>If KeyDown( 203 )=True Then TurnEntity camera,0,1,0 <br/>If KeyDown( 208 )=True Then MoveEntity camera,0,0,-0.05 <br/>If KeyDown( 200 )=True Then MoveEntity camera,0,0,0.05 <br/><br/>UpdateWorld <br/>RenderWorld<br/><br/>Text 0, 0, "Check out my tech demo so far LISA MOJEESA!"<br/><br/>Flip<br/>Wend<br/>End<br/>[code/]<br/><br/><br/>what does the error mean? and is there something wrong with my code? I am not sure why I am getting such an error. (This is the Starting point for a tech demo I'm making). Any help is fine.<br/><br/>Thanks <br/><br/></div>
    </content>
    <published>2016-06-25T08:32:45Z</published>
    <updated>2016-06-25T08:32:45Z</updated>
    <author>
      <name>JapaneseGameDev3000</name>
    </author>
  </entry>
  <entry>
    <id>325a86ea6a6c89d0211e1ce04292a23d</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106498" type="text/html"/>
    <title>[BlitzMax Programming] How to build modules with MinGW?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I have searched this thing but still having problems. I have installed the MinGW from here. This is the version of the compiler installed. Then I go to this directory ...\BlitzMax\bin and type I see a...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> I have searched this thing but still having problems. I have installed the MinGW from here. <a href="https://sourceforge.net/projects/mingw/" target="_blank">https://sourceforge.net/projects/mingw/</a><br/><br/>This is the version of the compiler installed.<br/><pre class="code">
g++ -v
...various information...
gcc version 4.9.3 (GCC)
</pre><br/><br/>Then I go to this directory ...\BlitzMax\bin and type<br/><pre class="code">
bmk makemods -r
</pre><br/><br/>I see a lot of information about building the modules.<br/><br/>Now when I try to compile a Blitzmax program I get this information. I looks like I messed up the modules for good now.<br/><br/><pre class="code">
D:/Programs/BlitzMax/mod/pub.mod/stdc.mod/stdc.debug.win32.x86.a(stdc.c.debug.win32.x86.o):stdc.c:(.text+0x3a9): undefined reference to `__mingw__wopendir'
D:/Programs/BlitzMax/mod/pub.mod/stdc.mod/stdc.debug.win32.x86.a(stdc.c.debug.win32.x86.o):stdc.c:(.text+0x3c4): undefined reference to `__mingw_opendir'
D:/Programs/BlitzMax/mod/pub.mod/stdc.mod/stdc.debug.win32.x86.a(stdc.c.debug.win32.x86.o):stdc.c:(.text+0x3e6): undefined reference to `__mingw__wclosedir'
D:/Programs/BlitzMax/mod/pub.mod/stdc.mod/stdc.debug.win32.x86.a(stdc.c.debug.win32.x86.o):stdc.c:(.text+0x3f9): undefined reference to `__mingw_closedir'
D:/Programs/BlitzMax/mod/pub.mod/stdc.mod/stdc.debug.win32.x86.a(stdc.c.debug.win32.x86.o):stdc.c:(.text+0x41c): undefined reference to `__mingw__wreaddir'
D:/Programs/BlitzMax/mod/pub.mod/stdc.mod/stdc.debug.win32.x86.a(stdc.c.debug.win32.x86.o):stdc.c:(.text+0x44d): undefined reference to `__mingw_readdir'
</pre><br/><br/>What version of MinGW do you use? Do you think I might try to make a manual installation of the GCC 4.5?<br/><a href="https://sourceforge.net/projects/mingw/files/MinGW/Base/gcc/Version4/" target="_blank">https://sourceforge.net/projects/mingw/files/MinGW/Base/gcc/Version4/</a> <br/><br/></div>
    </content>
    <published>2016-06-25T08:30:42Z</published>
    <updated>2016-06-25T08:30:42Z</updated>
    <author>
      <name>const</name>
    </author>
  </entry>
  <entry>
    <id>65c27519e9a4747c290e99f01a0dfb5d</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106305" type="text/html"/>
    <title>[Monkey Discussion] Alien Phoenix - Android - IOS- PC - #2</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">This thread is a continuation from. The previous thread was getting long so moved to here. Parallax map view version 3 Third times a charm. :) Even Derron has to like this version. :O Instead of tryin...</div>
    </summary>
    <content type="text"> This thread is a continuation from &lt;a href="http://www.blitzmax.com/Community/posts.php?topic=105169" target="_blank"&gt;here&lt;/a&gt;. The previous thread was getting long so moved to here.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://www.phoenixusc.com/Personal_Post_Data/parallax-v3-5-21-16-5-sm.jpeg" /&gt;&lt;br /&gt;Parallax map view version 3&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;iframe allowfullscreen frameborder="0" height="345" src="http://www.youtube.com/embed/IJuhe6sxbRE" width="560"&gt;&lt;/iframe&gt;&lt;br /&gt;Third times a charm. :) Even Derron has to like this version. :O&lt;br /&gt;&lt;br /&gt;Instead of trying to be accurate in distance and depth for the parallax map view I chose to go for a stylized look and feel. I darkened the bottom layer of asteroids, added two galaxies images using an additive blend (over a static background), added another planet image and quickened the the planet movement rate. &lt;br /&gt;&lt;br /&gt;I think this works. :) &lt;br /&gt;&lt;br /&gt;</content>
    <published>2016-06-24T08:36:32Z</published>
    <updated>2016-06-24T08:36:32Z</updated>
    <author>
      <name>Richard Betson</name>
    </author>
  </entry>
  <entry>
    <id>e557961d26358626bb9ee852a8aa139d</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106486" type="text/html"/>
    <title>[Monkey Discussion] HTML5 Multiplayer using Node/WebSockets?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hi, I would like to do some side experiments with Monkey HTML5build and hopefully some multiplayer action. Any recommendation on what is out there that I could make use of and play with?...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hi,<br/><br/>I would like to do some side experiments with Monkey HTML5build and hopefully some multiplayer action. Any recommendation on what is out there that I could make use of  and play with? <br/><br/></div>
    </content>
    <published>2016-06-24T08:36:32Z</published>
    <updated>2016-06-24T08:36:32Z</updated>
    <author>
      <name>RustyKristi</name>
    </author>
  </entry>
  <entry>
    <id>fc0ea8a178bd67c6b6583429a64dcfdd</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106485" type="text/html"/>
