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Topics - bigsofty

Pages: 1 2 [3] 4 5 ... 20
31
Off Topic / 8bit Simpsons
« on: 2016-Jun-27 »
Love the pixel art in this. This guy should do a full cartoon!

<a href="http://www.youtube.com/watch?v=FIZ_gDOrzGk" target="_blank">http://www.youtube.com/watch?v=FIZ_gDOrzGk</a>

32
Off Topic / Steam Summer Sale
« on: 2016-Jun-25 »
Lots of good stuff to be had but here is my personal pick, it's old but for RTS style games it simply did not get any better...

Total Annihilation (Only 99p!)- http://store.steampowered.com/app/298030/?snr=1_7_7_ut2_150_7

I thoroughly recommend it to anyone who hasn't tried it before.

33
https://www.indiegogo.com/projects/the-sinclair-zx-spectrum-vega-plus-console#/

Last chance to buy a limited (coloured) edition tonight. Grabbed a white one for myself.  :-*

34
Off Topic / 2000 Marbles
« on: 2016-Mar-03 »

35
Off Topic / Pi 3 - Model B
« on: 2016-Mar-01 »
New Pi just wen't on sale, Quad core, 64bit, wifi... pretty powerful.

Here's the full specs.

Quote
DESCRIPTION
The Raspberry Pi just got juicer! Now with a Quad-Core 64bit CPU, WiFi & Bluetooth!

The Raspberry Pi 3 Model B is the third generation Raspberry Pi. This powerful credit-card sized single board computer can be used for many applications and supersedes the original Raspberry Pi Model B+ and Raspberry Pi 2 Model B.

Whilst maintaining the popular board format the Raspberry Pi 3 Model B brings you a more powerful processor, 10x faster than the first generation Raspberry Pi.

Additionally it adds wireless LAN & Bluetooth connectivity making it the ideal solution for powerful connected designs.

Raspberry Pi 3 - Model B Technical Specification
  • Broadcom BCM2387 chipset
  • 1.2GHz Quad-Core ARM Cortex-A53
  • 802.11 bgn Wireless LAN and Bluetooth 4.1 (Bluetooth Classic and LE)
  • 1GB RAM
  • 64 Bit CPU
  • 4 x USB ports
  • 4 pole Stereo output and Composite video port
  • Full size HDMI
  • 10/100 BaseT Ethernet socketbr
  • CSI camera port for connecting the Raspberry Pi camera
  • DSI display port for connecting the Raspberry Pi touch screen display
  • Micro SD port for loading your operating system and storing data
  • Micro USB power source
Raspberry Pi 3 - Model B Features

Now 10x Faster - Broadcom BCM2387 ARM Cortex-A53 Quad Core Processor powered Single Board Computer running at 1.2GHz!
1GB RAM so you can now run bigger and more powerful applications
Fully HAT compatible
40pin extended GPIO to enhance your “real world” projects.
Connect a Raspberry Pi camera and touch screen display (each sold separately)
Stream and watch Hi-definition video output at 1080
Micro SD slot for storing information and loading your operating systems.
10/100 BaseT Ethernet socket to quickly connect the Raspberry Pi to the Internet

36
GLBasic - en / INTEGER64
« on: 2016-Feb-29 »
INTEGER64(num#)

Seems to be undocumented(also not in the logs)?  :blink:

Converts a number to a 64bit integer.


37
Seems to be a problem with GETNUMJOYSTICKS() if you turn the gamepad on (I'm using a wireless 360 gamepad) after your app has started, it's always zero. I could tell people that it will require a restart if their gamepad is not recognised but this feels a bit clumsy.

Any tips on how to avoid this?

38
Off Topic / Sculptgl
« on: 2015-Dec-16 »
Anyone who remembers Sculptris will be right at home with this. Its a 3d modeler/topology editor.

http://stephaneginier.com/sculptgl/



Lets hope Pixologic lets this developer carry on without a buy-out!  :S

39
GLBasic - en / Raspberry Pi Zero
« on: 2015-Dec-08 »
Anyone tried GLBasic on one these little beauties? I'm thinking of picking one of these up.

It's actually feasible to ship a computer + game for just the cost of the game on it! Who would have though that day would ever come, lol!  :D


40
Off Topic / Free books
« on: 2015-Dec-05 »
Free Packt book each day...

https://www.packtpub.com/packt/offers/free-learning

It's a bit of  lucky dip but there's always something that pops up every now and then.


41
This tiny routine sets a new origin, rotates and scales any thing between the two new commands...

Code: GLBasic [Select]
        Transform2DON( rotateAngle#, translateX#, translateY#, scaleX#, scaleY# ) // Angle, new origin X and new origin Y coords

        ... Normal 2D code goes here

        Transform2DOFF()


file 1, quick demo...

Code: GLBasic [Select]
// --------------------------------- //
// Project: Transform2D
// Start: Monday, November 16, 2015
// IDE Version: 12.312


// SETCURRENTDIR("Media") // go to media files

        GLOBAL angle#
        WHILE 1
                X_MAKE2D
                angle# = FMOD( angle# + 0.5, 360 )

                Transform2DON( MOD( -angle#, 360 ) , 320, 240 )
                        FOR x = 0 TO 9
                                FOR y = 0 TO 9
                                        DRAWRECT -400 + x*80, -400 + y*80, 80, 80, RGB(y*25.6, x*25.6, SIN(angle/2)*255 )
                                NEXT
                        NEXT
                Transform2DOFF()

                Transform2DON( angle# * 2 , 320 + COS(angle*2)*200, 240 + SIN(angle)*200, SIN(angle)*4, SIN(angle)*4 )
                        DRAWRECT -120, -50, 240, 100, RGB(SIN(angle/2)*255, 55, 0)
                        PRINT "ROTATE + TRANSLATE + SCALE", -100 ,0
                Transform2DOFF()

                SHOWSCREEN
        WEND

file 2, the actual lib to rotate, translate and scale the 2D stuff...

Code: GLBasic [Select]
// --------------------------------- //
// Project: Transform2D
// Start: Monday, November 16, 2015
// IDE Version: 12.312

                                                                                                                                                                                                                                                                        INLINE

                    };
                    extern "C" void __stdcall glPushMatrix();
                    extern "C" void __stdcall glPopMatrix();
                    extern "C" void __stdcall glTranslatef( float, float, float );
                    extern "C" void __stdcall glScalef( float, float, float );
                    extern "C" void __stdcall glRotatef( float, float, float, float );
                    namespace __GLBASIC__ {

                                                                                                                                                                                                                                                                        ENDINLINE

FUNCTION Transform2DON: rotateAngle#, translateX#, translateY#, scaleX# = 1.0, scaleY# = 1.0
        INLINE
           glPushMatrix();
           glTranslatef(translateX, translateY, 0.0);
           glScalef(scaleX, scaleY, 1);
           glRotatef( rotateAngle, 0, 0, 1.0);
        ENDINLINE
        ENDFUNCTION

FUNCTION Transform2DOFF:
        INLINE
           glPopMatrix();
        ENDINLINE
        ENDFUNCTION

// Same stuff, just a little more flexible

FUNCTION Push2DMatrix: // Transformation On (Preserve current transformation matrix)
        INLINE
           glPushMatrix();
        ENDINLINE
        ENDFUNCTION

FUNCTION Pop2DMatrix: // Transformation Off (restore the previous transformation matrix)
        INLINE
           glPopMatrix();
        ENDINLINE
        ENDFUNCTION

FUNCTION Translate2D: translateX#, translateY# // Translate 2D
        INLINE
           glTranslatef(translateX, translateY, 0.0);
        ENDINLINE
        ENDFUNCTION

FUNCTION Rotate2D: rotateAngle# // Rotate 2D
        INLINE
           glRotatef( rotateAngle, 0, 0, 1.0);
        ENDINLINE
        ENDFUNCTION

FUNCTION Scale2D: scaleX#, scaleY# // Scale 2D
        INLINE
           glScalef(scaleX, scaleY, 1);
        ENDINLINE
        ENDFUNCTION


It should be very fast are all the work is being done on the GPU.

Edit: Small bug in translate fixed, using these 2D function as a matrix stack should work now.

42
GLBasic - en / PROTOTYPEs, Grrr!
« on: 2015-Sep-15 »
I have a small problem with function prototypes. Every time I start to use them it completely breaks my way of coding, I normally do everything in Types, that is, as close as you can get to OO coding in GLB. So if I create a sprite type, I would have a type, with fields, various methods for updating, rendering, creating ect. It usually works great but function prototypes forces you to use static functions, that is create everything outside a type.

So this for example...

