Re: [PD] Space Invaders 4D Game

2007-05-08 Thread Frank Barknecht
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
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Re: [PD] Space Invaders 4D Game

2007-05-07 Thread nosehair911
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__
> 
> 


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Re: [PD] Space Invaders 4D Game

2007-05-07 Thread Ben Roberts

> >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



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Re: [PD] Space Invaders 4D - Game

2007-05-06 Thread Patco
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.

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[PD] Space Invaders 4D Game

2007-05-06 Thread Ben Roberts
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!



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Re: [PD] Space Invaders 4D Game

2007-05-06 Thread 'Frank Barknecht'
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__

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Re: [PD] Space Invaders 4D Game

2007-05-06 Thread Ben Roberts
>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





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Re: [PD] Space Invaders 4D - Game

2007-05-06 Thread Ben Roberts
> 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!






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Re: [PD] Space Invaders 4D - Game

2007-05-05 Thread Patco
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.
>
>
>
>
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Re: [PD] Space Invaders 4D Game

2007-05-05 Thread Frank Barknecht
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
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[PD] Space Invaders 4D - Game

2007-05-05 Thread Ben Roberts
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.




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Re: [PD] Space Invaders 4D Game

2007-05-04 Thread Thomas Ouellet Fredericks
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

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[PD] Space Invaders 4D Game

2007-05-04 Thread Ben Roberts
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




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