    <title>[General Discussion] My screen died</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Last night a snap and died is esucho, he had found in a garbage dump about two years ago, so today I bought one, my hja wanted a lcd flat screen, but I do not sane to spend money when you can have som...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> <img src="http://img.photobucket.com/albums/v109/shadowyfigure05/000_00681.jpg"/><br/><br/>Last night a snap and died is esucho, he had found in a garbage dump about two years ago, so today I bought one, my hja wanted a lcd flat screen, but I do not sane to spend money when you can have something muho more cheap.<br/><br/><img src="https://store.donanimhaber.com/88/27/42/882742841d7a0e15363c9f527169f00b.jpg"/><br/><br/>This monitor has turned out very cheap, just what a work day, about 5 US dollars. But I have a problem and I can not configure it properly, this very bright, any suggestions? <br/><br/></div>
    </content>
    <published>2016-06-24T08:36:18Z</published>
    <updated>2016-06-24T08:36:18Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>4480cb2a7d764c309c1599a68d5bfab2</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106492" type="text/html"/>
    <title>[General Discussion] just got surface</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Here's a thing. Just got the lowest surface 3 (64gb) no keyboard, etc runs windows home 10 First impressions (10 minutes play): - not bad, setting up references pc (shouldn't that be surface), but all...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Here's a thing. Just got the lowest surface 3 (64gb) no keyboard, etc runs windows home 10<br/><br/>First impressions (10 minutes play):<br/>- not bad, setting up references pc (shouldn't that be surface), but all went well and quick.<br/>- turned off call home, etc<br/>- screen is very nice although text was tiny and needed to go to 175 or 200%<br/>- windows 10 actually is nice to use on it, as it hides all of the PC stuff and focuses on the tablet stuff<br/>- file browser is a pig with check boxes and lots of cruft<br/><br/>- downloaded my windows compiled prog (from vm) and the resources were not referenced - get to know and now I can debug on a proper machine as well as compile on a proper machine<br/>UPDATE: the file needed to be properly unzipped. once that was done it ran great - good sound!<br/><br/>- although it is the lowest surface 3, it feels snappy, I'll let you know how it compiles later<br/><br/>- power/charge socket looks like magnetic but is really a plug - teehee<br/><br/>- as it is the smaller one it has a similar size to an ipad, although feels heavier. It's not as nice to hold, but for an actual PC it is remarkable little thing. <br/><br/></div>
    </content>
    <published>2016-06-24T08:36:18Z</published>
    <updated>2016-06-24T08:36:18Z</updated>
    <author>
      <name>AdamStrange</name>
    </author>
  </entry>
  <entry>
    <id>f25c9b5213c23907f4fa2555d8c08aac</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106496" type="text/html"/>
    <title>[General Discussion] Y'all got any more of dem blitz3D games</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hy! I have been feeling very curious lately. I do relize that on the blitz forums a lot of blitz games are listed but they are not labeled whether they are made in blitz 3D or not. Soooooooo It would ...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hy! I have been feeling very curious lately. I do relize that on the blitz forums a lot of blitz games are listed but they are not labeled whether they are made in blitz 3D or not. Soooooooo It would be awesome if  many people as they can submit there (or others) blitz 3D creations and NO OTHER TOOLS THOUGH JUST BLITZ 3D. My reason for posting this giant monstrosity of a post you ask??? Well, I have played a bit of sonic world which happens to be made in blitz 3D (its a fan game). Long story short I was when playing it and WHOOOOOOO and a bit of LAWD HAVE MERCY BLITZ IS POWERFUL and a bit of... well... you get the point..(:    So I don't care if its bad or this or that or it has jelly on top or that or whatever! By the way, unless you want me to, I wont be sharing creations with other people just because some games (might) be filled with licensed stuff (Just like Sonic World O:). I'm not afraid to spread the word if you want me to. Although I will be playing as many of creations as I can (I have extra PCs so that might just be all of them lol) I also want to do this to see and feel other peoples creativity and out of curiosity of blitz3D. I'm so used to big budget games and I really want to experience what you Blitz Indies out there have come up with. "But my game probs wont work bro"    aaaaahhhhh forget about it just gimme I don't care. This to me is easier and more fun than searching on google.<br/><br/>Anyway, I hope to see many replies. (: <br/><br/></div>
    </content>
    <published>2016-06-24T08:36:17Z</published>
    <updated>2016-06-24T08:36:17Z</updated>
    <author>
      <name>JapaneseGameDev3000</name>
    </author>
  </entry>
  <entry>
    <id>d829be0a6219973c402310ffeca76fa9</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106484" type="text/html"/>
    <title>[General Help] Blitz Editors</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">What Happened to Ideal? Can you point me to the better or more current editors? Thanks...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> What Happened to Ideal?<br/><br/>Can you point me to the better or more current editors?<br/><br/><br/>Thanks <br/><br/></div>
    </content>
    <published>2016-06-24T08:35:59Z</published>
    <updated>2016-06-24T08:35:59Z</updated>
    <author>
      <name>dna</name>
    </author>
  </entry>
  <entry>
    <id>fba761540be18a360a00340c8fabd602</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106493" type="text/html"/>
    <title>[General Help] how do you really do damage?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">all i want is to make my player damage the enemy.. so this is just an algorithm.. if player attack the enemy enemy.health +=1 but whenever i do the detecting using entitydistance, or if entitycolided....</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> all i want is to make my player damage the enemy..<br/><br/>so this is just an algorithm..<br/><br/>if  player attack the enemy<br/>                 enemy.health +=1<br/><br/>but whenever i do the detecting using entitydistance, or if entitycolided.. i always get big values.<br/><br/>enemy.health=100<br/><br/>after attacking once<br/><br/>enemy.health = 70 <br/><br/><br/>please help.. <br/><br/></div>
