pipmak-users Mailing List for Pipmak Game Engine (Page 5)
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From: James C. W. <jfc...@ya...> - 2011-03-07 23:19:07
|
Nice! Looking forward to more. Thanks! James --- On Mon, 3/7/11, andylegate <and...@gm...> wrote: From: andylegate <and...@gm...> Subject: New Pipmak Tutorials To: pip...@li... Date: Monday, March 7, 2011, 10:24 AM Hey Everyone, This is just a message to let you all know that I'll be adding more tutorials to Pipmak's Wiki. I've already placed 4 on there that I had made several months ago, and as time goes by, I'll be adding more. You can find them at: https://sourceforge.net/apps/mediawiki/pipmak/index.php?title=Main_Page They are under the "How To's" section. Cheers! -Andy -- View this message in context: http://old.nabble.com/New-Pipmak-Tutorials-tp31088509p31088509.html Sent from the pipmak-users mailing list archive at Nabble.com. ------------------------------------------------------------------------------ What You Don't Know About Data Connectivity CAN Hurt You This paper provides an overview of data connectivity, details its effect on application quality, and explores various alternative solutions. http://p.sf.net/sfu/progress-d2d _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: andylegate <and...@gm...> - 2011-03-07 15:24:37
|
Hey Everyone, This is just a message to let you all know that I'll be adding more tutorials to Pipmak's Wiki. I've already placed 4 on there that I had made several months ago, and as time goes by, I'll be adding more. You can find them at: https://sourceforge.net/apps/mediawiki/pipmak/index.php?title=Main_Page They are under the "How To's" section. Cheers! -Andy -- View this message in context: http://old.nabble.com/New-Pipmak-Tutorials-tp31088509p31088509.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Urs H. <ur...@an...> - 2011-02-24 23:12:27
|
excentri wrote: > Hello everyone! > > Me and a friend of mine have made a small game with the pipmak engine. > We are studying game graphics and decided to make a game in two weeks > using the pipmak engine. It was fun to make the game and I hope you > want to test it out. > > You can download the game http://blackpolygon.com/files/theSphere.rar > here > > It's pretty hard to know what to do in the game as it's not obvious > how to make progress. But if you give it some time and read everything > you may find out what to do. Otherwise ask me if you're stuck and I > can give you some hints. By all means, this is an excellent game. I managed to complete it. As Christian said, the game has it all. It even has the special feeling we know from the Myst games. All in all, this is the first pipmak game which can really be called a complete game. One thing that comes to my mind: Running the game in full-screen mode is good, but please do not set the resolution. The game looks much better on my system if I choose the maximal possible resolution but activate interpolation. Greetings Urs |
From: Urs H. <ur...@an...> - 2011-02-24 22:57:04
|
Christian Walther wrote: > - The "Sphere Blueprints" screen shows some kind of control panel in > the bathroom next to the door that isn't actually there in reality. Is > that an oversight or a deliberate red herring? I thought it was intentional. The database clearly shows that the developers of the sphere were in a hurry. Some features have not been implemented, for example the communication between the inhabitants of the spheres. I guess the missing control panel also is such a feature. |
From: indiedev123 <gz...@gm...> - 2011-02-24 02:03:14
|
Thanks! I will give it a try! jcowen wrote: > > You could use > > randomSound:location((math.random()*360), 0) > randomSound:play() > > keeping in mind the sound must be mono to play any positioning... > > you could adjust the pitch property and volume similarly... makes for a > pretty good environment generator... > > > > indiedev123 wrote: >> >> Hi, I am trying to figure out how I could set audio such as background >> noise like dog barking or birds to randomize the panning and volume. I >> understand how to play random sounds but understanding how to randomize >> their volume and pan would be a great help! >> >> Thanks to all in advance! >> > > -- View this message in context: http://old.nabble.com/Randomly-Panning-Audio-tp30885865p31000625.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: James C. W. <jfc...@ya...> - 2011-02-23 22:52:45
|
