pipmak-users Mailing List for Pipmak Game Engine (Page 17)
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From: NigeC <nig...@gm...> - 2008-07-21 19:55:16
|
I decide to revamp the demo, let face it it was boring! so now its a mini game on a secret island, the task is to retrieve a golden relic, at the moment its only preview rendered images and 7 nodes the plan is another 5 nodes, maybe more, it'll still be a open source demo for people to learn from, i might need some help with the main puzzle, but i can leave that until last http://www.nabble.com/file/p18576311/ouside.jpg ouside.jpg http://www.nabble.com/file/p18576311/puzzle.jpg puzzle.jpg ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/my-demo...-tp18576311p18576311.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: NigeC <nig...@gm...> - 2008-07-17 13:46:08
|
With Aidan help i now have the inventory and items removed from nodes.. (thanks :) ) I've managed to get a key working on a door using the demo as reference but i need to fine tune it a bit, currently the door unlocks an i go to the next node with the key.. i'd like the door to unlock and the key stay there, and the user click on the handle to leave, the key turn is animated key2.jpg to key5.jpg a message if the door is locked or unlocked > slide { "door.jpg" } > local locked = sound { "doorlocked.ogg" } > local open = sound { "dooropen.ogg" } > local key > hotspotmap "hotspot.png" > hotspot { target = 7, effect = { pipmak.dissolve, 2 }, cursor = > pipmak.hand_back, } > > --key actions > hotspot { > onmousedown = function() > if key:isvisible() then > local k = 4 > pipmak.schedule( > 0, > function() > k = k - 1 > if k > 0 then > key:setimage("key"..k..".jpg") > return 0.05 > else > key:setvisible(false) > inventory:message("pickup", "key") > > end > end > ) > elseif state.inventory[state.inventory.carried] == "key" then > local k = 1 > inventory:message("drop") > key:setimage("key.jpg") > pipmak.overlaynode(100):message("write","the door is > unlocked",{size=20,delay=4,posy=-30}) > open:play() > > key:setvisible(true) > pipmak.schedule( > 0.05, > > function() > k = k + 1 > key:setimage("key"..k..".jpg") > > if k < 4 then return 0.05 end > > pipmak.dissolve(2) > pipmak.setviewdirection(270,0) > pipmak.gotonode(1) > end > ) > end > end > } > onleavenode ( function() if key:isvisible() then > inventory:message("pickup", "key") end end ) > key = patch { x = 522, y = 207, visible = false, image = "key2.jpg" } > > thanks in advance Nige ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Inventory-tp18454898p18508798.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: NigeC <nig...@gm...> - 2008-07-17 12:40:14
|
I really should go about game development the same, instead of going feet first with graphics that inevitably have something missing and impossible to fix without having to render multiple scenes (just realised i missed something with mine :blush: ) Kind of got my key/door working with animation but i need to fine tune it a little lol Nice work Aidan ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/A-game-I-created-with-Pipmak-tp18502379p18507004.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Aidan G. <wgs...@ih...> - 2008-07-17 06:31:00
|
Hello, Nige was asking me about using the inventory from the Pipmak demo, and I remembered that I did something similar to what he was asking how to do. So I told him that I'm working on a game with Pipmak, and that he might want to look at my code for that. And then I thought "why don't I mention this on the Pipmak mailing list while I'm at it?" So here it is... https://coldrain.svn.sourceforge.net/svnroot/coldrain/trunk/ you can get it from there using Subversion. But it's not yet playable, or even ready for testing. I'd say that it's in the pre-alpha stage. I'm currently working on the graphics for the next stage. -Aidan |
From: NigeC <nig...@gm...> - 2008-07-15 08:49:02
|