    </content>
    <published>2016-06-24T08:35:58Z</published>
    <updated>2016-06-24T08:35:58Z</updated>
    <author>
      <name>NotAGamer</name>
    </author>
  </entry>
  <entry>
    <id>ea097e54deb5676db47c5f8f5ead30b2</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106499" type="text/html"/>
    <title>[General Help] way to get and to edit the firmware of a device ?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hello, Is there a way to get and to edit the firmware of a device ? I have an old usb mp3 player that i really like, it has all functionalities that i need and is robust (so i can do manual work with ...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hello,<br/><br/>Is there a way to get and to edit the firmware of a device ?<br/><br/>I have an old usb mp3 player that i really like, it has all functionalities that i need and is robust (so i can do manual work with it, not like a smartphone/minitablet !)<br/>But i would like to edit some functionalities (like the speed at which it goes forward/backward while browsing a mp3, and the timeout of the screen light)<br/><br/>Maybe there is someone who has already worked with firmwares on this board ?<br/><br/>Can i get the firmware by connecting it via the existing usb with a specific key combination or with a specific software or is it (most likely) on a chip on the PCB ?<br/>(=is it doable or is it too complicated)<br/><br/>Thanks, <br/><br/></div>
    </content>
    <published>2016-06-24T08:35:57Z</published>
    <updated>2016-06-24T08:35:57Z</updated>
    <author>
      <name>RemiD</name>
    </author>
  </entry>
  <entry>
    <id>919b044fdd7201348b9ebac95b6eee20</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106494" type="text/html"/>
    <title>[Blitz3D Programming] Looking for a Programmer</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hello everyone, I wasn't sure if this was the right place to post this type of topic, if it isn't I apologize. I'm looking for someone to assist me in editing an older game created with Blitz3D. I hav...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hello everyone,<br/><br/>I wasn't sure if this was the right place to post this type of topic, if it isn't I apologize.<br/><br/>I'm looking for someone to assist me in editing an older game created with Blitz3D. I have the complete source code for the game and all I really need is simple edits made to the code at first. I'm a master of animation, photoshop and all other visual media, I just have no clue what I'm doing when it comes to editing code. <br/><br/>I'm willing to pay someone to help me edit this game.<br/><br/>Anybody interested? <br/><br/></div>
    </content>
    <published>2016-06-24T08:33:03Z</published>
    <updated>2016-06-24T08:33:03Z</updated>
    <author>
      <name>TheDave2016</name>
    </author>
  </entry>
  <entry>
    <id>7810bbef5d11c8a17409a324179d1a57</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106491" type="text/html"/>
    <title>[Brucey's Modules] [Solved] SendMessage (Win32) for BMX-NG?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hi, is there a way to make this work with NG? I have used Pub.win32 for import to get rid of those conflict issues but now I'm getting "stray@" errors.. Thanks...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hi, is there a way to make this work with NG?<br/><br/><pre class="code">Extern "win32"
	Function ExtractIconA%(hWnd%,File$z,Index%)
	Function GetActiveWindow%()
	Function SendMessage:Int(hWnd:Int,MSG:Int,wParam:Int,lParam:Int) = "SendMessageA@16"
End Extern</pre><br/><br/>I have used Pub.win32 for import to get rid of those conflict issues but now I'm getting "stray@" errors..<br/><br/>Thanks <br/><br/></div>
    </content>
    <published>2016-06-24T08:32:17Z</published>
    <updated>2016-06-24T08:32:17Z</updated>
    <author>
      <name>RustyKristi</name>
    </author>
  </entry>
  <entry>
    <id>656b48824269ede206f58c57b92f4805</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106489" type="text/html"/>
    <title>[BlitzMax Beginners Area] CreateThread</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">can anyone exaplain what threads are in blitzmax how to use CreateThread, whats the advantages or maybe direct to an example or a guide. tnx...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> can anyone exaplain what threads are in blitzmax<br/>how to use CreateThread, whats the advantages <br/>or maybe direct to an example or a guide.<br/>tnx <br/><br/></div>
    </content>
    <published>2016-06-24T08:30:27Z</published>
    <updated>2016-06-24T08:30:27Z</updated>
    <author>
      <name>Hardcoal</name>
    </author>
  </entry>
  <entry>
    <id>2b2718b93aff79a824e31d3cedf7e672</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106490" type="text/html"/>
    <title>[General Discussion] warcraft film</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I just watched the Warcraft film on my day off. Very few fantasy folms are released each year and as far as computer game tie ins I thought this was a good film. I had low expectations but it was nice...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> I just watched the Warcraft film on my day off.  Very few fantasy folms are released each year and as far as computer game tie ins I thought this was a good film.  I had low expectations but it was nice to see some fharacters who werent entirely cardboard cutouts.  Their motivation and depth gave them a sense of believability.  I felt the way it handled personal corruption was nice for a fantasy film.  I didnt know whether I was supposed to hate the orcs or not at first but they had a sense of non one dimensionalness to their depiction which was good. <br/><br/></div>
    </content>
    <published>2016-06-23T08:36:20Z</published>
    <updated>2016-06-23T08:36:20Z</updated>
    <author>
      <name>Matty</name>
    </author>
  </entry>
  <entry>
    <id>1019ad44df601d9d0edfcfe59384760e</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106451" type="text/html"/>
    <title>[General Discussion] VS2015 Secretly Inserts Telemetry Code in Binaries</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Visual Studio 2015 C++ Compiler Secretly Inserts Telemetry Code Into Binaries It just keeps getting better lol. This is why I don't use the higher versions of VStudio and just go with FOSS tools like ...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Visual Studio 2015 C++ Compiler Secretly Inserts Telemetry Code Into Binaries<br/><br/><a href="https://yro.slashdot.org/story/16/06/10/1350245/visual-studio-2015-c-compiler-secretly-inserts-telemetry-code-into-binaries" target="_blank">https://yro.slashdot.org/story/16/06/10/1350245/visual-studio-2015-c-compiler-secretly-inserts-telemetry-code-into-binaries</a><br/><br/>It just keeps getting better lol. <br/><br/>This is why I don't use the higher versions of VStudio and just go with FOSS tools like MinGW as much as possible. <br/><br/></div>
    </content>
    <published>2016-06-23T08:36:19Z</published>
    <updated>2016-06-23T08:36:19Z</updated>
    <author>
      <name>RustyKristi</name>
    </author>
  </entry>
  <entry>
    <id>9a177d85f8ec52671c30ceb98b938933</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106465" type="text/html"/>
    <title>[General Help] Game Maker or BlitzMax?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hy, I want to discuss with everyone about a flip flop decision I am stuck on. I do code in C++ but I like to learn other easier tools for game making also. My reason is because I'm still getting thing...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hy, I want to discuss with everyone about a flip flop decision I am stuck on. I do code in C++ but I like to learn other easier tools for game making also. My reason is because I'm still getting things flowing in my brain like tile collision in C++ Allegro 5 and this and that and so on. I have no problem with learning two things at the same time. However, I installed Game Maker and even though It is insanely easy It still takes some time devotion (not that I have a problem with that). Furthermore I relized that perhaps blitzmax would be more worth it. This is because I have prior experience in BASIC. Does any one no that book Programming Video Games For Kids by Johnathan S. Harbor? I read it, and found some tutorials online also on QBASIC and QuickBasic 4.5. I also had little experience with Atari BASIC, which was insanely easy. I am starting to think perhaps I should give BlitzMax a try! But as it says can you really make a game on windows machine and port it to mac and Linux? If so then I that's one point for Blitz because Game Maker only has windows exporter. (I will not pay money to make games to other platforms). What do you guys think? I actually have blitz 3D but I have to learn blender first and want to try things with 2D before I move on. So Which do you guys think is best? Personally although Blitz Max is probably better for me I still want to here from you guys... <br/><br/></div>
    </content>
    <published>2016-06-23T08:35:59Z</published>
    <updated>2016-06-23T08:35:59Z</updated>
    <author>
      <name>JapaneseGameDev3000</name>
    </author>
  </entry>
  <entry>
    <id>4a017a619649bbdf7c412b445ea98c9a</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106483" type="text/html"/>
    <title>[Content Creation Tools] SpriteWorks 2 Now Free!</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hey All, A few weeks ago I have noticed that I was nearing the 1000th post mark and thought of something rather meaningful on that very post, after all the help that I got from this community, it's th...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hey All,<br/><br/>A few weeks ago I have noticed that I was nearing the 1000th post mark and thought of something rather meaningful on that very post, after all the help that I got from this community, it's the least thing that I can do. :-).<br/><br/>The idea all started a few months back that I have asked my friend who is also a hobbyists game dev, if he's willing to share his SpriteWorks2 copy and a few minutes later on it lead the conversation down to the legalities of it. Taking into consideration that EnvyGames site, the creator of the tool, already went down a few years ago and so I was thinking that this could be considered abandonware. <br/><br/>I still did not take any chances and so the first thing that I did was to email John Kanalakis, owner of EnvyGames. I searched for contact info and finally got his email from garagegames site ;-)) wrote him to ask for permission to release it for FREE. <br/><br/>A few weeks went by I have not received any response and so I just forgot about it, moved on and my plan to share something on that very post was a bust.<br/><br/>Fast forward today, I was surprised when I opened my inbox and just got his reply (just now) with the permission of finally releasing it for free.<br/><br/>He also mentioned that he's now working on a new SpriteWorks version with crossplatform support and with less requirements.<br/><br/>So folks, courtesy of John K, I give you <a href="http://www.files.com/shared/5758d1a434a3a/SW2.rar" target="_blank">SpriteWorks 2</a>!!!<br/><br/><a href="http://www.files.com/shared/5758d1a434a3a/SW2.rar" target="_blank"><img src="http://i.imgur.com/QL28MZA.jpg"/></a><br/><br/>Enjoy! :D <br/><br/></div>
    </content>
    <published>2016-06-23T08:35:43Z</published>
    <updated>2016-06-23T08:35:43Z</updated>
    <author>
      <name>RustyKristi</name>
    </author>
  </entry>
  <entry>
    <id>7f84fe8d69b944dc2c760d2cc24f234e</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106495" type="text/html"/>
    <title>[BlitzMax Beginners Area] Models in a random field ?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hello , any suggestions to put models on a plot at random, without loading them manually?...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> <img src="http://i68.tinypic.com/344tl6w.png"/><br/><br/><img src="http://i66.tinypic.com/2latqgk.png"/><br/><br/><br/>Hello , any suggestions to put models on a plot at random, without loading them manually?<br/><br/><br/><pre class="code">
Local columna:int  = xLoadMesh("Data\Modelos\Columna.b3d")
t# = xTerrainY( terreno\terreno%, xEntityX(columna%), xEntityY(columna%), xEntityZ(columna%)-20 )