This looks awesome. Christian's already stated all of the small "bugs" there are, so I'll just say I'm quite impressed:) James --- On Mon, 2/21/11, excentri <car...@gm...> wrote: From: excentri <car...@gm...> Subject: The Sphere - a pipmak game made in less than two weeks To: pip...@li... Date: Monday, February 21, 2011, 1:28 PM Hello everyone! Me and a friend of mine have made a small game with the pipmak engine. We are studying game graphics and decided to make a game in two weeks using the pipmak engine. It was fun to make the game and I hope you want to test it out. You can download the game http://blackpolygon.com/files/theSphere.rar here It's pretty hard to know what to do in the game as it's not obvious how to make progress. But if you give it some time and read everything you may find out what to do. Otherwise ask me if you're stuck and I can give you some hints. -- View this message in context: http://old.nabble.com/The-Sphere---a-pipmak-game-made-in-less-than-two-weeks-tp30979315p30979315.html Sent from the pipmak-users mailing list archive at Nabble.com. ------------------------------------------------------------------------------ Index, Search & Analyze Logs and other IT data in Real-Time with Splunk Collect, index and harness all the fast moving IT data generated by your applications, servers and devices whether physical, virtual or in the cloud. Deliver compliance at lower cost and gain new business insights. Free Software Download: http://p.sf.net/sfu/splunk-dev2dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: jcowen <jc...@ma...> - 2011-02-23 22:45:52
|
You could use randomSound:location((math.random()*360), 0) randomSound:play() keeping in mind the sound must be mono to play any positioning... you could adjust the pitch property and volume similarly... makes for a pretty good environment generator... indiedev123 wrote: > > Hi, I am trying to figure out how I could set audio such as background > noise like dog barking or birds to randomize the panning and volume. I > understand how to play random sounds but understanding how to randomize > their volume and pan would be a great help! > > Thanks to all in advance! > -- View this message in context: http://old.nabble.com/Randomly-Panning-Audio-tp30885865p30999580.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: excentri <car...@gm...> - 2011-02-23 22:07:13
|
Hello Christian! I'm glad you like it. :) Of course you can use it in your showcase page. That would be great! Yes, you completed the game. No happy ending here. :D I know the bugs and irritating problems you mentioned. We would have polished the game some more if we had the time. But we only had two weeks to make it as complete as we could. I'm really impressed that you really completed the game. There is much lack of feedback and you have to guess your way to the end, but you managed to understand it anyway. Hats off! :) As for the saving, I haven't even tested to save the game myself. The game is very short and we didn't thought it was necessary to save. We really like 360 panorama games and we chose to use pipmak cause it was so easy to learn. None of us have any advanced programming or scripting skills but we did the best we could. It's possible that we're going to polish the game further if we find some free time. Christian Walther wrote: > > Hello excentri! > > Wow - I'm blown away! This is awesome. This must be the most > professional completed game I have seen in Pipmak to date. It has a > story, great graphics, animation, sound, music, cursors, everything - > and all done in two weeks. Hats off! I'm really impressed by what you > have been able to achieve using Pipmak's limited capabilities. > > I would like to feature this on the Showcase page > (http://pipmak.sourceforge.net/showcase.php > ). May I? > > I think I have completed the game (if completion means dying :)), but > I haven't looked at the code yet. A few things that caught my > attention (I assume you're aware of most of them and taking care of > them just didn't fit into the two weeks): > > (SPOILER ALERT: those who haven't completed the game, stop reading > here.) > > - I found it a bit irritating to be unable to walk directly from one > corner of the room to the next, without going back to the center. > > - I was quite confused by some things that show a clickable cursor, > but don't appear to do anything when clicked - I was never quite sure > if that was supposed to happen or if it was a bug that would > potentially preclude me from making progress: The control panel on the > bed door (is that a bed?) and the "Games" button in the computer. > > - I was going to count the marked floor tile on the "Sphere > Blueprints" screen in the computer under the same category, but in > hindsight I have empirically determined that it actually does > something. Perhaps a short sound or some other subtle kind of feedback > would make that more obvious? > > - I spent quite some time unsuccessfully trying to click (or stand) on > the special floor tile after activating it in the computer, until I > discovered that it only has a hotspot on its upper half. Is there a > reason for not covering