Aidan Gauland wrote: > > > > > I think I fixed all the problems you mention here, and your questions > aren't > that stupid. If you're not a programmer, then it can be hard to solve > problems like this. > > How should I give you my changes? Would it be OK to E-mail you a modified > copy of your Pipmak project directly? I just don't want to send large > attachments without warning. > > -Aidan > hi Aidan Email will be fine nig...@gm... I'm really greatful for the help, if you don't ask questions you never learn ;) and I'll add this part to the other demo, I think we'll have all the basic bases covered then Thanks again Nige Nige ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Inventory-tp18454898p18460629.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Aidan G. <wgs...@ih...> - 2008-07-15 06:10:29
|
NigeC wrote: > sorry to trouble you again.. but i'm having inventory problems now > here's what i have so far: > http://www.nigecstudios.co.uk/games/loo_v1.rar > > on the first node the card on the floor is a patch on face 1.. i messed up > and the card image its on two faces on the second node > > going from node 2 you can enter a toilet and pick up the key > so i need to lose the key and card on node 2 once taken and the card on node > 2 > > sorry for the dumb questions.. in my defence ii'm not a coder! I think I fixed all the problems you mention here, and your questions aren't that stupid. If you're not a programmer, then it can be hard to solve problems like this. How should I give you my changes? Would it be OK to E-mail you a modified copy of your Pipmak project directly? I just don't want to send large attachments without warning. -Aidan |
From: NigeC <nig...@gm...> - 2008-07-14 22:51:58
|
sorry to trouble you again.. but i'm having inventory problems now I figured out how to pick items up, add to inv and lose the patch image on a slide, but i'm not sure how: to remove the patch image from the cubic node you return to use the inventory item ie the key on the door.. I tried working from the demo, but nothing was clean cut, picking up an item was easy but the key in the demo was more involved here's what i have so far: http://www.nigecstudios.co.uk/games/loo_v1.rar on the first node the card on the floor is a patch on face 1.. i messed up and the card image its on two faces on the second node going from node 2 you can enter a toilet and pick up the key so i need to lose the key and card on node 2 once taken and the card on node 2 sorry for the dumb questions.. in my defence ii'm not a coder! ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Inventory-tp18454898p18454898.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: NigeC <nig...@gm...> - 2008-07-10 12:56:02
|
Andrea Viarengo wrote: > > Probably the heat has a bad effect on me.... > > come to England, we had our summer for 3 days in May! its been wet, cold, windy ever since :confused: ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/horizontal-fov-tp18365037p18382358.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: NigeC <nig...@gm...> - 2008-07-10 11:47:06
|
I update my version with sound effects on the doors and a beep on the alarm when the code is right, added Andrea fix to remove text, it now has a start screen, I've also added an image and a text readme http://www.nigecstudios.co.uk/games/hallway.rar [quote] What do you think about include a node like what I have proposed in the wiki directly into the file "Pipmak resources"? and add a high level command like: pipmak.message{"message to write", delay=..., font=...., x=..., y=.... etc...} similar to pipmak.print() [/quote] that does sound a lot better.. i assumed thats how it worked,blush> which explain why i never got anywhere lol ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/on-screen-dialog-tp18334966p18381155.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Andrea V. <and...@gm...> - 2008-07-10 09:52:23
|
Christian Walther <cwalther <at> gmx.ch> writes: > > would be useful to include higher-level (but still generic enough) > functionality directly in Pipmak, built upon the existing low-level > capabilities, I'm open to that. > What do you think about include a node like what I have proposed in the wiki directly into the file "Pipmak resources"? and add a high level command like: pipmak.message{"message to write", delay=..., font=...., x=..., y=.... etc...} similar to pipmak.print() -Andrea |
From: Andrea V. <and...@gm...> - 2008-07-10 09:46:02
|
