pipmak-users Mailing List for Pipmak Game Engine (Page 9)
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From: Aidan G. <wgs...@no...> - 2009-11-03 19:07:06
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 syxified wrote: > I have never been able to successfully get a hotspot map to work in pipmak, > even if I am pretty much word for word copying the syntax from the demo > where they seem to work perfectly. I've simplified a few down to just a > slide and some spots that would print out a msg if clicked, but nothing > doing. I have never been able to find that file with the pallette for the > indexed colors, which there is a good chance is the root of the issue. I'm > not sure exactly how that indexing is supposed to work - are there > pre-established colors that are set to indexes 0,1,2, etc? Or does that > depend on the image file and how it was set up when saved? Any advice > towards making a successful hotspot map would be greatly appreciated. There are no pre-established colors that are used, but the colors used by the image file itself. An image with indexed colors is one that uses its own set color palette of up to 256 colors. Pipmak comes with a color palette that is well suited to drawing hotspot maps, because of the contrast between the colors. The file is "hotspot-palette.gif" in the folder "extras" (that comes with Pipmak). How to import this into your bitmap-image editor depends on what you are using. So, in short... * Your hotspot map has to be an indexed image (not RGB). * The first color on the palette maps to the first hotspot, the second color to the second hotspot, etc. * /Anywhere/ color 0 appears on the image will be hotspot 0, so hotspots do not have to be all one (visual) piece. Hope this helps, Aidan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iEYEARECAAYFAkrwf18ACgkQjyzTRvYJmaWT0wCfWzwylu6OfSmdQDRO0A5DC/bp iVkAnjYFZCI9Nw2AAabBKBX3spjoWaqu =zJq6 -----END PGP SIGNATURE----- |
From: syxified <syx...@ya...> - 2009-11-03 16:48:53
|
I have never been able to successfully get a hotspot map to work in pipmak, even if I am pretty much word for word copying the syntax from the demo where they seem to work perfectly. I've simplified a few down to just a slide and some spots that would print out a msg if clicked, but nothing doing. I have never been able to find that file with the pallette for the indexed colors, which there is a good chance is the root of the issue. I'm not sure exactly how that indexing is supposed to work - are there pre-established colors that are set to indexes 0,1,2, etc? Or does that depend on the image file and how it was set up when saved? Any advice towards making a successful hotspot map would be greatly appreciated. Matt -- View this message in context: http://old.nabble.com/Need-help-with-hotspot-maps-tp26160490p26160490.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-11-01 21:00:02
|
James Wilson wrote: > I know. Sorry, but what I meant was how does one refer to that image > object in code? The manual doesn't seem to make that clear. I'm not sure I understand your question. The pipmak.newimage function returns an image object that you can treat that like any other Lua value - e.g. assign it to a variable, call methods on it, etc. - and use it with any Pipmak functionality that accepts images. For example, patch { x = 30, y = 80, image = pipmak.newimage(30, 20):color(1, 0, 0):fill() } or local myimage = pipmak.newimage(30, 20) myimage:color(1, 0, 0) myimage:fill() mypatch:setimage(myimage) Does that answer the question? -Christian |
From: James W. <jfc...@ya...> - 2009-11-01 20:00:43
|
I know. Sorry, but what I meant was how does one refer to that image object in code? The manual doesn't seem to make that clear. --- On Sun, 11/1/09, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: drawimage not working? To: pip...@li... Date: Sunday, November 1, 2009, 4:54 AM James Wilson wrote: > I see. How does one reference an image object again, to be used in this > fashion? pipmak.newimage() - see section 3.12 "Image Manipulation" in the manual. -Christian ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ 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...> - 2009-11-01 09:54:46
|
James Wilson wrote: > I see. How does one reference an image object again, to be used in this > fashion? pipmak.newimage() - see section 3.12 "Image Manipulation" in the manual. -Christian |
From: James W. <jfc...@ya...> - 2009-11-01 02:08:06
|