the whole tile with the hotspot? > > - When walking away from the opened floor tile with the lever in the > "open" position, it still appears in the "closed" position from the > other nodes. > > - The "Sphere Blueprints" screen shows some kind of control panel in > the bathroom next to the door that isn't actually there in reality. Is > that an oversight or a deliberate red herring? > > - You should override the global keydown handler to stop the annoying > "unused key 97 pressed" warnings and prevent users from accidentally > showing hotspots, opening the Lua command line, or doing other > potentially spoilery or dangerous things. > > - There is no obvious way to quit in mid-game, other than to discover > the Q or esc keys. (And it occurs to me that there should be a way of > having Pipmak prompt you to save your game before quitting.) > > - When loading a saved game, the music does not resume, and after > that, approaching the door to space after having unlocked it produces > a Lua error related to it. > > > I hope you had fun using Pipmak, and if you have anything to say about > your experience with it, I'd love to hear it! > > -Christian > > ------------------------------------------------------------------------------ > Free Software Download: Index, Search & Analyze Logs and other IT data in > Real-Time with Splunk. Collect, index and harness all the fast moving IT > data > generated by your applications, servers and devices whether physical, > virtual > or in the cloud. Deliver compliance at lower cost and gain new business > insights. http://p.sf.net/sfu/splunk-dev2dev > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > -- View this message in context: http://old.nabble.com/The-Sphere---a-pipmak-game-made-in-less-than-two-weeks-tp30979315p30999307.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2011-02-23 21:37:31
|
Hello excentri! Wow - I'm blown away! This is awesome. This must be the most professional completed game I have seen in Pipmak to date. It has a story, great graphics, animation, sound, music, cursors, everything - and all done in two weeks. Hats off! I'm really impressed by what you have been able to achieve using Pipmak's limited capabilities. I would like to feature this on the Showcase page (http://pipmak.sourceforge.net/showcase.php ). May I? I think I have completed the game (if completion means dying :)), but I haven't looked at the code yet. A few things that caught my attention (I assume you're aware of most of them and taking care of them just didn't fit into the two weeks): (SPOILER ALERT: those who haven't completed the game, stop reading here.) - I found it a bit irritating to be unable to walk directly from one corner of the room to the next, without going back to the center. - I was quite confused by some things that show a clickable cursor, but don't appear to do anything when clicked - I was never quite sure if that was supposed to happen or if it was a bug that would potentially preclude me from making progress: The control panel on the bed door (is that a bed?) and the "Games" button in the computer. - I was going to count the marked floor tile on the "Sphere Blueprints" screen in the computer under the same category, but in hindsight I have empirically determined that it actually does something. Perhaps a short sound or some other subtle kind of feedback would make that more obvious? - I spent quite some time unsuccessfully trying to click (or stand) on the special floor tile after activating it in the computer, until I discovered that it only has a hotspot on its upper half. Is there a reason for not covering the whole tile with the hotspot? - When walking away from the opened floor tile with the lever in the "open" position, it still appears in the "closed" position from the other nodes. - The "Sphere Blueprints" screen shows some kind of control panel in the bathroom next to the door that isn't actually there in reality. Is that an oversight or a deliberate red herring? - You should override the global keydown handler to stop the annoying "unused key 97 pressed" warnings and prevent users from accidentally showing hotspots, opening the Lua command line, or doing other potentially spoilery or dangerous things. - There is no obvious way to quit in mid-game, other than to discover the Q or esc keys. (And it occurs to me that there should be a way of having Pipmak prompt you to save your game before quitting.) - When loading a saved game, the music does not resume, and after that, approaching the door to space after having unlocked it produces a Lua error related to it. I hope you had fun using Pipmak, and if you have anything to say about your experience with it, I'd love to hear it! -Christian |
From: excentri <car...@gm...> - 2011-02-21 18:28:11
|