Christian Walther <cwalther <at> gmx.ch> writes: > > Would that be > acceptable to you (i.e. you would have to use your own build and/or wait > for the next release)? > Yes, would be acceptable... if the next release are not coming in a year... ;) (I'm joking...) Ok. -Andrea |
From: Andrea V. <and...@gm...> - 2008-07-10 09:36:53
|
Hi, Ok, it's correct, because my formula go well only with elevation=0 I believed to found a formula that permit me to put four patches at four angles of the field of view, and I expected (wrong) to view these four images always at the angles of the screen, but this is true only with elevation=0. Ok,ok, it's only an accademic discussion...just to learn.... --------------------------------------------------------------------- -- -- calculate and show fov limits -- ---------------------------------------------------------------------ù side = pipmak.newimage(512,512):color(0,0,1):fill(0,0,512,256) side:color(1,1,1):fill(0,256,512,256) top = pipmak.newimage(512,512):color(0,0,1):fill(0,0,512,512) bottom = pipmak.newimage(512,512):color(1,1,1):fill(0,0,512,512) cubic {side,side,side,side,top,bottom} --------------------------------------------------------------------- function setpos(p,dis,az,el) local nz = -math.cos(math.rad(az))*math.cos(math.rad(el)) local nx = math.sin(math.rad(az))*math.cos(math.rad(el)) local ny = math.sin(math.rad(el)) local dl = math.deg(math.asin(nx)) local bz = math.deg(math.atan2(ny, -nz)) p:move{nx=nx*dis, ny=ny*dis, nz=nz*dis, anglex=bz, angley=-dl} end --------------------------------------------------------------------- function setfovlimits(az,el,di,hdl) local width,height = pipmak.screensize() local vfov_deg = pipmak.getverticalfov() local vfov_rad = math.rad(vfov_deg) local distance = (height/2)/math.tan(vfov_rad/2) local hfov_rad = 2*math.atan((width/2)/distance) local hfov_deg = math.deg(hfov_rad) local az_min = az-hfov_deg/2 local az_max = az+hfov_deg/2 local el_min = el-vfov_deg/2 local el_max = el+vfov_deg/2 hdl:move{az=az_min,el=el_max,w=hfov_deg,h=vfov_deg} setpos(p1,di ,az, el ) setpos(p2,di ,az_min, el ) setpos(p3,di ,az_max, el ) setpos(p4,di ,az, el_min) setpos(p5,di ,az, el_max) pipmak.setviewdirection(az,el) end --------------------------------------------------------------------- az = 90 el = 0 di = 4 hdl = handle{az=0,el=0,w=0,h=0} cross=pipmak.newimage(64,64):fill(30,0,4,64):fill(0,30,64,4) p1=patch{nx=0,ny=0,nz=0,anchorh=32,anchorv=32,w=64,h=64,image=cross } p2=patch{nx=0,ny=0,nz=0,anchorh=32,anchorv=32,w=64,h=64,image=cross } p3=patch{nx=0,ny=0,nz=0,anchorh=32,anchorv=32,w=64,h=64,image=cross } p4=patch{nx=0,ny=0,nz=0,anchorh=32,anchorv=32,w=64,h=64,image=cross } p5=patch{nx=0,ny=0,nz=0,anchorh=32,anchorv=32,w=64,h=64,image=cross } setfovlimits(az,el,di,hdl) pipmak.setshowcontrols(true) onkeydown ( function(key) press="no" if key == pipmak.key_arrow_up then press="yes" el=el+10 end if key == pipmak.key_arrow_down then press="yes" el=el-10 end if press=="yes" then setfovlimits(az,el,di,hdl) return true else pipmak_internal.project.onkeydown(key) return true end end ) --------------------------------------------------------------------- P.S.: I don't remember anymore why I fell in this..... Probably the heat has a bad effect on me.... Bye -Andrea |
From: NigeC <nig...@gm...> - 2008-07-09 19:25:20
|
Christian Walther wrote: > > If you consider this project finished, sure, we can add it to the > showcase page. Perhaps with a link to the wiki page about it. Just give > me a download link, and if you want, a preferred screenshot and text > that matches the style of the existing entries (otherwise I'll come up > with those myself). > > I now have sound attached to the door handles, i was going to look at adding opening animation.. altho i didn't compansate for that with the model, so i might leave that until next time I'll also comment the node.LUA's so it explains what does what, and i need to add one of Andrea's alterations to my version This little exercise does address a number of points dispite its size so hopefully it'll help a few people:) I'll have a think what was bothering me and see if i can come up with something else ;) ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/on-screen-dialog-tp18334966p18368886.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-07-09 18:54:53
|