I see. How does one reference an image object again, to be used in this fashion? --- On Sat, 10/31/09, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: drawimage not working? To: pip...@li... Date: Saturday, October 31, 2009, 12:02 PM James Wilson wrote: > While running some tests concerning a flashlight effect, I came across this: > When I try the code below, pipmak tells me that "drawimage" is not a > valid method. You're trying to call the "drawimage" method of a patch, but patches don't have such a method. Images have one. -Christian ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: James W. <jfc...@ya...> - 2009-11-01 02:05:54
|
Hi Christian, Yeah, I thought of that just a couple days ago, and I finished it. With that technique, one can use the effect on both panoramic and slide nodes. It's simple code, but just to enchance simplicity further, I think I'll try my hand at writing a function for it, to be placed in a lua file and attached to the project using dofile. I'm also going to try something similar with panoramic smooth rotation, which has never been implmented, and so will be rather more complex. Thanks, James --- On Sat, 10/31/09, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Flashlight effect To: pip...@li... Date: Saturday, October 31, 2009, 12:00 PM James Wilson wrote: > I've been experimenting with Pipmak a bit, and I was wondering, might it > be possible to write a "flashlight effect" function? > Here's how I'm thinking it'd work(and this is how it usually does in > games, I've checked) > > Cubic node background has images set that show a lit scene, with a weak > light with little falloff. > > Patches overlaid each of the faces have the same scene, rendered > with nearly no light. > > One patch(a PNG) with a flashlight "ring" on it. The ring area is > transparent, no coloration. > This patch is set to follow the cursor, and to "cut" through the > patches(according to the transparency of the flashlight patch) to the > node background. The way you describe, with totally independent lit and unlit scenes, is currently not possible in Pipmak. I'd have to think about how it could be implemented. However, if the unlit scene is simply a darkened version of the lit one, this can easily be achieved in the same way as the telescope in the demo project works. -Christian ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ 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...> - 2009-10-31 16:04:10
|
James Wilson wrote: > I've been experimenting with Pipmak a bit, and I was wondering, might it > be possible to write a "flashlight effect" function? > Here's how I'm thinking it'd work(and this is how it usually does in > games, I've checked) > > Cubic node background has images set that show a lit scene, with a weak > light with little falloff. > > Patches overlaid each of the faces have the same scene, rendered > with nearly no light. > > One patch(a PNG) with a flashlight "ring" on it. The ring area is > transparent, no coloration. > This patch is set to follow the cursor, and to "cut" through the > patches(according to the transparency of the flashlight patch) to the > node background. The way you describe, with totally independent lit and unlit scenes, is currently not possible in Pipmak. I'd have to think about how it could be implemented. However, if the unlit scene is simply a darkened version of the lit one, this can easily be achieved in the same way as the telescope in the demo project works. -Christian |
From: Christian W. <cwa...@gm...> - 2009-10-31 16:04:07
|
James Wilson wrote: > While running some tests concerning a flashlight effect, I came across this: > When I try the code below, pipmak tells me that "drawimage" is not a > valid method. You're trying to call the "drawimage" method of a patch, but patches don't have such a method. Images have one. -Christian |
From: James W. <jfc...@ya...> - 2009-10-29 07:33:41
|
Hi all, While running some tests concerning a flashlight effect, I came across this: When I try the code below, pipmak tells me that "drawimage" is not a valid method. Anyone know what I(or Pipmak) am doing wrong? Thanks a lot, James CODE/ slide "light.jpg" local darkLayer = patch { x = 0, y = 0, image = "dark.png" } local flashlightmask = patch { x = 0, y = 0, image = "flashlightmask.png", visible=false } hotspotmap "hotspotmap.png" hotspot { onmousedown = function() darkLayer:drawimage (300, 200, flashlightmask) end } CODE\ |
From: James W. <jfc...@ya...> - 2009-10-28 17:24:10
|
