DSiWare Forum

Topic: Petit Computer

Showing 7,821 to 7,840 of 9,524

AuthorMessage
Avatar

twinArmageddons

7,821. Posted:

Untitled
if anybody wants to test out the physics engine (with no titans or actual gameplay) i made the qrs for it
http://imageshack.com/a/img189/6121/1pma.png
http://imageshack.com/a/img51/4853/a1wb.png
http://imageshack.com/a/img824/3525/7slg.png
http://imageshack.com/a/img89/4793/qrb0.png
http://imageshack.com/a/img6/2061/i1b3.png
you need all those files if you want it to look good

Edited on by twinArmageddons

get in loser we're going titan hunting

3DS Friend Code: 2879-0639-8952 | Nintendo Network ID: merp_aottg

AuthorMessage
Avatar

ramstrong

7,822. Posted:

randomous wrote:

@ramstrong Wow, what a really cool way to recognize numbers! I've honestly never thought of doing it this way, I've only ever considered point and angle comparisons. When you said rigid, I thought you meant connecting dots or something, I didn't realize it would record the order in which you hit each region! Yeah, that's quite a lot less processing than mine, and it's waaaayyy different. I wonder if differently shaped regions could produce different results? For instance, if you created some sort of tessellation, or maybe just a mesh of triangles. Either way, this is pretty awesome! It's having a hard time recognizing some numbers, but maybe I draw them differently than you do (it's more than likely). Thanks for crediting me; you really didn't have to, but it was very kind.

I don't know what I would personally use it for, but I could see it being extremely useful in many applications. For instance, this program would be much better suited than mine to recognize gestures. If you altered the region shapes the fit a particular purpose, you could do things like detect swipes, rotations, etc. all on the touch screen and all extremely quickly.

Well, technically, it is connect the dot. Think of the regions as Voronoi diagram, and you got it. ;) You don't need some special triangle mesh at all.

I'm having trouble defining number 8 so that it can be read consistently. If you look at the data, you see that it is shaped like the letter "Y" topleft, center, bottom, center, topright. That's the glyph of "8" in Palm PDA. The nice thing about it, is that you can define your own 8 character, and as long as it's not preexisting on another character, you can have it!

I think I should give you credit because my understanding of Virtual Keyboard technique expanded tremendously. I thought I'd maxed it already, and it turns out I was wrong. :p I never thought this technique is viable for many things. So, thank you for that.

Petit Computer Journal
Old site http://ramstrong.blogspot.com

Let's just call a spade, a spade.

3DS Friend Code: 1091-7596-4855

AuthorMessage
Avatar

randomous

7,823. Posted:

@ramstrong Lol I can't believe you brought up Voronoi diagrams, because I happen to be making a Nearest Neighbor classifier for my Pattern Recognition class (which splits up the feature space into Voronoi cells based on which point is closest). I see that it's connect the dots now, thanks for the explanation. And thank you for the credit.

randomous

AuthorMessage
Avatar

InsertPi

7,824. Posted:

THOLITU can now do basic stuff! The total list of command equivalents:
(SmileBASIC) PRINT
(SmileBASIC) INPUT
(SimpleC) MATH
(Most languages) IF...THEN
(SimpleC) SETV

Now of course, if you don't know the language, it'll look like |*,<_$]#{%

If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.

3DS Friend Code: 2148-9259-0831 | Nintendo Network ID: IAmAPerson620 | Twitter: @PhilLovesPi

AuthorMessage
Avatar

swordx

7,825. Posted:

I FINALLY got to work on one of DA2's arcade machines. I'd show it to you guys, but it's too awesome to be revealed without a video, and it's not ready for a video. :D

swordx

AuthorMessage
Avatar

JLMan

7,826. Posted:

I have been working on Pacman in PTC! Everything is great, except for the AI... Turns out the Pacman AI is pretty simple, but I can't get it to work. Pacman AI is actually cool. Google "how pacman ai works" or something similar and it will tell you everything. Every ghost in Pacman has a different personality. Expect the QRs once I get the AI to work.

