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Messages - dulsi

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1
Tiny Arcade & Pocket Arcade / Re: Building binaries problem
« on: April 25, 2023, 07:09:55 PM »
Legacy IDE did work. Thanks. I do hope you fix it to work with the new IDE at some point.

2
Thumby / Re: DiscDungeon - new game
« on: April 25, 2023, 08:20:06 AM »
I really enjoyed Disc Room. I entered the Disc Room Game Jam they did. Looks like I can't run this without a thumby. I'm tempted to make something similar for the Pocket Arcade but I have to get building working again.

Edit: Tried it in the code editor. Nice work.

3
Tiny Arcade & Pocket Arcade / Building binaries problem
« on: April 24, 2023, 07:59:32 AM »
I haven't built anything for tinyarcade/pocketarcade for a while. I installed the latest arduino IDE (2.1.0). I installed the latest TinyScreen library (1.1.0). I exported the compiled binaries. I copied the .bin to the sd card. It doesn't run. Any idea what could be wrong? Or how to debug the issue?

4
Tiny Arcade & Pocket Arcade / Mutant Road
« on: May 31, 2020, 03:22:09 PM »
I was going to fix up Color Monsters for the Mayker Madness contest but didn't get to it and decided I didn't have the time. Instead I decided to try my hand at a beat-em up. It is still early in development. I have posted it for the contest.

https://www.hackster.io/dennis-payne/mutant-road-87d599

Once I make the level more complete I'll post a bin.

5
User Projects / Code Examples / Re: Viobyte (Pac-Man Clone)
« on: April 06, 2019, 01:37:45 PM »
Someone emailed me asking for the binary so I figured I'd post the latest here. It adds another level map. The map was created with tiled. There is a convert in the source repository to allow you to convert maps into header files that can be added to viobyte.

6
User Projects / Code Examples / Re: Color Monsters
« on: December 22, 2018, 12:47:40 PM »
Development stalled a little bit. I decided to enter the Indie Game Making Contest 2018. I spent the month of November building a new rpg engine for the computer. Some of Color Monsters tools were used in this. Unfortunately it proved too much to do in a month. OpenGameArt Movie Video Game was added to the contest but it is lacking a lot. Postmortem is found here. That's not all bad though. Some of the modifications to the dialog parser will feed back into Color Monsters.

7
Tiny Arcade & Pocket Arcade / Re: classic games ?
« on: October 29, 2018, 07:17:51 PM »
Pacman is available under the name Viobyte in user projects forum. I still need to add some more mazes and other power pellets. Right now the power pellet make use invulnerable for a short period.

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User Projects / Code Examples / Re: Color Monsters
« on: October 11, 2018, 11:09:51 PM »
Another article on the development of Color Monsters.

9
General Discussion / Re: BMP file on Tinyscreen
« on: September 21, 2018, 09:02:21 PM »
I don't believe there is anything in the TSV file that specifies duration. I'm guessing that setting a duration would mean it just includes a copy of that image enough times to make it last for that duration which would make the file size larger.

10
Hello RĂ©na! Thank you very much for your answer. Yes, it seems that on paper, the TinyArcade is between a Super Nintendo and a Sega Saturn on CPU, but I haven't done a stress test and see how many sprites I can get running on screen. Have anybody tried benchmarking the TinyArcade?

In terms of pixel size, it's almost half of the screen resolution of an Atari 2600, but because of the small screen size the TinyArcade looks much better :).
Sprites in old console were handled by the graphics hardware. They had a specific size and maybe restrictions on colors. For example see the discussion of coins on the gameboy. TinyArcade's graphics hardware doesn't have a concept of sprites. So to compare the number of sprites TinyArcade can handle, you have to decide what a sprite size is. Also you need to decide what framerate you are going for.

11
Tiny Arcade & Pocket Arcade / Re: Font use on screen
« on: August 09, 2018, 09:00:10 AM »
Viobyte displays a score without using the font. I added in an image of numbers at 4x4 size. For color monster I needed a full font. I found one on opengameart.org. It has more complicated drawing code so viobyte might be easier to understand but you could still use the larger font. 4x4 was needed for viobyte because I wanted the maze to be as large as possible.

12
const unsigned int tacoInvaderBitmap[] = {
This is not what the image generator created. You need it to be char not int. If your drawing code requires int, you can cast it to an int pointer. (Alternatively you could combine the characters. So "0x00, 0x00" becomes "0x0000". I don't know off the top of my head if TinyArcade is little or big endian. If it is little endian you need to reverse the pairs when combining. So "0x10, 0x20" would become "0x2010". Personally I wouldn't do that as using the output of the image generator directly is easily than fiddling with it afterward.)

13
The C code generated by the tool has 18 entries per line (when the image is 9 pixels wide), but it has the right number of lines (7). I am not sure if the settings I entered are the right ones. They are in the screenshot above.
You have Color Conversion set to "RGB-565 (16bit)". That is two bytes per pixel which is why it has 18 entries per line. You should use that if you have "display.setBitDepth(TSBitDepth16);" in your code.

If you are using "display.setBitDepth(TSBitDepth8);", you need to change it to "RGB-332 (8bit)".

14
My suggestion is to not set colors directly. Create your image in a painting program. Dowload zet23t's td2play (https://github.com/zet23t/td2play). Go to tools/js_image_converter. Load the html file into a browser. Use it to convert your images.

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User Projects / Code Examples / Re: Color Monsters
« on: July 10, 2018, 07:05:42 AM »
I created an Open Game Source article about the development. The game is not playable yet but it is getting there. You can paint your monster. You can wonder around a small world. You can start a combat but it doesn't end.

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