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Topics - spicypixel

#21
I have been using a series of POLYVECTOR functions that I grabbed from here a long time ago (I'd credit the original other and post but I've forgotten), having now understood what the PV routines were doing I changed them a little and recently decided to tweak the values to try and get rid of the nasty edge artifacts when using SMOOTHSHADING TRUE. This is one of the functions, the principle is the same for all.

I have tried this with a full-screen tilemap and it works very well.

Code (glbasic) Select

FUNCTION PolySpriteZoom: sprite, xpos#, ypos#, scalex#, scaley#
// Texture UV Info.
patx      = GE_pv_Sprite[sprite].GE_pv_X + 0.38
paty      = GE_pv_Sprite[sprite].GE_pv_Y + 0.38
patxx     = GE_pv_Sprite[sprite].GE_pv_X + GE_pv_Sprite[sprite].GE_pv_W - 0.76
patyy     = GE_pv_Sprite[sprite].GE_pv_Y + GE_pv_Sprite[sprite].GE_pv_H - 0.76

// Sprite Info.
pminx = xpos
pminy = ypos
pmaxx = pminx + GE_pv_Sprite[sprite].GE_pv_W * scalex#
pmaxy = pminy + GE_pv_Sprite[sprite].GE_pv_H * scaley#

POLYVECTOR pminx, pminy, patx , paty , RGB(255,255,255) // Top-Left
POLYVECTOR pminx, pmaxy, patx , patyy, RGB(255,255,255) // Bottom-Left
POLYVECTOR pmaxx, pminy, patxx, paty , RGB(255,255,255) // Top-Right
POLYVECTOR pmaxx, pmaxy, patxx, patyy, RGB(255,255,255) // Bottom-Right
POLYNEWSTRIP
ENDFUNCTION


The trick is to use floating point values to determine the UV edge values. Above I used 0.38 to be added to the top XY position and 0.76 to be subtracted from the bottom right hand position. You may be able to get them nearer to 0 dependent on the tileset used, for me these values work with a tileset that has fulltiles and partially filled tiles adjacent to each other.

One thing I did notice was that the edge artifacts depicted were showing thin lines with the original transparent colour. For example in my paint package which is using an indexed 256 colour palette, I had set the first colour (0) to be RGB 255,0,255 and although set to transparent the artifacts shown had purple hues to them. Pointless observation I'm sure but I'd have thought the edge (smoothing) would have been the adjacent tile ---> transparent and NOT adjacent tile ---> faint transparent set coloured hue ---> transparent.

Anyway, hope some of you like this experimenting :)
#22
I have the JAVA_HOME and ANDROID_SWT set in my paths but they work and then they don't and then they do and then they don't???? Can someone please give some details as to what needs installing, what paths need setting please.

I'm spending more time messing with paths to get code compiling than I am coding, not right at all :) Even re-installing GLB to fix issues now is getting a ballache as the latest download is outdated and needs updating each time. Is there not a definitive guide that explains what's what?

BTW I get

Code (glbasic) Select

_______________________________________
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.9.829 SN:51e405f7 - 3D, NET
Wordcount:263 commands
compile+link:
*** create process failed
success
_______________________________________
*** Finished ***
Elapsed: 4.3 sec. Time: 22:29
Build: 1 succeeded.
#23
Code (glbasic) Select

LOCAL html$
LOCAL html_pages%
html_pages% = 1

FOR pages = 1 TO 2
html$ = NETWEBGET$("www.fivewaysmotors.co.uk", "/used-cars?page=" + html_pages%, 80, 131070, 3000)
DEBUG "Crash!"
NEXT


Try this in debug mode
#24
This is something that I've been working on, as of yet it's still unfinished however it shouldn't be long before I have a working version with full map loading and saving. I will be releasing the source code so you can tailor, rewrite or tweak the map output etc. to exactly what you require.

I am now going to use a date naming convention for the EXE and SOURCE so it will make it easy for people to realise what version is online. This latest version now has a data layer which you can edit. Loading and Saving is now correctly implemented. Feel free to dabble with this. I will endeavour to write a tutorial/manual to assist some of the quirkier aspects of the app :)

Download EzMap 13.0316 (Includes Source) (prev 12.1124)

LATEST VERSION BEFORE I STOPPED WORKING ON EZMAP
https://drive.bitcasa.com/send/mJlto5hKqrZqy0N2e_ALH4Qp71u-zjlEvQZpLN3LxlhY

YouTube Sleepy Guide


#25
I'm curious to know if there's an easy way to implement...