You want to stop the rebelion of the Blue? Go ahead. Try. You already lost.

AuthorMessage
Avatar

swordx

7,827. Posted:

JLMan wrote:

I have been working on Pacman in PTC! Everything is great, except for the AI... Turns out the Pacman AI is pretty simple, but I can't get it to work. Pacman AI is actually cool. Google "how pacman ai works" or something similar and it will tell you everything. Every ghost in Pacman has a different personality. Expect the QRs once I get the AI to work.

Only one ghost is after Pacman. The other 3 are going for positions near him. I forgot the positions, though...

swordx

AuthorMessage
Avatar

twinArmageddons

7,828. Posted:

i just finished the titan demo of aottg where you can actually fight the titans :D
you need all of these files
http://imageshack.com/a/img189/6121/1pma.png
http://imageshack.com/a/img51/4853/a1wb.png
http://imageshack.com/a/img824/3525/7slg.png
http://imageshack.com/a/img89/4793/qrb0.png
http://imageshack.com/a/img6/2061/i1b3.png
http://imageshack.com/a/img593/8439/3lx3.png
http://imageshack.com/a/img22/1442/05z2.png
http://imageshack.com/a/img842/9717/4z2t.png
feedback is appreciated
Edit: when i made the demo i forgot to test it and changed a lot of labels and i missed one on line 625, if you try to respawn it crashes. just go into the code and change @START2 to @START
Edit 2: sorry forgot one http://imageshack.com/a/img546/9467/iepf.png

Edited on by twinArmageddons

get in loser we're going titan hunting

3DS Friend Code: 2879-0639-8952 | Nintendo Network ID: merp_aottg

AuthorMessage
Avatar

GraphicGenius

7,829. Posted:

Wow! You posted about that blog!
If you're wondering why I'm so happy about that well, I used to be terrible at SmileBASIC but that helped me a lot!
But then I decided to stop checking the blog because he stop posting on it.

JLman wrote:

I'm making Pacman in PTC!

Cool! I'm making Pong! It looks like we're both making very old video games.

IAmAPerson wrote:

It'll look like l*,<_$]#{%

LOL :D
It looks like you said a bad word!

Edited on by GraphicGenius

If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens. Wait was that just a joke?

3DS Friend Code: 1478-3545-5136 | Nintendo Network ID: GreatGamer123

AuthorMessage
Avatar

InsertPi

7,830. Posted:

TOP 6 WAYS TO REDUCE LAG IN YOUR GAMES

  • Remove spaces wherever possible. Some common examples of this:
    FOR I=0TO 5
    IF X==3GOTO@LABEL
    ?"Hello"
  • Try to avoid assigning values to variables to often. Do this:
    Y=(2+2)*5
    instead of
    X=2+2
    Y=X*5
  • Don't do everything in one frame. Instead of:
    @LOOP
    GOSUB@MOVE
    GOSUB@TSCREEN
    GOTO@LOOP
    do:
    @LOOP
    ST=!ST
    IF ST THEN GOSUB@MOVE
    IF !ST THEN GOSUB@TSCREEN
    GOTO@LOOP
  • Only do some things if an input is on/off. You can even better reduce lag above by doing:
    @LOOP
    ST=!ST
    IF ST AND BUTTON()THEN GOSUB@MOVE
    IF !ST AND TCHST THEN GOSUB@TSCREEN
    GOTO@LOOP
  • If you're comparing if a number is 0 or 1, you can shorten it like above. Instead of:
    IF APPLE==1THEN GOSUB@APPLE
    IF GRAPE==0THEN GOSUB@NOGRAPE
    do:
    IF APPLE THEN GOSUB@APPLE
    IF !GRAPE THEN GOSUB@NOGRAPE
  • Longer labels/strings/variables mean more lag. It is very little, but it makes a big difference is large amounts. Instead of:
    AREALLYLONGSTRING$="Hi"
    AREALLYLONGVARIABLE=2
    GOTO@AREALLYLONGLABEL
    Do:
    S$="Hi!"
    V=2
    GOTO@L

I hope these help your coding! (Try to do these at the end. After doing these, it's a nightmare to maintain.)