xPositionEntity columna:int, 64*20, t#, 64*20
xScaleEntity columna:int, .5, .5, .5

Local columna2:int  = xLoadMesh("Data\Modelos\Columna.b3d")
xPositionEntity columna2:int, 64*20 +  Rnd( 100, 110 ) , t#, 64*20 
xScaleEntity columna2%, .5, .5, .5


</pre> <br/><br/></div>
    </content>
    <published>2016-06-23T08:30:28Z</published>
    <updated>2016-06-23T08:30:28Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>5b82a71a8e497dbcd176af5881c51e1f</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106450" type="text/html"/>
    <title>[BlitzMax Beginners Area] Mutext?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I 'm trying to understand the mutex , but I do not succeed, I do not see the difference in the console about it. Any suggestions ?...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> I 'm trying to understand the mutex , but I do not succeed, I do not see the difference in the console about it.<br/><br/>Any suggestions ?<br/><br/><pre class="code">
SuperStrict

Global Mutex:TMutex  = CreateMutex() 'create the mutex.  This mutex will be locked anytime a thread needs access to the consol

Function Hello:Object(data:Object)
	'LockMutex(Mutex) 'Lock the mutex so we can have exclusive access to the consol
	Print "Hello 1"
	Print "Hello 2"
	Print "Hello 3"
	Print "Hello 4"
	Print "Hello 5"
	Print "Hello 6"
	'UnlockMutex(mutex) 'unlock the mutex to allow other threads access
End Function

Function GoodBye:Object(data:Object)
	'LockMutex(Mutex) 'lock the mutex blah blah
	Print "Good bye 1"
	Print "Good bye 2"
	Print "Good bye 3"
	Print "Good bye 4"
	Print "Good bye 5"
	Print "Good bye 6"
	'UnlockMutex(Mutex) 'blah again
End Function
CreateThread(Hello,Null)
CreateThread(GoodBye,Null)

