Re: [PD] Space Invaders 4D Game
Hallo, [EMAIL PROTECTED] hat gesagt: // [EMAIL PROTECTED] wrote: > I'm just starting out in PD but 99.9% of the time I can break > something down and figure out how it works or find something online, > but can someone explain to me how to use two gemheads to render a > pattern with just on geo. I understand the textfile object and the > text file part what I down get is why it works. The double gemhead trick is based on "forced rendering". If you look at the gemhead help file, you will see, that banging a gemhead will make it render just one frame. In the double-gemhead configuration, the upper gemhead basically ist just a metro driving the rendering of the lower gemhead with bangs. (But you cannot use a normal metro here, as the bangs have to be timed exactly in sync with the gemwin's frame rate.) The lower gemhead as default is switched off (with a loadbang -> 0), so that it is not rendering, unless it receives a bang. The with some simple [t b a] voodoo you can make many forced renderings of the same geo but with different transformations applied to each. See attached example patch for this in action. Ciao -- Frank Barknecht _ __footils.org_ __goto10.org__ double-gemhead.pd Description: application/puredata ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Space Invaders 4D Game
I'm just starting out in PD but 99.9% of the time I can break something down and figure out how it works or find something online, but can someone explain to me how to use two gemheads to render a pattern with just on geo. I understand the textfile object and the text file part what I down get is why it works. Thanks, Alain > > From: Frank Barknecht <[EMAIL PROTECTED]> > Date: 2007/05/05 Sat AM 04:58:59 EDT > To: pd-list@iem.at > Subject: Re: [PD] Space Invaders 4D Game > > Hallo, > Thomas Ouellet Fredericks hat gesagt: // Thomas Ouellet Fredericks wrote: > > > Your code could be greatly simplified if you used lists to trigger the > > line objects (for example, sending the message 0,1 1000 will start > > from 0 then ramp up to 1 in 1 second). > > I also did a simplification to this nice game: I change the invader.pd > to use an external file for the "model" of the aliens. It's attached > as invader2.pd ready to be dropped in as replacement for invader.pd > (only used in enemytest). Make sure, the invader.txt file is next to > it. > > Regarding the format of invader.txt: It uses coordinates starting in > the lower left corner, so the origin (0,0) is not the center of the > invader. To correct that a line with "offset num num" is used. The > spread between the individual pixels can be set in a similar way with > "spread". See attached xcf-image (for gimp) for how the coordinates > were written. > > Oh, and of course I added an explosion. ;) > > But explosions have to be implemented in the main game first (that is, > the "destroy" message must not move the invader out of sight, > otherwise the nice explosion will stay invisible. I leave that as an > excercise for the reader. > > Ciao > -- > Frank Barknecht _ __footils.org_ __goto10.org__ > > ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Space Invaders 4D Game
> >Frank Barknecht Wrote: > Maybe you can give enemytest/invader an inlet for exploding. Ahh of course! I was so into trying to get sends and stuff working that I completely forgot about inlets, duh! Thanks! :) -Ben ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Space Invaders 4D - Game
Ben Roberts a écrit : >> From: Patco >> Seriously, could you spell the four dimensions >> > > Well, scientifically it may be inaccurate, but we were going for the > Disney-esqe description of 4D, being that the 4th is audience involvement. > So there's X and Y and Z (making it 3D) with the extra dimension of the > player within the installation space moving around shooting up at the 3D > projection. It's only a working title however! > > > > > > > Ah, it's just that. I thought that the fourth dimension was involved by something else, for example it could have been a random flowing of time (or an expression of randomized decaying of particles that are composing the ships), or any other kind of dimension that could appear in the game through the two dimensions of our screen. Sorry for being so far from the topic... Pc. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
[PD] Space Invaders 4D Game
Hi, We've been working on this pd patch as an idea for a game installation. Eventually the mouse input will be replaced by a motion tracker following the player whizzing around on a chair shooting up at a projection on the ceiling. We'd be interested at this point in hearing any feedback you have about the way the game plays. We are planning on adding multiple levels of increasing difficulty but at the moment there is just a constant stream of enemies with no end-game and no punishments for missing. Enjoy! reqs: pd GEM 3D red/green glasses (optional) Speakers (optional) Here is a link to the zip file and a screenshot: http://www.puredata.info/Members/konador readme.txt included Thanks! Ben & Sion PS - Sorry if I accidently posted this a couple of times... first time posting to the mailing list! ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Space Invaders 4D Game
Hallo, Ben Roberts hat gesagt: // Ben Roberts wrote: > >Frank Barknecht Wrote: > > >I also did a simplification to this nice game: I change the invader.pd to > use an external file for the "model" >of the aliens. It's attached as > invader2.pd ready to be dropped in as replacement for invader.pd (only used > in >enemytest). Make sure, the invader.txt file is next to it. > > Thanks for this simplification! I didn't realise that it could be done using > external txt files, it certainly makes it a lot easier to look at and > adjust. This "double [gemhead] trick" is not that widely know anyways, but it makes rendering many copies of the same Geo so much easier! > I'm struggling to find a way to make the enemytest patch send the > command to explode without making all of the other enemies explode too, but > like I say it's my first time using pd but I'm sure I will figure it out > with experimentation, just like I did the rest of it really! Maybe you can give enemytest/invader an inlet for exploding. Ciao -- Frank Barknecht _ __footils.org_ __goto10.org__ ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Space Invaders 4D Game