Something using this, perhaps: image:drawimage(x, y, sourceimage [, sx, sy, w, h]) And some other info from wikipedia: http://en.wikipedia.org/wiki/Alpha_compositing --- On Mon, 10/26/09, James Wilson <jfc...@ya...> wrote: From: James Wilson <jfc...@ya...> Subject: Flashlight effect To: "Pipmak User Mailing List" <pip...@li...> Date: Monday, October 26, 2009, 5:58 PM Hi all, I've been experimenting with Pipmak a bit, and I was wondering, might it be possible to write a "flashlight effect" function? Here's how I'm thinking it'd work(and this is how it usually does in games, I've checked) Cubic node background has images set that show a lit scene, with a weak light with little falloff. Patches overlaid each of the faces have the same scene, rendered with nearly no light. One patch(a PNG) with a flashlight "ring" on it. The ring area is transparent, no coloration. This patch is set to follow the cursor, and to "cut" through the patches(according to the transparency of the flashlight patch) to the node background. So, thoughts? Thanks, James CW |
From: James W. <jfc...@ya...> - 2009-10-26 21:58:37
|
Hi all, I've been experimenting with Pipmak a bit, and I was wondering, might it be possible to write a "flashlight effect" function? Here's how I'm thinking it'd work(and this is how it usually does in games, I've checked) Cubic node background has images set that show a lit scene, with a weak light with little falloff. Patches overlaid each of the faces have the same scene, rendered with nearly no light. One patch(a PNG) with a flashlight "ring" on it. The ring area is transparent, no coloration. This patch is set to follow the cursor, and to "cut" through the patches(according to the transparency of the flashlight patch) to the node background. So, thoughts? Thanks, James CW |
From: Aidan G. <wgs...@no...> - 2009-10-24 18:07:59
|
Christian Walther wrote: > They are part of the half-implemented hotspot painting feature. > Searching for "brush" on this mailing list should get you some > instructions on how to try it, here's a bit copied from <http://thread.gmane.org/gmane.games.devel.pipmak.user/119/focus=124 > >: > >> On a panorama that already has some hotspots, show them (C key) and >> call pipmak_internal.tool(2) to bring up the brush tool. Press the >> option/alt key or call pipmak_internal.tool(3) to select the >> eyedropper tool to pick up another color (hotspot number). Pan using >> the right mouse button (or using shift to switch to direct mode). >> pipmak_internal.tool(0) brings you back to the hand tool. Currently, >> your paintings aren't saved, you can't change the brush size >> (without recompiling), and it only works on panoramas. OK, thanks. I guessed it was something like that. --Aidan |
From: Christian W. <cwa...@gm...> - 2009-10-24 10:10:01
|
Aidan Gauland wrote: > There seems to be code for "brush" and "eyedropper" tools in > Pipmak's source, > but they do not seem to either be documented anywhere or ever appear > in Pipmak > when it's running. Does anyone know about this? They are part of the half-implemented hotspot painting feature. Searching for "brush" on this mailing list should get you some instructions on how to try it, here's a bit copied from <http://thread.gmane.org/gmane.games.devel.pipmak.user/119/focus=124 >: > On a panorama that already has some hotspots, show them (C key) and > call pipmak_internal.tool(2) to bring up the brush tool. Press the > option/alt key or call pipmak_internal.tool(3) to select the > eyedropper tool to pick up another color (hotspot number). Pan using > the right mouse button (or using shift to switch to direct mode). > pipmak_internal.tool(0) brings you back to the hand tool. Currently, > your paintings aren't saved, you can't change the brush size > (without recompiling), and it only works on panoramas. -Christian |
From: Aidan G. <wgs...@no...> - 2009-10-24 09:37:03
|
There seems to be code for "brush" and "eyedropper" tools in Pipmak's source, but they do not seem to either be documented anywhere or ever appear in Pipmak when it's running. Does anyone know about this? Thanks, Aidan |
From: Christian W. <cwa...@gm...> - 2009-10-14 15:13:52
|
I wrote: > Next, I will try to write a redirector from URLs on the old wiki to the > corresponding pages on the new one, so that old links continue to work. OK, redirection is done. It's pretty simplistic (essentially a one-liner in PHP), if anyone runs into a case it doesn't handle properly, let me know. The old wiki has been moved to <http://pipmak.sourceforge.net/wikiold/> and will remain there for a while in case any difficulties arise with the new one. -Christian |
From: Christian W. <cwa...@gm...> - 2009-10-14 13:54:40
|