Code (glbasic) Select

local a%
a%=KEY()
PRINT a%, 0, 0, TRUE


Presently KEY() expects a scancode for a true/false value to be assigned to a%, I was hoping KEY() would give true/false for ANY key, or better still an actual scancode otherwise 0

Any thoughts on this...?
#26
I saw a code snippet/function on here months ago which I think Gernot wrote to load remote images. For some reason I just can't find it now, can anyone shed any light on this, or if I was dreaming :)
#27
I had some issues before with \ in strings which I was informed were due to escape codes. With this in mind I am now trying to use these escape codes to my benefit and I am hitting an error with this specific code, can anyone give any information as to what is causing this issue.

Code (glbasic) Select
html_pos% = INSTR(html$, "<h2 class=\"item sell\"><a class=\"permalink\" href=\"http://www.domain.co.uk/folder/", 0)

I get the error

Code (glbasic) Select
C:\Users\Win7\AppData\Local\Temp\glbasic\gpc_temp1.cpp: In function `DGInt __GLBASIC__::Menu()':
C:\Users\Win7\AppData\Local\Temp\glbasic\gpc_temp1.cpp:437: error: expected `)' before ';' token
*** FATAL ERROR - Please post this output in the forum
#28
Is there a command to select a folder instead of a file, something similar to FOLDERREQUEST$()
#29
When using INPUT from GLB is it possible to have the font aliased when characters are typed?

TIA.
#30
Just looking for a command to physically resize a sprite image, not stretch or zoom for screen viewing but resizing for saving?
#31
This works
Code (glbasic) Select
tmp$ = OUTPUTDIR$ + regplate$ + files$[i] + "\n"

This doesn't
Code (glbasic) Select
tmp$ = OUTPUTDIR$ + regplate$ + "\" + files$[i] + "\n"

?????  :rant: ?????
#32
I came up with the idea of creating some tiles with bases and tops with the idea developers could use them to build more unique tilesets for their games. I have submitted what I've done so far and would be interested to hear your thoughts on my idea. If anyone wants to use these in their present state feel free. I do plan to work on more slopes, bases and other bits n pieces, for example I plan to do an alpha drop shadow variant for the middle top pieces so you will have choice of both. If you have any ideas or input that would be great.  :good:

#33
Overlay this smooth transparent alpha gradient over a full screen image and you will see the alpha is not smooth but has a banded edge. Try using a light coloured image to overlay on top of as it will depict the problem far better.

This needs fixing as true alpha is not being represented properly :-(

[attachment deleted by admin]
#34
Seems an obvious one to me but having SPRITE and ANIM COLL that works on the ROTATED sprite would be cool rather than based on the original sprite.
#35
You might like this site Bfxr

Bfxr is an elaboration of the glorious Sfxr, the program of choice for many people looking to make sound effects for computer games. Bfxr has moved in the direction of increased complexity and range of expression. All the buttons that you know and love are here, but there are some new things as well:


  • 5 new waveforms : triangle, breaker, tan, whistle, and pink noise.
  • 3 new filters : compression, harmonics, and bitcrusher.
  • Ability to lock parameters during mutation/randomization.
  • Expanded pitch-jumping abilities - good for arpeggiation effects.
  • Visualisation
  • Mixer
  • Keeps your sounds and mixes in persistant lists.
  • Can reverse synths
  • Ability to link directly to sounds

Download the Adobe Air File too for local usage (Yay!)
#36
Anyone know how to do anything with this, it'd be awesome for any free iOS games we do :D

http://www.un4seen.com/
#37
Funky arcade game. I'm not responsible for damage to your iDevice by playing it.  16 bit retro styled gfx, 8bit chip music, iCade support and parallax scrolling. Enjoy!

iPhone4 and iPod Touch 4G user there is a new version 1.01 which will fix the screen issues on HD devices and lack of SFX.

iTunes Link : http://itunes.apple.com/us/app/star-ball-lite/id513928237?mt=8





#38
I'm interested in a lib that I could implement into an iPhone app that I plan to write that will allow choosing an existing photo from photo library, taking a photo which I can use in the app and also saving of an image back to the photo library. Could anyone do this or is there an existing solution?
#39
Off Topic / Useful Freeware
2011-Dec-30
Lots of goodies that you may or may not have seen before :)

http://www.sevenforums.com/software/92-free-great-programs-windows-7-a.html
#40
My GLBasic sketchbook is here ready for me to begin using those graph square lol. Thanks Gernot for such swift posting. Looks awesome btw!!!

:nw: