AdamStrange

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  • in reply to: ColorTagz #15519

    AdamStrange
    Participant

    Almost finished now:

    You can see an image has been dropped and some colors picked from the image.

    The toolbar has 2 extra ‘export’ icons for exporting the results as images:
    the current ColorTag:

    and also the colorTagz that have been defined

    One the export is completely finished I will also up the loading code 🙂

    in reply to: ColorTagz #15517

    AdamStrange
    Participant

    first look at FontSprite editor with new ColorTagz loaded

    in reply to: ColorTagz #15516

    AdamStrange
    Participant

    More or less getting finished now with added help, color spreads, ability to nudge colors up/down in tone.
    Loading and saving now complete with loading of (jasc) .pal and .mx2palette files.

    I’ve created a number of ‘default’ colortagz to play with and now need to work on image export 🙂

    Then I’ll begin importing of the colortagz code into my other editors

    in reply to: Askesis – a roguelike #15514

    AdamStrange
    Participant

    Another thought would be to fade the alpha of the bottom left text as it goes up. that was it doesn’t encroach the main display as much 🙂

    in reply to: Askesis – a roguelike #15509

    AdamStrange
    Participant

    I like the tightened up maps – feels much better 🙂
    A good idea would be to give the player a task (or tasks). E.G. Find the fabled xxx of xxx, etc

    in reply to: Macos emscription how to install? #15490

    AdamStrange
    Participant

    so you need python for it to work?

    in reply to: MARK OPENGL GL MACOS!!!!! #15482

    AdamStrange
    Participant

    Brilliant. I’ll see what can be done… 🙂

    in reply to: MARK OPENGL GL MACOS!!!!! #15477

    AdamStrange
    Participant

    Mark. Any word on this. even it it is ‘I’m looking in to it”?

    in reply to: MacOS Mojave black screen #15467

    AdamStrange
    Participant

    ok. I’ve found a way round for 2d stuff.

    do the following:

    Class MyWindow Extends GLWindow

    instead of

    Class MyWindow Extends Window

    This seems to work for 2d. I fear that 3d may be a trickier beast to tame…

    in reply to: Askesis – a roguelike #15428

    AdamStrange
    Participant

    Well done 🙂

    comments:
    1. on a mac I would never use escape to quit. its actually Cmd+Q
    2. after playing for a while it occurred to me that the long ‘corridors’ don’t really add anything apart for a long walk. maybe consider shortening them (possibly by half)?

    in reply to: Bloom – a game by its cover #15427

    AdamStrange
    Participant

    🙂 Thanks – did you use the MacOS or Windows version?

    in reply to: Animating titlescreen #15329

    AdamStrange
    Participant

    break it down
    step 1 – time
    lets assume you want the time for the animations to be 3 seconds = 3000 Millisecs()

    set a time + 3000

    local timeLength:long = 3000
    local timeStart:long = Millisecs()
    local endTime:long = Millisecs() + timeLength

    2 check and convert the time
    in your render

    local time:long = Millisecs()
    if time > startTime and time < endTime then
    local position:float = float(time – startTime) / timeLength
    ‘position will always be in the range 0..1. you can then use this any way you want
    end if

    given a float of 0..1 you can fade in:
    canvas.Alpha = position

    fade out:
    canvas.Alpha = 1.0 – position

    rotate:
    local rotate:float = position * Pi

    etc, etc

    in reply to: New Realtime Sound Subsystem #15265

    AdamStrange
    Participant

    Thanks simon. The core is based around the SDLAudio subsystem

    in reply to: New Realtime Sound Subsystem #15256

    AdamStrange
    Participant

    Current progress:

    This shows the extended output section plus fully operational Envelope1 section. Notice that wires connecting hidden controls are also now shown (thinner) so you know what is going on. The only thing missing is the function part…


    Which is exactly what we have here.
    A function is an additional part to any control where the output can be directly mapped just by drawing the output you want!

    Work is now ongoing to tidy up the internal code itself. Currently there are 30 controls covering samples (including granular and wavetable synthesis), base FX such as phase change, distort, etc. Audio delays, stereo enhancers, and filters. Plus pure sound generators including organ, FM, PWM, saw and others.

    in reply to: New Realtime Sound Subsystem #15181

    AdamStrange
    Participant

    and it’s done. Sockets and wires that can be connected… Still need the back end code. but the ui is more or less finished 🙂

Viewing 15 posts - 16 through 30 (of 648 total)