Hello everyone! Me and a friend of mine have made a small game with the pipmak engine. We are studying game graphics and decided to make a game in two weeks using the pipmak engine. It was fun to make the game and I hope you want to test it out. You can download the game http://blackpolygon.com/files/theSphere.rar here It's pretty hard to know what to do in the game as it's not obvious how to make progress. But if you give it some time and read everything you may find out what to do. Otherwise ask me if you're stuck and I can give you some hints. -- View this message in context: http://old.nabble.com/The-Sphere---a-pipmak-game-made-in-less-than-two-weeks-tp30979315p30979315.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: indiedev123 <gz...@gm...> - 2011-02-17 18:22:27
|
Does any one have issues running pipmak on Windows 7? I seem to loose all the on screen text and the cursor is replaced by a box. -- View this message in context: http://old.nabble.com/Windows-7-and-Pipmak-tp30952275p30952275.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: indiedev123 <gz...@gm...> - 2011-02-12 16:56:42
|
Hi, Yes I am thinking of random but fixed for the duration of the sound. I will have a look at the math.random() function. Thank you so much! Christian Walther wrote: > >> Hi, I am trying to figure out how I could set audio such as >> background noise >> like dog barking or birds to randomize the panning and volume. I >> understand >> how to play random sounds but understanding how to randomize their >> volume >> and pan would be a great help! > > Are you thinking of random but (for the duration of the sound) fixed > volume and panning for each sound, or of randomly animating it while > the sound is playing? > > The former should be easy to achieve using the math.random() function > (http://www.lua.org/manual/5.0/manual.html#5.5 > ) and the sound:volume() and sound:location() methods (Pipmak manual > section 3.9 "Sounds"). > > The latter would be more involved, probably involving some kind of > spline functions, but still easily possible. > > Does that answer the question or would you like more detail? > > -Christian > > ------------------------------------------------------------------------------ > The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: > Pinpoint memory and threading errors before they happen. > Find and fix more than 250 security defects in the development cycle. > Locate bottlenecks in serial and parallel code that limit performance. > http://p.sf.net/sfu/intel-dev2devfeb > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > -- View this message in context: http://old.nabble.com/Randomly-Panning-Audio-tp30885865p30909928.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2011-02-09 19:32:07
|
> Hi, I am trying to figure out how I could set audio such as > background noise > like dog barking or birds to randomize the panning and volume. I > understand > how to play random sounds but understanding how to randomize their > volume > and pan would be a great help! Are you thinking of random but (for the duration of the sound) fixed volume and panning for each sound, or of randomly animating it while the sound is playing? The former should be easy to achieve using the math.random() function (http://www.lua.org/manual/5.0/manual.html#5.5 ) and the sound:volume() and sound:location() methods (Pipmak manual section 3.9 "Sounds"). The latter would be more involved, probably involving some kind of spline functions, but still easily possible. Does that answer the question or would you like more detail? -Christian |
From: indiedev123 <gz...@gm...> - 2011-02-09 19:08:44
|
Hi, I am trying to figure out how I could set audio such as background noise like dog barking or birds to randomize the panning and volume. I understand how to play random sounds but understanding how to randomize their volume and pan would be a great help! Thanks to all in advance! -- View this message in context: http://old.nabble.com/Randomly-Panning-Audio-tp30885865p30885865.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2011-01-12 21:03:19
|
> I did use pipmak's color palette, actually. Well, apparently Pipmak thinks you didn't. Perhaps your graphics program reordered the palette without telling you. Check again, or send me the image along with a description of what hotspot numbering you expect and what you actually get, and I'll have a look. -Christian |
From: James C. W. <jfc...@ya...> - 2011-01-12 20:35:44
|
Christian, I did use pipmak's color palette, actually. --- On Wed, 1/12/11, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Hotspots rendering with wrong colors To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Wednesday, January 12, 2011, 6:58 AM > I have a hotspotmap with four hotspots: Green, red, yellow, purple > across the equirect. However, when projected into pipmak and > hotspots are revealed with "C", the shapes and locations are > correct, but the colors are not. Instead of displaying as green, > red, yellow, purple, it displays as red, purple, yellow, green. > This, of course, messes up for pipmak what each hotspot is supposed > to do. Other then being the wrong color and so doing what other > hotspots should be doing, the hotspots work fine. Has anyone > encountered this before? >From the manual: > Hotspot maps are 256-color (indexed) images. Color index 0 means > background, color index 1 is the first hotspot, index 2 the second > etc. The actual colors don’t matter, so you can use any color palette. In other words, Pipmak doesn't care what the colors in your hotspot map are. It will recognize the second color of the color palette as hotspot 1, and display it in red. It will recognize the third color of the palette as hotspot 2, and display it in green, etc. If your image editor allows you to reorder your color palette (Gimp does), you can use that to fix your hotspot map. If you want your hotspot map to look the same as what Pipmak displays, you can use the color palette of <http://pipmak.svn.sourceforge.net/viewvc/pipmak/trunk/pipmak/extras/hotspot-palette.gif > -Christian ------------------------------------------------------------------------------ Protect Your Site and Customers from Malware Attacks Learn about various malware tactics and how to avoid them. Understand malware threats, the impact they can have on your business, and how you can protect your company and customers by using code signing. http://p.sf.net/sfu/oracle-sfdevnl _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2011-01-12 11:58:45
|
> I have a hotspotmap with four hotspots: Green, red, yellow, purple > across the equirect. However, when projected into pipmak and > hotspots are revealed with "C", the shapes and locations are > correct, but the colors are not. Instead of displaying as green, > red, yellow, purple, it displays as red, purple, yellow, green. > This, of course, messes up for pipmak what each hotspot is supposed > to do. Other then being the wrong color and so doing what other > hotspots should be doing, the hotspots work fine. Has anyone > encountered this before? From the manual: > Hotspot maps are 256-color (indexed) images. Color index 0 means > background, color index 1 is the first hotspot, index 2 the second > etc. The actual colors don’t matter, so you can use any color palette. In other words, Pipmak doesn't care what the colors in your hotspot map are. It will recognize the second color of the color palette as hotspot 1, and display it in red. It will recognize the third color of the palette as hotspot 2, and display it in green, etc. If your image editor allows you to reorder your color palette (Gimp does), you can use that to fix your hotspot map. If you want your hotspot map to look the same as what Pipmak displays, you can use the color palette of <http://pipmak.svn.sourceforge.net/viewvc/pipmak/trunk/pipmak/extras/hotspot-palette.gif > -Christian |
From: James C. W. <jfc...@ya...> - 2011-01-11 22:05:07
|
Hi again, I have a hotspotmap with four hotspots: Green, red, yellow, purple across the equirect. However, when projected into pipmak and hotspots are revealed with "C", the shapes and locations are correct, but the colors are not. Instead of displaying as green, red, yellow, purple, it displays as red, purple, yellow, green. This, of course, messes up for pipmak what each hotspot is supposed to do. Other then being the wrong color and so doing what other hotspots should be doing, the hotspots work fine. Has anyone encountered this before? Thanks, James |
From: Christian W. <cwa...@gm...> - 2011-01-08 10:44:11
|
James C. Wilson wrote: > I've got a small problem in this code(node.lua included). I'm > attempting to wait two seconds, automaticly pan the camera to a > specified coord(using a script I've already determined to be correct > in other uses), while fading out several patches(blurred versions of > the cubic faces). This is supposed to give a slowly sharpening image > as the camera rotates. But, the camera suddenly lurches once before > cleanly panning to the coords. I've tried it using only the panning > and not the blurring, and that works fine. > Any thoughts? I can see nothing obviously wrong with that code, but it's hard to examine it without being able to try it. If you can't figure it out on your own, could you prepare a complete reproducing example? Have you tried fading out only one patch or using smaller patch images to see if it's a performance issue? > Also, unrelated: I've noticed that on the reloading(i.e pressing > "R") of a node, the background audio of a node will play again, as > expected, but the previous iteration will continue playing. Is this > a bug? Can you show how you play your sound? It may or may not be a bug - Pipmak by itself has no notion of "background audio of a node", it's up to you to start and stop your sound at the appropriate times. -Christian |