Hello Andrea and Nige Andrea Viarengo wrote: > I wrote a page in the Wiki with my solution: > > http://pipmak.sourceforge.net/wiki/index.php/Display_message_text Thanks, that looks very useful. I agree that it's not quite straightforward to achieve such things in Pipmak, since it only provides the basic building blocks for it. If we can identify areas where it would be useful to include higher-level (but still generic enough) functionality directly in Pipmak, built upon the existing low-level capabilities, I'm open to that. NigeC wrote: > Andrea Viarengo wrote: >> 1) I think that the best place to publish your little demo would be in >> the Pipmak Showcase (if Christian will be agree), because it could >> be very usefull for newbies (the official Pipmak Demo is more >> complicated because it want to show all Pipmak features...) > > I agree the showcase section would be better, with an explaination on what > its for :) If you consider this project finished, sure, we can add it to the showcase page. Perhaps with a link to the wiki page about it. Just give me a download link, and if you want, a preferred screenshot and text that matches the style of the existing entries (otherwise I'll come up with those myself). > and yes it makes more sense to have it as a .pipmak file rather than a > single OS That's what I would recommend for such a demo too. In addition, for the case of a full release that includes Pipmak, I would recommend renaming Pipmak.exe to the name of your game, maybe giving it a new icon, and moving the readme files into a subfolder. Otherwise users might be a bit confused about what files belong to what and what to double-click. (I don't insist that you include History.txt and To Do.txt, but Acknowledgements.txt, COPYING.txt, and Read Me.txt should be there because of the license information in them. Perhaps I should think about embedding them im Pipmak somehow, so that you can get rid of all external files.) > If you can think of any other useful demo's i'll gladly do the demo > resources, rather than trying to do a full game i'm building mini levels so > problems are broken down into small segments I don't have any specific ideas at the moment, but I like the idea. We're indeed lacking in the area of tutorials and simple example projects. Thanks for the offer! -Christian |
From: Christian W. <cwa...@gm...> - 2008-07-09 18:49:55
|
Andrea Viarengo wrote: > I have tried to calculated the horizontal fov: > > width,height = pipmak.screensize() > vfov_deg = pipmak.getverticalfov() > vfov_rad = math.rad(vfov_deg) > distance = (height/2)/math.tan(vfov_rad/2)) > hfov_rad = 2*math.atan((width/2)/distance)) > hfov_deg = math.deg(hfov_rad) > > but it's not true, because I get an angle lower than what I can measure. That looks correct. What does it give you, and what do you measure, and how? -Christian |
From: Christian W. <cwa...@gm...> - 2008-07-09 18:48:25
|
Andrea Viarengo wrote: > how could I calculate parameter "angle" (that we haven't included before > in the "move" statement), so the bottom of the patch remains parallel > to the "xz" plane for every value of azimuth and elevation? (i.e.: in other > words, if I write something into the patch, I would like that the text > remained parallel to the ground) > > You are very good at trigonometry, I am sure that this will take just a moment!! Well, I guess I could work out the math... but I think it would be easier to just implement the specifiable rotation order. Would that be acceptable to you (i.e. you would have to use your own build and/or wait for the next release)? -Christian |
From: Andrea V. <and...@gm...> - 2008-07-09 16:04:52
|
Hi Christian, Another exercise for you... I have tried to calculated the horizontal fov: width,height = pipmak.screensize() vfov_deg = pipmak.getverticalfov() vfov_rad = math.rad(vfov_deg) distance = (height/2)/math.tan(vfov_rad/2)) hfov_rad = 2*math.atan((width/2)/distance)) hfov_deg = math.deg(hfov_rad) but it's not true, because I get an angle lower than what I can measure. What I have forgotten? Thanks Andrea |
From: NigeC <nig...@gm...> - 2008-07-09 13:44:27
|