The Pipmak wiki is now moved to <http://sourceforge.net/apps/mediawiki/pipmak/>. Migration went smoothly (with one little exception: intermixed revisions of SourceForge placeholder content in the history of the main page), and most of the history is intact. Spam has been removed as planned. In the meantime, I have found out that, if I understand correctly, not every user logged in with their SourceForge account can automatically edit pages, but I have to individually give them edit rights manually. That's not quite what I had in mind, but I guess we can live with it until SourceForge fixes that (http://sourceforge.net/apps/ideatorrent/sourceforge/ideatorrent/idea/172/) - it's no worse than the current state in the old wiki at any rate. Could anyone of you help me verify this by trying to edit something (e.g. in the sandbox)? I can't test it myself since I'm either logged out and have no permissions at all, or logged in and have full admin access to the wiki. Next, I will try to write a redirector from URLs on the old wiki to the corresponding pages on the new one, so that old links continue to work. -Christian |
From: James W. <jfc...@ya...> - 2009-10-14 00:29:31
|
Hi all, I was puttering about the example demo, and I came to wonder if there might be a way to: Render an image. Create a mask for that image, using GIMP(like a hotspot map), for example in 1-bit(black and white) and not including any of the actual color of the image, and export to PNG format. You'd then have a simple, two-color, low-filesize image. That's all simple to do. But what if you used that in pipmak, something like this:(code not exact) slide "image.jpeg" hotspotmap "hotspots.png" local anipos = 0 patch { "../shared/animation/ani_0.jpeg" } patch { "animask.png" } --this is that mask --Here we have a standard animation routine, blah blah The idea is that one could play an animation shared by several nodes, and with visibilty controlled by the mask- e.g. for example, the scene is along a desert, with a building, and you have one animation of birds moving about. The mask would be used to make it seem as thorough the birds are moving behind the building. This could also be done by altering the render to make some areas transparent, and layering that over the animation, but this would be very heavy on the disk space. Any thoughts? Thanks, James |
From: James W. <jfc...@ya...> - 2009-10-10 20:14:14
|
Hi, Yes, it's Windows XP home SP2. --- On Sat, 10/10/09, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Pipmak using nearly %100 CPU? To: pip...@li... Date: Saturday, October 10, 2009, 4:39 AM James Wilson wrote: > I was discussing a tech demo I'd built with Pipmak for The Ages of > Ilathid, with another team member, and he reported this, which I found > to be true here also: > > >- And the biggest issue: the game steadily uses 100% of one of my CPU > cores, even >when I'm not doing anything. It doesn't take much CPU to > play an audio file and show a >static image on screen, so why is the > engine spinning in a loop and wasting so much >CPU? (Some other games do > this too, and it's very annoying) It shouldn't do that. It's supposed to render only as fast as your monitor can display it (60 Hz on a typical LCD), and that should take much less than 100% CPU on a moderately recent computer. However, I've seen several reports by now that this feature isn't effective for some people. Is this on Windows too? I'm not sure if there is anything I can do to properly fix this, but I need to add an additional hard frame rate limit for the case that the vertical retrace synchronization isn't working. (It happens here too when the window is completely obscured and actually annoys me as well.) Detecting when the image is completely static and not rendering at all during that time, however, is an optimization that has not been done so far, and given that in many games, there's always something that moves, it wouldn't save a lot anyway. -Christian ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ 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...> - 2009-10-10 08:40:00
|
James Wilson wrote: > I was discussing a tech demo I'd built with Pipmak for The Ages of > Ilathid, with another team member, and he reported this, which I found > to be true here also: > > >- And the biggest issue: the game steadily uses 100% of one of my CPU > cores, even >when I'm not doing anything. It doesn't take much CPU to > play an audio file and show a >static image on screen, so why is the > engine spinning in a loop and wasting so much >CPU? (Some other games do > this too, and it's very annoying) It shouldn't do that. It's supposed to render only as fast as your monitor can display it (60 Hz on a typical LCD), and that should take much less than 100% CPU on a moderately recent computer. However, I've seen several reports by now that this feature isn't effective for some people. Is this on Windows too? I'm not sure if there is anything I can do to properly fix this, but I need to add an additional hard frame rate limit for the case that the vertical retrace synchronization isn't working. (It happens here too when the window is completely obscured and actually annoys me as well.) Detecting when the image is completely static and not rendering at all during that time, however, is an optimization that has not been done so far, and given that in many games, there's always something that moves, it wouldn't save a lot anyway. -Christian |
