Just a quick jot down of my plans for Basic4GL Mobile.
By the way an early version has been released. It’s fully functional (if lacking a bunch of features), so if you fancy writing some BASIC and running it on an Android phone/tablet quickly and (relatively) easy: http://basic4gl.net/mobile/
Anyway, the plan is:
- jpeg loading
- Sound and music playback (using OpenSL)
- File I/O
- Other sensors (tilt/accelerometer etc)
- Function pointers
- Creating an apk for the Google Play store (pro version)
- Integrating the Windows IDE with the Android runtime, so the IDE can push updated files directly to the phone/tablet without requiring a 3rd party application. This would also lay the groundwork for remote debugging.
1, 2 & 3 would more or less give it the 2D facilities to match the original Basic4GL, making it a fully feasible program for developing/prototyping 2D games.
Function pointers looks a bit out of place, but I need it to port one of my Basic4GL 2D games which relies heavily on runtime compilation, and a rather non-standard way of discovering and executing the functions in those scripts. I don’t want to implement runtime compilation in Basic4GL Mobile and lump the compiler into the Android runtime, but I do need something to replace the script function call mechanism. I’m currently researching function pointer syntax in BASIC languages. I may settle on something like Visual Basic’s “delegate” and “addressOf” keywords.
In parallel to the above I also want to create some how-to videos and build up a standard library of BASIC include files, particularly for things like on-screen joysticks and swipe input.