From: Christian W. <cwa...@gm...> - 2010-12-12 09:34:21
|
> By the way, what exactly happens if I load a sound into a global > variable, play it, then re-define the global variable again to load > a different sound? Does it flush the old sound? Or does it stay in > memory? Becouse I now realize that using my current function, the > sound seems to stay in memory even after the scheduled function re- > iterates and changes what sound the variable corrosponds to. This > leads to a slow increase in memory use, about two megs per minute in > my case. Any way I can avoid this, other then pre-loading all the > sounds first in node.lua? The sound stays in memory until Lua garbage-collects it. See the Lua manual for how to control garbage collection, if you need to. Lua only sees a small structure for every sound object (44 bytes if I counted correctly), it doesn't know about the associated OpenAL and Vorbis data (including buffered audio data, which is the whole sound if it's shorter than 10 seconds, or two streaming buffers of 172 KB for longer ones), so total memory usage per sound object (and accordingly total memory reclamation when the object is collected) is higher than Lua thinks. -Christian |
From: James C. W. <jfc...@ya...> - 2010-12-12 01:40:22
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Thanks, I think I understand now. By the way, what exactly happens if I load a sound into a global variable, play it, then re-define the global variable again to load a different sound? Does it flush the old sound? Or does it stay in memory? Becouse I now realize that using my current function, the sound seems to stay in memory even after the scheduled function re-iterates and changes what sound the variable corrosponds to. This leads to a slow increase in memory use, about two megs per minute in my case. Any way I can avoid this, other then pre-loading all the sounds first in node.lua? Thanks, James --- On Sat, 12/11/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: A possible sound loading bug To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Saturday, December 11, 2010, 2:30 PM > I think I may have a bug, as the problem doesn't seem to be my code, > but maybe it is. > All I'm doing is playing a random short sound(3-5 seconds long) at a > controlled random interval, with 16 possible sounds to choose from. > The output tells me that the "sound" in the scheduled function "is a > nil value". > The function module is attached. This is not a bug, but intended behavior. The node description statements like "sound {...}", "cubic {...}", "hotspot {...}" etc. are only defined during node loading and undefined (nil) otherwise. You shouldn't think of them as functions, even though they technically are, but as declarative statements that are only used at the outermost level of node.lua, not in your own functions. To load a sound in your own code, use the pipmak.loadsound() function. (See also the footnote about it in the manual.) It would be more efficient to load each sound only once (as part of the node using a "sound {...}" statement, or on demand using pipmak.loadsound()) than every time it is played (unless you need to play the same sound file multiple times concurrently), but in your case that probably doesn't matter much. Also, "sfx_amb1_rand:play()" should probably be "sfx_amb1:play()". I wonder if it would be a good idea, instead of resetting the node description statements to nil after node loading, to set them to a function that prints a more helpful error message. -Christian ------------------------------------------------------------------------------ Oracle to DB2 Conversion Guide: Learn learn about native support for PL/SQL, new data types, scalar functions, improved concurrency, built-in packages, OCI, SQL*Plus, data movement tools, best practices and more. http://p.sf.net/sfu/oracle-sfdev2dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2010-12-11 19:30:50