From: James W. <jfc...@ya...> - 2009-10-10 02:15:50
|
Hi all, I was discussing a tech demo I'd built with Pipmak for The Ages of Ilathid, with another team member, and he reported this, which I found to be true here also: >- And the biggest issue: the game steadily uses 100% of one of my CPU cores, even >when I'm not doing anything. It doesn't take much CPU to play an audio file and show a >static image on screen, so why is the engine spinning in a loop and wasting so much >CPU? (Some other games do this too, and it's very annoying) Is this a problem, and can it be avoided? Thanks, James |
From: James W. <jfc...@ya...> - 2009-10-09 21:34:33
|
Hi, Good news! (Moves aside, to make room for the wiki stampede). Regards, James --- On Fri, 10/9/09, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Wiki migration upcoming To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Friday, October 9, 2009, 2:32 PM With a few months of delay, I am now about to migrate wiki content from <http://pipmak.sourceforge.net/wiki/> to <http://sourceforge.net/apps/mediawiki/pipmak/ >. As soon as SourceForge staff processes my request to reset the new wiki, I will set the old wiki to read-only and start exporting and moving over stuff. Since I'm going to try to manually edit out spam, that may take a few hours. I'll post here when the migration is completed. -Christian ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ 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...> - 2009-10-09 18:33:04
|
With a few months of delay, I am now about to migrate wiki content from <http://pipmak.sourceforge.net/wiki/> to <http://sourceforge.net/apps/mediawiki/pipmak/ >. As soon as SourceForge staff processes my request to reset the new wiki, I will set the old wiki to read-only and start exporting and moving over stuff. Since I'm going to try to manually edit out spam, that may take a few hours. I'll post here when the migration is completed. -Christian |
From: James W. <jfc...@ya...> - 2009-10-09 15:57:45
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Hi, Ah, thanks. I wasn't sure about that. Thanks, James --- On Fri, 10/9/09, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Having trouble accessing "Pipmak Resources" To: pip...@li... Date: Friday, October 9, 2009, 4:48 AM James Wilson wrote: > I wanted to access pipmak resources..zip > so that I could edit defaults.lua(to be exact, I wanted to remove or > comment the onkeydown function concerned with the esc key, so that I > could define it in my own game files as going to my own main menu.) You don't need to edit Pipmak Resources for that. If your project defines its own global onkeydown handler (in main.lua), it will override the default one. If all you want to do is disabling the default keys, an empty one will do: onkeydown(function() end). In general, Pipmak is designed to give you all functionality without requiring you to modify Pipmak itself (if only because modifying Pipmak places the burden of supplying the source code to your modified version on you). If that should turn out not to be the case in some respect, that is a design bug that needs to be reported and fixed. -Christian ------------------------------------------------------------------------------ Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference _______________________________________________ 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...> - 2009-10-09 08:49:38
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James Wilson wrote: > I wanted to access pipmak resources..zip > so that I could edit defaults.lua(to be exact, I wanted to remove or > comment the onkeydown function concerned with the esc key, so that I > could define it in my own game files as going to my own main menu.) You don't need to edit Pipmak Resources for that. If your project defines its own global onkeydown handler (in main.lua), it will override the default one. If all you want to do is disabling the default keys, an empty one will do: onkeydown(function() end). In general, Pipmak is designed to give you all functionality without requiring you to modify Pipmak itself (if only because modifying Pipmak places the burden of supplying the source code to your modified version on you). If that should turn out not to be the case in some respect, that is a design bug that needs to be reported and fixed. -Christian |