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Messages - zet23t

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Tiny Arcade & Pocket Arcade / Re: Game in the works: MicroVektoRoids
« on: December 20, 2017, 03:48:46 PM »
I intend predefining it. But since I create those levels through code, it can be tweaked to have more complex rules. The limiting factor is the texture sprite since I can't make it larger than it is and it's pretty stuffed already. So I can't add new spaceships right now unless I do some effort to save texture space (e.g. mirroring springs to reduce the number of sprites per space ship, reducing color depth, etc).

Compiling shouldn't be too difficult. I use a bunch of Lua scripts to do some pre build steps, but this is only needed when images are updated. The td2play framework (included as a submodule) I maintain contains the additional code needed that needs to be copied into the MicroVektoRoids folder. Once it's all there, the .ino file can be opened and compiled for the device.
The project also contains a simulator where I simulate the game on a PC - I simply mimic the API calls required to display the tiny screen content. But compiling this would require you to have a similar setup as I have here (windows + codeblocks + Lua (+libs)).

Tiny Arcade & Pocket Arcade / Re: my video player sucks
« on: December 08, 2017, 04:47:58 PM »
I can only guess, but I'd first look into defragmenting the SD card's file system.

On windows you can start the command line as administrator and execute
Code: [Select]
defrag k: /d... when k is the drive letter.

Tiny Arcade & Pocket Arcade / Game in the works: MicroVektoRoids
« on: December 03, 2017, 04:37:09 PM »
Just wanting to raise your attention: I am working on a new game (for some time now) and I have also started a Patreon page where you can follow the progress and contribute a bit to the development of the game:

Here are a few in development screenshots:

As soon as it's ready I am providing the binaries for the SD card loading on that page too - though the game is open source and you can also have a look into the (somewhat ugly) source code:

If you don't know patreon: It's a site where people can fund people or teams. In my case I am also looking for feedback :).

Tiny Arcade & Pocket Arcade / Re: ArcadeMenu troubles
« on: September 05, 2016, 03:20:43 AM »
Hm. I've updated everything I think - but I have no such "Binary for sd card" option. Do I have to update my Arduino IDE version? I might be a couple of months behind.

Tiny Arcade & Pocket Arcade / Re: ArcadeMenu troubles
« on: August 25, 2016, 05:25:47 PM »
I think I've figured it out:

- The Arcade Menu compile option is to be used when you export binaries that can be loaded from SD
- The Arcade Menu project itself is to be deployed normally (default)
- The SD card expects a folder that contains a .bin file with the same name (e.g.: "sample/sample.bin") and optionally a .tsv file with the same name

User Projects / Code Examples / Game: Tiny Run
« on: August 24, 2016, 05:31:31 PM »
I've finally received all my Tiny Arcades AND I managed to figure out how to deploy SD card games AND I've finally figured out how to compile a Tiny Arcade binary, including generating a TSV file :) - see the attachement.

Just unzip the folder on an SD card that works for your arcade - that should do!

I have developed a library that comes with a few features that ease developing. By now, it works relatively well. It's not well documented and suffers bad design in a few places, however it comes with some neat features:

  • Development does not require a TinyArcade connected, games compile to a windows executable
  • Intgrated asset pipeline
    • Image converter to C code
    • Tiled sprite editor file import, converted to C code
  • List based rendering, memory usage lower than with complete offscreen buffering
  • 8-bit Depth buffer
  • Various blend modes for sprites (additive, subtractive, others)
  • Bitmap font support
  • Text rendering - with support for vertical and horizontal alignment and word wrapping

The project can be found here:

  • GLFW-3
  • Lua, lua-gd, lua-fs

Tiny Arcade & Pocket Arcade / ArcadeMenu troubles
« on: August 20, 2016, 04:55:43 PM »
I have uploaded a few test sketches on my tiny arcade through the arduino IDE, which worked. Afterwards I tried uploading the Arcade Menu sketch with the TinyArcade Menu option enabled. However, after the successful upload, the tiny arcade stays black. It even won't show up in the port options of the IDE.

I can get the port selection back on by holding the bottom right screen button when switching the screen on - then I can upload another sketch again with default compile options, which results in a working game.

However, I fail restoring the MenuArcade sketch - unless I compile it in default mode... then it seems to be working.

My sd card is seemingly not recognized by the menu - it's a 16gb sd card btw, formatted with fat32.

Lua, Javascript and other interpreters can run on Arduino based hardware, but it usually requires more available memory. 32kb isn't enough to run an interpreter on top of it.
I think you'll have to use C(++) instead. But basic things come of quite easy, as Ben wrote.

User Projects / Code Examples / Re: TinyDuino Game Kit Case
« on: June 03, 2016, 11:45:46 AM »
Sorry, seems I overlooked what was going on - no really, the files are linked on that page here: - it's the "Version 0.2" text that's the link (I realize now that this is suboptimally presented ...)

User Projects / Code Examples / Re: Tiny Game Player
« on: May 24, 2016, 01:50:00 AM »
Looks great - is the design available somewhere?

User Projects / Code Examples / Re: TinyOutrun
« on: June 29, 2015, 12:30:37 PM »
Relly have to try this out, looks great ... I am still too busy with my 3d printer though that I got in another kickstarter project ;)

Not having much of an idea what is going on, but maybe it would help you to log data to the eeprom first and flush it to flash only every nth log entry... though a tenfold increase of runtime is probably difficult.

User Projects / Code Examples / Re: TinyDuino Game Kit Case
« on: May 20, 2015, 05:21:53 PM »
My order has arrived and I have assembled it. It's not yet fully working as expected, but the back buttons and the power switch are now working reliably. Though one back button didn't work shortly and I couldn't find out why - after reassembly, it was OK again... I am considering a 3rd version to dent out these issues as well. It's a bit annoying since it costs 30€ to make a try, but it's fun at least to see something working.

The screen buttons aren't working so well - the bottom ones are OK but I need to redo the button sizes again. The upper buttons on the screen aren't going to work that easily though. The problem simply is that the joysticks would collide with any button mechanic. So I probably will only provide the bottom buttons in the final version.

User Projects / Code Examples / Re: TinyDuino Game Kit Case
« on: May 19, 2015, 02:08:56 AM »
Awesome, I came here looking for this info.

I'll see how well (or not) it prints on my Micro 3D.

If you need or want new designs tested, just let me know I can do a quick print and send you pictures or even completed prints if you want.
You have a micro from m3d? I have paid last week the shipping costs. No idea when I'll have it. I guess that the design is too filigrane and must be reworked. And I am about to receive my 3d print from shapeways in a few days (hopefully).

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