Delay(1000) 'delay to allow threads to finish

</pre> <br/><br/></div>
    </content>
    <published>2016-06-23T08:30:28Z</published>
    <updated>2016-06-23T08:30:28Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>0c62bf22ca2ba4f9046387b259421073</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=102524" type="text/html"/>
    <title>[General Discussion] miniB3D +! Would anyone be interested?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hello all, After reading a significant amount of responses as to what would make blitzMAX awesome again I'm seeing that a lot of people think a modern 3d engine would do the trick, but I think miniB3D...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hello all,<br/><br/>After reading a significant amount of responses as to what would make blitzMAX awesome again I'm seeing that a lot of people think a modern 3d engine would do the trick, but I think miniB3D just needs a update.<br/><br/>MiniB3D is stable but I believe it has 3 primary shortcomings.<br/>1. Modern Rendering<br/>2. Particle Systems<br/>3. Physics Engine<br/><br/>I've already heavily modified my version of miniB3D to support these but I'd like to offer something more developer friendly if enough people are interested.<br/><br/>My solution is to replace the RenderWorld() function and add a function before you're main game loop(CreateWorld()). You would just need to import an additional module on top of minib3d, without replacing it.<br/><br/>The graphics additions would include<br/>- True Multi-Sampled Anti-Aliasing<br/>- Normal Mapping<br/>- Shadows<br/>- Bloom<br/>- Screen Space Ambient Occlusion<br/>- High Dynamic Range (HDR)<br/>- Custom Shader Support<br/><br/>Let me know your thoughts and if you think this is something worth producing! :)<br/><br/>Here's a picture what these changes can do for miniB3D<br/><img src="http://infotread.com/downloads/rtspic002.png"/> <br/><br/></div>
    </content>
    <published>2016-06-22T08:36:23Z</published>
    <updated>2016-06-22T08:36:23Z</updated>
    <author>
      <name>BLaBZ</name>
    </author>
  </entry>
  <entry>
    <id>219635c1a9124f1d18935ceb427bfecd</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106472" type="text/html"/>
    <title>[General Discussion] Fragment Shaders.</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I have taken the initiative to learn Shaders , it is like jumping into the void , enter a jungle if nothing but the will, and what excites me about it it is that I found material in Spanish and the id...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> I have taken the initiative to learn Shaders , it is like jumping into the void , enter a jungle if nothing but the will, and what excites me about it it is that I found material in Spanish and the idea is to apply in BlitzMax .<br/><br/>However in my crossing I would like to know if this is something difficult or easy, the book I started reading says I tene basic knowledge in mathematics, algebra and trigonometry , which I have since only made &amp;#8203;&amp;#8203;through third grade in school. Study is only three years in my childhood.<br/><br/>It's really hard ?, I do not want to waste time on something that I might not be satisfactory. <br/><br/></div>
    </content>
    <published>2016-06-22T08:36:20Z</published>
    <updated>2016-06-22T08:36:20Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
  <entry>
    <id>d2b1561cd777cfa602c8c6fce273f5e7</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106482" type="text/html"/>
    <title>[General Help] F1 2014 and Windows 8.1</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I purchased F1 2014 today via Steam. Everything installed fine on my Dell laptop, and all local files verified without anything needing to be reacquired. However, every time I launch the game, it appa...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> I purchased F1 2014 today via Steam. Everything installed fine on my Dell laptop, and all local files verified without anything needing to be reacquired. However, every time I launch the game, it apparently fails to start. There is no error message: the "preparing to launch" window opens, closes immediately, and nothing else happens.<br/><br/>After some investigation, I have discovered that the program DOES start, but sits in the background consuming 30-40% CPU for 4+ minutes, before eventually opening a full screen display and running normally. Searching via Google has revealed this to be a common issue with this game on Windows 8.1, but none of the suggested solutions (update drivers [AMD 8730M], change UAC settings etc.) have made any difference.<br/><br/>Has anyone else experienced this problem, and if so, did they manage to fix it? <br/><br/></div>
    </content>
    <published>2016-06-22T08:36:00Z</published>
    <updated>2016-06-22T08:36:00Z</updated>
    <author>
      <name>Chalky</name>
    </author>
  </entry>
  <entry>
    <id>05cc3462de31be5667487a34e6a0234b</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106425" type="text/html"/>
    <title>[Blitz3D Programming] 2D Filters in Blitz3D</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Is there some way of achieving 2D filters like tonemapping, autolevels or greyscale in B3D?...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Is there some way of achieving 2D filters like tonemapping, autolevels or greyscale in B3D? <br/><br/></div>
    </content>
    <published>2016-06-22T08:33:04Z</published>
    <updated>2016-06-22T08:33:04Z</updated>
    <author>
      <name>RustyKristi</name>
    </author>
  </entry>
  <entry>
    <id>7a8f31fd37d0726096176d3826a50252</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106242" type="text/html"/>
    <title>[Brucey's Modules] NG does not play nice with function references</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Hi! I am new to BlitzMax-NG and, in a way, to this forum, seeing as this is my first post here. I've used BlitzMax for years and been interested in NG for a while. Now I've finally gotten around to tr...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Hi!<br/>I am new to BlitzMax-NG and, in a way, to this forum, seeing as this is my first post here.<br/>I've used BlitzMax for years and been interested in NG for a while. Now I've finally gotten around to trying it out and found a couple bugs I'd like to report. I'm not sure if there's a list of known issues anywhere, as I haven't found one. But I see a bunch of other threads reporting NG problems in here, so I assume this is the right place.<br/>I am using the BlitzMaxNG_win32_Unoffical_0_77 package from <a href="http://www.bmx-ng.com," target="_blank">http://www.bmx-ng.com,</a> with the newest bmk and brl modules from github.<br/><br/><br/>I found NG seems to have quite a lot of trouble with data types representing functions.<br/><br/>Here's a simple example:<br/><pre class="code">
SuperStrict
Framework BRL.StandardIO

Local func(str:String) = Print
func "hello"
</pre>This code declares a local variable "func" of the type "(s:String)" - a function that takes one String parameter and returns nothing. Then Print gets assigned to this variable and called with a string literal. The official BlitzMax compiler considers this a valid program that prints "hello"; NG however refuses to compile it, saying "Unable to convert from Int(String) to (String)". This is a difference between vanilla BlitzMax and NG which I assume arises from BRL.StandardIO being written non-SuperStrict. While this seems easily fixable by changing the declaration to <pre class="code">Local func:Int(str:String) = Print</pre>, it can be more complicated in practice. One might, for instance, want to exchange Print with DebugLog (consider a program like the one in the next codebox below). This is trivial in vanilla, but in NG it's suddenly impossible, because although Print returns Int, DebugLog returns void and so you cannot declare a variable with a type that matches them both.<br/><br/><br/>There are more problems:<br/><pre class="code">
SuperStrict
Framework BRL.StandardIO