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> I think I may have a bug, as the problem doesn't seem to be my code, > but maybe it is. > All I'm doing is playing a random short sound(3-5 seconds long) at a > controlled random interval, with 16 possible sounds to choose from. > The output tells me that the "sound" in the scheduled function "is a > nil value". > The function module is attached. This is not a bug, but intended behavior. The node description statements like "sound {...}", "cubic {...}", "hotspot {...}" etc. are only defined during node loading and undefined (nil) otherwise. You shouldn't think of them as functions, even though they technically are, but as declarative statements that are only used at the outermost level of node.lua, not in your own functions. To load a sound in your own code, use the pipmak.loadsound() function. (See also the footnote about it in the manual.) It would be more efficient to load each sound only once (as part of the node using a "sound {...}" statement, or on demand using pipmak.loadsound()) than every time it is played (unless you need to play the same sound file multiple times concurrently), but in your case that probably doesn't matter much. Also, "sfx_amb1_rand:play()" should probably be "sfx_amb1:play()". I wonder if it would be a good idea, instead of resetting the node description statements to nil after node loading, to set them to a function that prints a more helpful error message. -Christian |
From: Christian W. <cwa...@gm...> - 2010-11-17 11:46:50
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James C. Wilson wrote: > Could you remind me where the feature request tracker is so I can add > it? I also seem to remember being confused by the trackers interface, > so if you could please let me know how to add a feature, I would be > gratefull:) http://sourceforge.net/tracker/?group_id=112801&atid=663295 or start from http://sourceforge.net/projects/pipmak/ and follow the Tracker links. There's an "Add new" link there. The SourceForge trackers do have a bit of a reputation of being confusing - we could also use Mantis or Trac, but so far the trackers have been used so little that I never bothered considering switching. -Christian |
From: James C. W. <jfc...@ya...> - 2010-11-16 22:15:07
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>I think this could be handled by adding a "click-through" >property to nodes that would allow you to make the background completely >transparent to the mouse - you could still make some areas react to the >mouse by covering them with a hotspot. That's probably the simplist solution. Could you remind me where the feature request tracker is so I can add it? I also seem to remember being confused by the trackers interface, so if you could please let me know how to add a feature, I would be gratefull:) For now, I'll see if I can paint the smudges and stuff at slightly less then half opactity. And if that's not sufficient, I'll stack nodes like you suggested. Thanks, James --- On Tue, 11/16/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Controling the pan property of overlayed nodes? To: pip...@li... Date: Tuesday, November 16, 2010, 2:30 PM James C. Wilson wrote: > I'm trying to make a binocular overlay, much like the telescope in the > pipmak demo, only the lenses are made to look smudged and cracked-that's > what's causing the problem. > There are other possible uses-a simple flashlight, for example. OK, I see. I think this could be handled by adding a "click-through" property to nodes that would allow you to make the background completely transparent to the mouse - you could still make some areas react to the mouse by covering them with a hotspot. Or perhaps, more generally, a threshold above which alpha value the background should become opaque to the mouse - setting that to 1.0 (currently hardcoded at 0.5) would achieve the same thing. How far above half opaque do you need to go? It occurs to me that, as a workaround, you could approximate the effect by stacking several almost-half-opaque overlays. -Christian ------------------------------------------------------------------------------ Beautiful is writing same markup. Internet Explorer 9 supports standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 & L3. Spend less time writing and rewriting code and more time creating great experiences on the web. Be a part of the beta today http://p.sf.net/sfu/msIE9-sfdev2dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2010-11-16 19:30:37
|
James C. Wilson wrote: > I'm trying to make a binocular overlay, much like the telescope in the > pipmak demo, only the lenses are made to look smudged and cracked-that's > what's causing the problem. > There are other possible uses-a simple flashlight, for example. OK, I see. I think this could be handled by adding a "click-through" property to nodes that would allow you to make the background completely transparent to the mouse - you could still make some areas react to the mouse by covering them with a hotspot. Or perhaps, more generally, a threshold above which alpha value the background should become opaque to the mouse - setting that to 1.0 (currently hardcoded at 0.5) would achieve the same thing. How far above half opaque do you need to go? It occurs to me that, as a workaround, you could approximate the effect by stacking several almost-half-opaque overlays. -Christian |