Edited on by InsertPi

If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.

3DS Friend Code: 2148-9259-0831 | Nintendo Network ID: IAmAPerson620 | Twitter: @PhilLovesPi

AuthorMessage
Avatar

InsertPi

7,831. Posted:

Over 1/4 of Minecraft DS's code has now been changed according to the above post! (Modders beware! You're in for a nightmare!)

If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.

3DS Friend Code: 2148-9259-0831 | Nintendo Network ID: IAmAPerson620 | Twitter: @PhilLovesPi

AuthorMessage
Avatar

Miblon

7,832. Posted:

Hey guys,I haven't been using PTC often, nor have I been on this forum. But I recently started using it, and now I have obtained the knowledge to successfully move a sprite! I also made a cool sprite sheet for a character, and I'm super excited that I've gotten this far. I'm now going to program my character to stab a sword! If anyone wants to help me with some coding, go right ahead!

EDIT: I'm currently programming right now, and I have a question: Can I used BTRIG like this?:
IF BTRIG()==16 AND 1 THEN (command here)

Edited on by Miblon

This isn't a interesting signature. Go look at someone elses.
Friend Code: 5370-0889-8930

AuthorMessage
Avatar

Slayer

7,833. Posted:

twinArmageddons wrote:

Untitled
if anybody wants to test out the physics engine (with no titans or actual gameplay) i made the qrs for it
http://imageshack.com/a/img189/6121/1pma.png
http://imageshack.com/a/img51/4853/a1wb.png
http://imageshack.com/a/img824/3525/7slg.png
http://imageshack.com/a/img89/4793/qrb0.png
http://imageshack.com/a/img6/2061/i1b3.png
you need all those files if you want it to look good

You just made my day. Those sprites are quite big, what sort of "bit" are they? I'm thinking of using some Mega Man X sprites for... something, and I need to know what sprites I can use. It's X1-X3 or X4-X6 sprites. SNES and PS1 sprites. Look up gameplay on YouTube for the sprites.

JLMan wrote:

I have been working on Pacman in PTC!

YES!

JLMan wrote:

Everything is great,

YES!!

JLMan wrote:

except for the AI...

NO!
So I haven't been active code-wise, my DSi ran out of power and I couldn't find the charger just to tell people why I haven't been working on projects much.

Edited on by Slayer

"Hello sir, may I take your order?"
"Yes, I'll have a cheeseburger and fries..."
"I AM the cheeseburger and fries!"
Things you need to know about me:
I hate Texas.

AuthorMessage
Avatar

twinArmageddons

7,834. Posted:

@0Games i actually have no idea what "bit" they are i just drew them in chred

get in loser we're going titan hunting

3DS Friend Code: 2879-0639-8952 | Nintendo Network ID: merp_aottg

AuthorMessage
Avatar

swordx

7,835. Posted:

twinArmageddons wrote:

@0Games i actually have no idea what "bit" they are i just drew them in chred

Anything PTC is 4 bit. Bit is the number of colors in the palatte/4. I think he's asking for sprite size.

swordx

AuthorMessage
Avatar

twinArmageddons

7,836. Posted:

swordx wrote:

twinArmageddons wrote:

@0Games i actually have no idea what "bit" they are i just drew them in chred

Anything PTC is 4 bit. Bit is the number of colors in the palatte/4. I think he's asking for sprite size.

oh, the sprites for the character are 64x64, the titans are 64x128, and the colossal titan's face is 128x128

get in loser we're going titan hunting

3DS Friend Code: 2879-0639-8952 | Nintendo Network ID: merp_aottg

AuthorMessage
Avatar

ramstrong

7,837. Posted:

randomous wrote:

@ramstrong Lol I can't believe you brought up Voronoi diagrams, because I happen to be making a Nearest Neighbor classifier for my Pattern Recognition class (which splits up the feature space into Voronoi cells based on which point is closest). I see that it's connect the dots now, thanks for the explanation. And thank you for the credit.