Local func:Int(str:String) = GetPrint()
func "hello"


Function GetPrint:Int(s:String)()
	Return Print
End Function
</pre>This time we don't assign Print to our variable directly, but instead call a function that returns it. Thus GetPrint gets two sets of parentheses. The first one is part of its return type "Int(s:String)". The second one is its empty parameter list. This is valid BlitzMax, but NG refuses to compile it because it gets confused about the many parentheses. The same happens when trying to declare a variable with such a type, for example <pre class="code">Local funcprovider:Int(s:String)() = GetPrint</pre><br/><br/>Another program that doesn't compile in NG:<br/><pre class="code">
SuperStrict
Framework BRL.StandardIO

Local funcs(str:String)[] = [DebugLog, RuntimeError]
funcs[0] "hello1"
funcs[1] "hello2"
</pre>At first it says "Expression can not be used as a statement". When this is fixed by adding parentheses around the string literals (which is not necessary in vanilla), it complains about missing function parameters for DebugLog and RuntimeError, thinking their appearance within the array literal declaration are supposed to be calls.<br/><br/><br/>And finally, here's a particularly odd one:<br/><pre class="code">
SuperStrict
Framework BRL.StandardIO

Local funcs:Int(str:String)[ ] = Null

funcs = funcs[..1]
funcs[0] = Print

funcs[0]("hello1")
</pre>"Expecting expression but encountered '='". Okay, let's try remove the Null assignment then, it isn't strictly necessary after all:<br/><pre class="code">
SuperStrict
Framework BRL.StandardIO

Local funcs:Int(str:String)[ ]

funcs = funcs[..1]
funcs[0] = Print

funcs[0]("hello1")
</pre>"Slices can only be used with strings or one dimensional arrays" But this IS a one-d... nevermind, let's do this then:<br/><pre class="code">
SuperStrict
Framework BRL.StandardIO

Local funcs:Int(str:String)[ ]

funcs :+ [Print]

funcs[0]("hello1")
</pre>"Unable to convert from Int(String) Array to Int(String) Array." Huh.<br/>Turns out, all this is caused by the extra space between the brackets in the declaration of "funcs". Unlike vanilla, NG takes offense at any whitespace between those. This took me a while to figure out :)<br/><br/><br/>Apart from these, I encountered a few other issues while trying to port a larger module from vanilla Bmax to NG. These were weirder - generating faulty C code or crashes - which is I haven't managed to track them down and make them reproducible with a small code snippet, unfortunately.<br/>Despite all this, I am quite impressed with NG. I hope it'll see further development and that this will help improve it :) <br/><br/></div>
    </content>
    <published>2016-06-22T08:32:17Z</published>
    <updated>2016-06-22T08:32:17Z</updated>
    <author>
      <name>FireballFlame</name>
    </author>
  </entry>
  <entry>
    <id>7953ccf0f627e7126ca2801a1d6167d6</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106487" type="text/html"/>
    <title>[BlitzMax GUI Programming] Canvases and Alpha</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">So I'm cobbling together a small tool to aid me in the creation of a larger project, but finding myself repeatedly bogged down with a lack of understanding (or decent documentation) of MaxGUI. My curr...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> So I'm cobbling together a small tool to aid me in the creation of a larger project, but finding myself repeatedly bogged down with a lack of understanding (or decent documentation) of MaxGUI. My current issue is drawing on a canvas with alpha enabled. Have a microversion of my current issue:<br/><br/><textarea class="codebox" cols="80" name="code" readonly="true" rows="15" wrap="OFF">SuperStrict

' Bonus question: why is this Import necessary if BlitzMax builds your code with ALL modules by default?
Import maxgui.Drivers

Global mainWindow:tGadget = CreateWindow("Canvas example",0,0,800,600,Null,WINDOW_DEFAULT + WINDOW_CENTER)

Global canvas:tGadget = CreateCanvas(0,0,ClientWidth(mainWindow),ClientHeight(mainWindow),mainWindow)
	SetGadgetLayout canvas,EDGE_ALIGNED,EDGE_ALIGNED,EDGE_ALIGNED,EDGE_ALIGNED
Global canvasTimer:tTimer = CreateTimer(60) ' Refresh canvas at 60 fps
Global cursorX:Int,cursorY:Int

Global quit:Int

While Not quit
	WaitEvent()
	
	Select EventID()
		Case EVENT_MOUSEMOVE
			cursorX = EventX()
			cursorY = EventY()
		Case EVENT_WINDOWCLOSE
			If EventSource() = mainWindow Then quit = True
		Case EVENT_TIMERTICK
			If EventSource() = canvasTimer Then updateCanvas()
	EndSelect
Wend

End

Function updateCanvas()
	SetGraphics CanvasGraphics(canvas)
	
	SetClsColor 0,0,191
	Cls
	
	SetColor 0,0,0
	SetAlpha 1
	DrawRect cursorX - 32,cursorY - 32,64,64
	SetColor 255,0,255
	DrawRect cursorX - 32,cursorY - 32,32,32
	DrawRect cursorX,cursorY,32,32
	