>Frank Barknecht Wrote: >I also did a simplification to this nice game: I change the invader.pd to use an external file for the "model" >of the aliens. It's attached as invader2.pd ready to be dropped in as replacement for invader.pd (only used in >enemytest). Make sure, the invader.txt file is next to it. Thanks for this simplification! I didn't realise that it could be done using external txt files, it certainly makes it a lot easier to look at and adjust. >Frank Barknecht Wrote: >But explosions have to be implemented in the main game first (that is, the "destroy" message must not move the >invader out of sight, otherwise the nice explosion will stay invisible. I leave that as an excercise for the >reader. Thank you also for the explosion effect! This is my first pd project and I was looking for a way to make the invader explode like this, it looks really good! I'm struggling to find a way to make the enemytest patch send the command to explode without making all of the other enemies explode too, but like I say it's my first time using pd but I'm sure I will figure it out with experimentation, just like I did the rest of it really! Thank you for your input and help, and taking the time to add improvements, -Ben ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Space Invaders 4D - Game
> From: Patco > Seriously, could you spell the four dimensions Well, scientifically it may be inaccurate, but we were going for the Disney-esqe description of 4D, being that the 4th is audience involvement. So there's X and Y and Z (making it 3D) with the extra dimension of the player within the installation space moving around shooting up at the 3D projection. It's only a working title however! ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Space Invaders 4D - Game
Seriously, could you spell the four dimensions Ben Roberts a écrit : > Hi, > > We've been working on this pd patch as an idea for a game installation. > Eventually the mouse input will be replaced by a motion tracker following > the player whizzing around on a chair shooting up at a projection on the > ceiling. > > We'd be interested at this point in hearing any feedback you have about the > way the game plays. We are planning on adding multiple levels of increasing > difficulty but at the moment there is just a constant stream of enemies with > no end-game and no punishments for missing. > > Enjoy! > > reqs: > > pd > GEM > 3D red/green glasses (optional) > Speakers (optional) > > Here is a link to the zip file and a screenshot: > http://www.puredata.info/Members/konador > readme.txt included > > Thanks! > Ben & Sion > > PS - Sorry if I accidently posted this a couple of times... first time > posting to the mailing list. > > > > > ___ > PD-list@iem.at mailing list > UNSUBSCRIBE and account-management -> > http://lists.puredata.info/listinfo/pd-list > > ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Space Invaders 4D Game
Hallo, Thomas Ouellet Fredericks hat gesagt: // Thomas Ouellet Fredericks wrote: > Your code could be greatly simplified if you used lists to trigger the > line objects (for example, sending the message 0,1 1000 will start > from 0 then ramp up to 1 in 1 second). I also did a simplification to this nice game: I change the invader.pd to use an external file for the "model" of the aliens. It's attached as invader2.pd ready to be dropped in as replacement for invader.pd (only used in enemytest). Make sure, the invader.txt file is next to it. Regarding the format of invader.txt: It uses coordinates starting in the lower left corner, so the origin (0,0) is not the center of the invader. To correct that a line with "offset num num" is used. The spread between the individual pixels can be set in a similar way with "spread". See attached xcf-image (for gimp) for how the coordinates were written. Oh, and of course I added an explosion. ;) But explosions have to be implemented in the main game first (that is, the "destroy" message must not move the invader out of sight, otherwise the nice explosion will stay invisible. I leave that as an excercise for the reader. Ciao -- Frank Barknecht _ __footils.org_ __goto10.org__ offset -5.5 -3 spread 0.4 0.4 0 1 0 2 1 3 1 4 2 1 2 2 2 3 2 4 2 5 2 7 3 0 3 2 3 3 3 5 3 6 4 0 4 2 4 3 4 4 4 5 5 2 5 3 5 4 5 5 6 0 6 2 6 3 6 4 6 5 7 0 7 2 7 3 7 5 7 6 8 1 8 2 8 3 8 4 8 5 8 7 9 3 9 4 10 1 10 2 10 3 invader.xcf Description: application/xcf invader2.pd Description: application/puredata ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
[PD] Space Invaders 4D - Game
Hi, We've been working on this pd patch as an idea for a game installation. Eventually the mouse input will be replaced by a motion tracker following the player whizzing around on a chair shooting up at a projection on the ceiling. We'd be interested at this point in hearing any feedback you have about the way the game plays. We are planning on adding multiple levels of increasing difficulty but at the moment there is just a constant stream of enemies with no end-game and no punishments for missing. Enjoy! reqs: pd GEM 3D red/green glasses (optional) Speakers (optional) Here is a link to the zip file and a screenshot: http://www.puredata.info/Members/konador readme.txt included Thanks! Ben & Sion PS - Sorry if I accidently posted this a couple of times... first time posting to the mailing list. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Re: [PD] Space Invaders 4D Game
Since you invaders are made of individual cubes, it would be great if they exploded into multiple parts when they are hit! The collisions detection works very well! Tom ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
[PD] Space Invaders 4D Game
Hi, We've been working on this pd patch as an idea for a game installation. Eventually the mouse input will be replaced by a motion tracker following the player whizzing around on a chair shooting up at a projection on the ceiling. We'd be interested at this point in hearing any feedback you have about the way the game plays. We are planning on adding multiple levels of increasing difficulty but at the moment there is just a constant stream of enemies with no end-game and no punishments for missing. Enjoy! reqs: pd GEM 3D red/green glasses (optional) Speakers (optional) Here is a link to the zip file and a screenshot: http://www.puredata.info/Members/konador Readme.txt included Thanks! Ben & Sion ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list