Haha. You're working on Voronoi diagram and can't recognize it when you're looking at one? Oh, dear. Some kind of student you are. ;) Well, at least you have something very cool to show your teacher. :D

What kind of class is Pattern Recognition, anyway? Is this some kind of graduate level course? I don't think I've seen one. Any textbook?

I guess I'll be making a few more experiments with this Voronoi diagram thing. I still have other things to do, though. Still, this is very, very interesting research materials. For example, which point is the closest if you have to take walls into account? What about enclosing walls? And so on. Once I complete this, I'll have a subroutine that you can just plug in to do Virtual Keyboard and other things.

@IAmAPerson
Now of course, if you don't know the language, it'll look like |*,<_$]#{%

So, I take it you're writing another APL?

@JLMan
Expect the QRs once I get the AI to work.

Why not just release the one you have now and update later? You can put it (weighted) random for ghost AI for now.

@GraphicGenius
But then I decided to stop checking the blog because he stop posting on it.

I'm still posting on mine, though it's been Raspberry Pi materials lately. There's enough materials that I can use to built my own Nintendo 2DS, except at twice the price, and doesn't play any of Nintendo games. Raspberry Pi+7"HDMI+Teensy+Double Stick Joypad should do it. A little bit more money for Touchscreen+controller. Adafruit just released one for Arduino. Hmmm. Maybe I should knock off a quick game library for Raspbian based on PetitComputer! ;)

@IAmAPerson

Don't do everything in one frame. Instead of:
ST=!ST
IF ST THEN GOSUB@MOVE
IF !ST THEN GOSUB@MOVE

I have no idea what you mean by that. Looks like a simple GOSUB@MOVE to me.

@Miblon
EDIT: I'm currently programming right now, and I have a question: Can I used BTRIG like this?:
IF BTRIG()==16 AND 1 THEN (command here)

Why don't you try it and see? There's a number of examples in the Tutorial thread, FYI.;)

Petit Computer Journal
Old site http://ramstrong.blogspot.com

Let's just call a spade, a spade.

3DS Friend Code: 1091-7596-4855

AuthorMessage
Avatar

InsertPi

7,838. Posted:

@ramstrong I'm using handy dandy lag-reducing shortcuts there. This:
@LOOP
ST=!ST
IF ST THEN GOSUB@MOVE
IF !ST THEN GOSUB@TSCREEN
GOTO@LOOP
written out the long way is:
@LOOP
IF ST==1 THEN ST=0 ELSE ST=1
IF ST==1 THEN GOSUB @MOVE
IF ST==0 THEN GOSUB @TSCREEN
GOTO @LOOP
On the first frame, it'll @MOVE but not @TSCREEN. On the following frame, it goes to @TSCREEN and not @MOVE. This way, not everything is done in one frame, reducing lag.

If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.

3DS Friend Code: 2148-9259-0831 | Nintendo Network ID: IAmAPerson620 | Twitter: @PhilLovesPi

AuthorMessage
Avatar

TAINT_Zzyex

7,839. Posted:

ptc can be 16 bit w/ graphics.

"Did somebody say Aincrad?"
"No, go back to your own game!"
"awwww"
"And make out with Asuna."
"Aww-I mean YAY"

Twitter: MetricCat

AuthorMessage
Avatar

ramstrong

7,840. Posted:

IAmAPerson wrote:

@ramstrong I'm using handy dandy lag-reducing shortcuts there. This:
@LOOP
ST=!ST
IF ST THEN GOSUB@MOVE
IF !ST THEN GOSUB@TSCREEN
GOTO@LOOP

Well, it would helped had you put in 2 different subroutines instead of just one. Anyway, what you're doing is doing timeslice operation. This can be generalized as

ON TIMESLICE GOSUB @READINP,@PROCINP,@MOVEP1,@MOVEP2,@DMGP1,@DMGP2,@REFRESH

Just in case you have rather long clock ticks. But the drawback is you have switching overhead. Still, if you can split your code that way, this represent a primitive multi-threading operation.

Petit Computer Journal
Old site http://ramstrong.blogspot.com

Let's just call a spade, a spade.

3DS Friend Code: 1091-7596-4855