Hi Andrea I agree the showcase section would be better, with an explaination on what its for :) and yes it makes more sense to have it as a .pipmak file rather than a single OS the alterations are a lot better, I made my copy so the door near the picture never opened but displayed a message, thanks to you i'm now confident using the text system.. i wouldn't of figured it out lol If you can think of any other useful demo's i'll gladly do the demo resources, rather than trying to do a full game i'm building mini levels so problems are broken down into small segments take care Nige ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/on-screen-dialog-tp18334966p18361982.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Andrea V. <and...@gm...> - 2008-07-09 13:00:36
|
Dear NigeC, 1) I think that the best place to publish your little demo would be in the Pipmak Showcase (if Christian will be agree), because it could be very usefull for newbies (the official Pipmak Demo is more complicated because it want to show all Pipmak features...) 2) I think that the best way is to publish just the file hallway.pipmak without engine (which is downloadable from the official site), so everyone will try the demo in its platform. 3) I have modified hallway.pipmak again, so if you go back from the beach to the hallway (placing the cursor down), you will be transported to the room with the door you have overstepped (this could demostrate an use of a sort of "conditional" jump....) and the writing is deleted. I have update http://andrea.viarengo.googlepages.com/hallway.zip What do you think? And Christian too? Bye Andrea |
From: NigeC <nig...@gm...> - 2008-07-09 11:45:43
|
Andrea Viarengo wrote: > > You are welcome! > > Bye > > Andrea > > If you want to add the demo as an example for the wiki topic your welcome to, I've altered the cursors so they now make a little bit more sense and the othere door has dialog too http://www.nigecstudios.co.uk/games/halway_demo.rar is a working demo under windows i can do it as a pipmak resource if that better? ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/on-screen-dialog-tp18334966p18359429.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Andrea V. <and...@gm...> - 2008-07-09 10:28:28
|
Hello Chriss, I'm returning to the application for orienting a patch to the viewer given azimuth and elevation. Your modification of my setpos(p,dis,az,el) works very fine with a sun image which has a circular symmetry, so, rotation around its perpendicular axis pointing inward, does not matter very much, but how could I calculate parameter "angle" (that we haven't included before in the "move" statement), so the bottom of the patch remains parallel to the "xz" plane for every value of azimuth and elevation? (i.e.: in other words, if I write something into the patch, I would like that the text remained parallel to the ground) You are very good at trigonometry, I am sure that this will take just a moment!! Thank you!! Andrea |
From: Andrea V. <and...@gm...> - 2008-07-09 10:04:22
|
You are welcome! Bye Andrea |
From: NigeC <nig...@gm...> - 2008-07-09 09:11:58
|
Hi Andrea that is truely awesome and just what I needed, thank you! Coding isn't my strong point so i learn better from example, i really appreciate you taking the time to help :) Thanks again ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/on-screen-dialog-tp18334966p18357385.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Andrea V. <and...@gm...> - 2008-07-09 08:29:09
|
Hi NigeC, Ok, I have posted hallway.zip here: http://andrea.viarengo.googlepages.com/hallway.zip with these modifications: 1) Added node 100 to use as overlayed node to show messages 2) Added recalling overlayed node where it needed 3) Added an hotspot to the keypad to permit to return to the hallway and open the door if you have entered the correct number. 4) Added simple room 6 behind the unlocked door. Is this what you needed? Bye -Andrea |
From: NigeC <nig...@gm...> - 2008-07-08 16:09:15
|
Hi Andrea Is there any chance of seeing it in context? my little test project is here (6meg ouch): http://www.nigecstudios.co.uk/games/hallway.rar either door will do as they are both locked, one door never opens the one by the keypad will (when i figure out that bit) ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/on-screen-dialog-tp18334966p18342847.html Sent from the pipmak-users mailing list archive at Nabble.com. |