	SetColor 255,255,255
	SetAlpha .6
	DrawOval cursorX - 16,cursorY - 16,32,32
	
	Flip
EndFunction</textarea><br/><br/>As you can see, the circle is supposed to be drawn at 60% alpha, but has no transparency applied to it. If the alpha is set to .5 or below, the circle disappears completely. So, is there a way to support a proper alpha buffer on a canvas? <br/><br/></div>
    </content>
    <published>2016-06-22T08:30:56Z</published>
    <updated>2016-06-22T08:30:56Z</updated>
    <author>
      <name>Adam Novagen</name>
    </author>
  </entry>
  <entry>
    <id>6a407baa23af264b9bd48a3fb39bf59d</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106488" type="text/html"/>
    <title>[BlitzMax Programming] Why does MaxGUI require importing?</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Title says it all. I've been fiddling around with MaxGUI lately, and I don't fully understand why I need to use and to build MaxGUI programs, when I'm not using the command. I was under the impression...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> Title says it all. I've been fiddling around with MaxGUI lately, and I don't fully understand why I need to use <b>Import maxgui.Drivers</b> and <b>Import maxgui.ProxyGadgets</b> to build MaxGUI programs, when I'm not using the <b>Framework</b> command. I was under the impression that if no <b>Framework</b> was specified, BlitzMax would simply pull <i>all</i> the modules in automatically... Does it only import the <b>BRL</b> and <b>PUB</b> modules by default? <br/><br/></div>
    </content>
    <published>2016-06-22T08:30:43Z</published>
    <updated>2016-06-22T08:30:43Z</updated>
    <author>
      <name>Adam Novagen</name>
    </author>
  </entry>
  <entry>
    <id>65855ae81790f1a66fbd012bde8334d2</id>
    <link rel="alternate" href="http://blitzmax.com/Community/posts.php?topic=106443" type="text/html"/>
    <title>[BlitzMax Beginners Area] [Solved]Help installing mod AlvaLynx</title>
    <summary type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">The library works very well with native Blitz3D , and Xors3D , yet can not get properly install the module to BlitzMax . These are the instructions. BlitzMax Copy AlbaLynx.dll from "%AlbaLynx%\dll" to...</div>
    </summary>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml"> The library works very well with native Blitz3D , and Xors3D , yet can not get properly install the module to BlitzMax .<br/><br/>These are the instructions.<br/><br/>BlitzMax<br/><br/>Copy AlbaLynx.dll from "%AlbaLynx%\dll" to your project's folder.<br/>Copy albalynx.mod from "%AlbaLynx%\Headers\BlitzMax" to "%BlitzMax%\mod".<br/>Copy albalynx.mod from "%AlbaLynx%\Engines\%YourEngine%\BlitzMax" to "%BlitzMax%\mod". (if there no headers for your engine, then you have to write it. See Connecting AlbaLynx to the input system)<br/>Build the module: "%BlitzMax%\bin\bmk.exe makemods -a albalynx"<br/><br/><br/>I'm pretty sure that all the steps I have succeeded, but I get the following error when testing the sample files .<br/><br/><img src="http://i66.tinypic.com/wtbwo2.jpg"/><br/><br/><br/><br/>I have compiled modules so corrcta with mbx.exe makemods -a -h albalynx<br/><br/><pre class="code">

C:\BlitzMax\bin&gt;bmk.exe makemods -a -h albalynx
Compiling:albalynx.bmx
flat assembler  version 1.69.14  (1667955 kilobytes memory)
3 passes, 0.1 seconds, 311143 bytes.
Archiving:albalynx.debug.mt.win32.x86.a
ar: creating C:/BlitzMax/mod/albalynx.mod/albalynx.mod/albalynx.debug.mt.win32.x
86.a
Compiling:connect_xors3d.bmx
flat assembler  version 1.69.14  (1667502 kilobytes memory)
4 passes, 6386 bytes.
Archiving:connect_xors3d.debug.mt.win32.x86.a
ar: creating C:/BlitzMax/mod/albalynx.mod/connect_xors3d.mod/connect_xors3d.debu
g.mt.win32.x86.a
Compiling:albalynx.bmx
flat assembler  version 1.69.14  (1665059 kilobytes memory)
3 passes, 136465 bytes.
Archiving:albalynx.release.mt.win32.x86.a
ar: creating C:/BlitzMax/mod/albalynx.mod/albalynx.mod/albalynx.release.mt.win32
.x86.a
Compiling:connect_xors3d.bmx
flat assembler  version 1.69.14  (1664740 kilobytes memory)
3 passes, 3297 bytes.
Archiving:connect_xors3d.release.mt.win32.x86.a
ar: creating C:/BlitzMax/mod/albalynx.mod/connect_xors3d.mod/connect_xors3d.rele
ase.mt.win32.x86.a

C:\BlitzMax\bin

</pre><br/><br/><br/>Any suggestions ? <br/><br/></div>
    </content>
    <published>2016-06-22T08:30:29Z</published>
    <updated>2016-06-22T08:30:29Z</updated>
    <author>
      <name>Yue</name>
    </author>
  </entry>
</feed>