Code: GLBasic [Select]
        PROTOTYPE EaseFuncProto#: t#

        GLOBAL Ease AS TEase

        TYPE TEase
       
                EaseType[] AS EaseFuncProto

                FUNCTION Linear#: t#; RETURN t; ENDFUNCTION

                FUNCTION SetUp:
                        DIM self.EaseType[1]
                        self.EaseType[0] = self.Linear
                ENDFUNCTION

        ENDTYPE

Produces this compile error...

Code: GLBasic [Select]
C:\Users\Ian\AppData\Local\Temp\glbasic\gpc_tempg.cpp: In member function `DGInt __GLBASIC__::TEase::SetUp()':
C:\Users\Ian\AppData\Local\Temp\glbasic\gpc_tempg.cpp:2285: error: no match for 'operator=' in '(((__GLBASIC__::DGArray<__GLBASIC__::EaseFuncProto>*)((__GLBASIC__::TEase*)this)) + 4u)->__GLBASIC__::DGArray<T>::operator() [with T = __GLBASIC__::EaseFuncProto](0) = ((__GLBASIC__::TEase*)this)->__GLBASIC__::TEase::Linear'
C:/Program Files (x86)/GLBasic_v12/Compiler/platform/Include/glb.h:1530: note: candidates are: prototype __GLBASIC__::GLB_PROTO<prototype>::operator=(prototype) [with prototype = DGInt (*)(DGInt)]
C:/Program Files (x86)/GLBasic_v12/Compiler/platform/Include/glb.h:1527: note:                 __GLBASIC__::GLB_PROTO<DGInt (*)(DGInt)>& __GLBASIC__::GLB_PROTO<DGInt (*)(DGInt)>::operator=(const __GLBASIC__::GLB_PROTO<DGInt (*)(DGInt)>&)
*** FATAL ERROR - Please post this output in the forum

I can fix this by basically moving everything out of the type but boy is this messy. I don't see why it needs to be done at compile time as the function pointers can be assigned after a class has been created.

Any suggestion on how to keep PROTOTYPE functionality within the type?

43
Off Topic / Sidtracker-64
« on: 2015-Jun-30 »
This one is not free but its just so damn good I though I would write up some info.

This is an iOS app that emulates the C64 SID Chip and wraps it in a lovely tracker util. It cost UK £9.99 and its great for creating Chiptunes. The interface is just as good too, very intuitive, easy to pick up and for a tracker that's almost unheard of!

Some specs...
Code: GLBasic [Select]
SID synthesizer engine specs:
· Fully emulated SID 8580 R5 chip.
· 3 separate voices
· 8 waveforms - tri, saw, pulse with pwm, noise, trisaw, tripulse, sawpulse, nowave
· Wavetable editing
· 3 volume envelopes
· Dedicated vibrato controls
· 1 multimode filter LP/BP/HP (12/6/12db) with sweep envelope
· Filter table editing. Change filter cutoff and modes up to 1/240
· Hard sync and Ringmod per voice
· PWM sweep envelop
· PWM table editing
· Hard restart
· Variable emulation speed from 25-240hz (standard 50)
· 32 instruments per song (copy/paste/rename)

Tracker (sequencer):
· 3 voice patterns
· Mute voices on/off
· Change instrument per step
· FX pattern - change volume/filter/speed per step
· Loop pattern
· Song building
· Live or step recording
· Metronome / count in
· Follow mode
· Note effects (Glide/sustain/vibrato/filter & pulse reset/tie)
· Song mode with transpose

Midi:
· Keyboard input 1-3 voices (mono, duo and polyphonic)
· CC-assignable synth parameteras
· Modulation wheel vibrato
· Pitch bend
· Midi Clock in
· Selectable input channel

Export:
· .s64 - native SidTracker 64 file
· .m4a - audio
· .sid - for use in sidplayer
· .prg - exports play data for a real Commodore 64

<a href="http://www.youtube.com/watch?v=52LAv3bW3C8" target="_blank">http://www.youtube.com/watch?v=52LAv3bW3C8</a>

http://createdigitalmusic.com/2015/06/sidtracker-64-puts-retro-chip-music-creation-ipad/

44
Media Section / Chiptone
« on: 2015-Jun-24 »
Nice little FX generator and if the author continues, it should a great all round sound FX / Music creation tool!

http://sfbgames.com/chiptone/

BTW, needs flash.

45
GLBasic - en / X_OBJFREEEXTRA()
« on: 2015-Mar-29 »
Anyone used this command, there does not seem to a reference in the manual to it?

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