Basic4GL Mobile road map

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:

  1. jpeg loading
  2. Sound and music playback (using OpenSL)
  3. File I/O
  4. Other sensors (tilt/accelerometer etc)
  5. Function pointers
  6. Creating an apk for the Google Play store (pro version)
  7. 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.

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