Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MacBernick

Pages: [1] 2 3 ... 7
1
Other / Re: SID synthesizer with MIDI
« on: January 31, 2014, 12:28:17 pm »
Can you control the envelope generators of the chip with your circuit, via MIDI and/or with actual knobs ?

2
Quick suggestion for the FILLPOLY syntax.

I think it should accept this syntax for list of points :

{[[x1],[y1]], [[x2],[y2]], ...., [[xn],[yn]]}

This way, using translation, scaling, rotating matrix to all the points could be done in a single operation :

{list of point} * [rotation matrix], for example would rotate all the points at once.

3
Other / Re: SID synthesizer with MIDI
« on: January 31, 2014, 09:57:02 am »
I see.
Nice job anyway. I love the SID and I'd really like to have a real one with a MIDI controller. Emulations are not really perfect usually.

4
Other / Re: SID synthesizer with MIDI
« on: January 31, 2014, 09:48:05 am »
Wiring is OK I guess as long as I know where to put the wires ^^

5
Art / Re: Font Contest CSE
« on: January 31, 2014, 09:38:55 am »
That would be better for me thanks. Am I the only one that want to participate ? ^^

6
Other / Re: SID synthesizer with MIDI
« on: January 31, 2014, 08:59:30 am »
Very nice. Is it possible to build one with no electronic knowledge at all ?

7
Art / Re: Font Contest CSE
« on: January 31, 2014, 08:57:29 am »
I'm sorry I won't be able to finish it on time :/

8
HP Prime / Re: [WIP] Trailblazer Prime
« on: January 31, 2014, 08:27:38 am »
Yes you may be right. In fact I intend to display it on screen half the real size (half res actually), it might gives it back the overall "old school touch" of the game. Or else I'll make another one ^^
Also, the tileset used for textures is not the final one. I'm making a new one with a bit more details and a more futuristic look.

9
HP Prime / Re: [WIP] Trailblazer Prime
« on: January 30, 2014, 10:01:04 pm »
This means the selection fail if there is no valid track at all. I expect some issues and crashes with valid track selection, until all possible cases are found.

I'm happy you like it, thank you.


I made a logo for the game by the way. What do you think ?

10
HP Prime / Re: [WIP] Trailblazer Prime
« on: January 30, 2014, 09:24:27 pm »
Hi there !

No major update yet as I expected,  but some nice additions like working embedded track editor, track selection and a few things.

You can't load a track in the editor yet, but you can create a new one, save it to any Home list (L0..L9) and load it into the game.
I know there is a lot of bugs in this release, please report them, I did not have time to test it much yet.


@DJomnimaga : nope I did not use a tutorial, I've made my homework myself ^^
When I find some time I'll explain all the math and programming behind this engine, it's simple but it need some drawings to explain. What you want to do is possible I guess. scrolling left/right wouldn't cost much, just a matter of offsetting the drawing area between frames. The problem is that you will have a lot of data to compute and display at the farthest point. You'll have to cheat at some point I think.

@nspireguy : thanks ! Hope you'll be happy with your Prime, It's a wonderful machine, despite its... messy OS (for now). ^^

11
HP Prime / Re: [WIP] Trailblazer Prime
« on: January 24, 2014, 05:07:05 pm »
As you might have found out already, nope, your creation is just /dev/nulled for now.

What you can do is fetch the TrackEdit.te_tck content in home (this var is EXPORTed), convert it into a list with mat2lst(), and copy/paste it in the game program (trackMatrix in init()). Or just wait that everything get well integrated but I don't really know when. As fast as I can !

12
HP Prime / Re: [WIP] Trailblazer Prime
« on: January 23, 2014, 12:39:31 pm »
Thank you. I'm not sure I want to spend too much time on the editor. As long as it's easy to use I think i'ts ok. About time, I'm once again very busy at work, so even though I think it's a bit early, I attach the editor as it is here so you guys can play a bit with it. New, Save and Load track doesn't work at the moment, sorry.
This have been made 100% on calc, thus using a lot of home reals (A-E, K, R, S and T are used if I remember well).

13
If you were happy with the HP48, you should try the HP50 maybe.

14
HP Prime / Re: [WIP] Trailblazer Prime
« on: January 21, 2014, 06:57:49 am »
Yes if you still have your finger on Enter key when finishing then it will skip. I'll fix that.

The game is soon to be finished. I've made a track editor, it's a separate program for now but I'll merge it with the game eventually. Some other bugs to fix, a few features to finish and release of final version in the next few days.

EDIT : screenshot of track editor.

15
HP Calculators / Re: Life Force for the HP Prime
« on: January 19, 2014, 01:20:20 pm »
That looks very nice. Do you have any idea how you will implement collisions detection yet ?

Some ideas I had were to use pixel tests. The game screen is broken into layers. There will be a layer for background walls, and a layer for enemies. "Blank" regions in each layer are colored with a masking color (lime green). The collision detection will first detect if the position of a shot corresponds to a lime green pixel (no collision) in the wall / enemy layers or a non-green pixel (collision occurred). If enemy collision occurs then it will search the enemies list and mark it as destroyed. For speed, only the ship and the bullets will detect collision. For the ship, we search a bullet list only if the colored pixel is within a specific range of colors (thatwill not be used for enemies).

The thought is that a pixel test would be quick and save some computational time. The alternative would be to search the enemy list and possibly get no collision, which eats up CPU time.

My approach right now is to add a few elements of the game in at a time and find the slowest frame rate. If it is acceptable, then I'll complete the project and turn it into an actual game in which all the other frames are timed accordingly so that there aren't moments where everything moves fast and other areas where you see too much slowdown. In the event that I cannot optimize the code to an acceptable frame rate, I'll just release the code as is for someone else to play with.

Maybe I should have made a blog on the process...

I know collision can be a very delicate part of game dev, and a poorly coded routine can ruin a very good game otherwise. I asked not because I doubt of your skills but because I don't know yet how to handle that on the Prime myself. I don't need it for Trailblazer (which is really almost finished, I coded track editor on-calc in the train, that was an... interesting experience. ^^ ), but I will definitely need some for my next project. There are so much known way to handle collision but each platform has its own strength and weakness. Well I hope it will work for you and I really look forward to play your game. Will you release a demo soon ?

Pages: [1] 2 3 ... 7