You can help CodeWalrus stay online by donating here. | New CodeWalrus | Old (dark mode) | Old (light) | Discord server
Administration Center

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ACagliano

#1
Drawing & Animation / Sprites for Star Trek MP
August 24, 2018, 06:37:26 PM
So I'm posting here to see if anyone wants to help me out with sprites for the Star Trek multiplayer demo. Currently requested sprites are:

1. Phaser bolt (weapon)
2. Photon torpedo (weapon)
3. Quantum torpedo (weapon)
4. The Narada (from Star Trek 2009) (ship)
5. Weapon-on-shield clash flare (vfx)
6. Explosion (vfx)

For the weapons, either a 32x32 or a 64x64 will suffice.
For the Narada ship, you can use your own discretion as to the size of this sprite. Keep in mind that the Narada is a massive ship.
For the vfx, please keep to a 32x32 or a 64x64.

_Animations_
Also, something I'd like input on. I want to show on the screen some sort of spark rain effect that you'll be seeing periodically when your ship's hull integrity module is below 25% health. Examples of the effect I want to create are here:
https://youtu.be/56iTxduUacs?t=6m41s
https://youtu.be/eSnzrxNIJd4?t=1m43s

Also if I want to shake the screen in response to a weapons impact, what's the best way to do this? In C. Substituted "screen corruption" effect.
#2
These are CE sprites, yes.

My sprites are 16x16 for the environment, such as walls, fences, and things like that.
The sprites for objects are different. Trees, the dead trees (from slender t8p), the silo, and rocks will end up being tall sprites. I had 8x16 in mind.
The car/oil tanker will probably be a weird size, likely wider than taller.

As far as the environment, keep in mind these sprites should appear as if they are being viewed at night. Now, I suppose I could always apply a darkening mask to the screen. Or darken the sprites. Not sure which route to go. The trees should be spruce trees, so darker leaves. I'll need a redd-ish brick wall sprite and a white/blue wall too. The red version should be included in the zip, but will need to be resized.
#3
256 colors I can use. And yea, i do need all of the tree.
#4
I realized I don't need TokenIDE, thats for something else.
I created a set of sprites, but I'm thinking I'll split them into two sprite sets... one for environment, one for objects or entities. The environment sprites will be 16x16 and the object/entities sprites will be 8x16 (objects/entities would be page locations and slenderman. Environment sprites would be the wall, fence, rock, etc).

I've enclosed a zip of the sprite set i've made so far. Sizes may have to be adjusted. Can someone who is better with pixel art than me PLEASE touch these up, because imo these are embarrasing.
#5
So after trying time and time again to run TokenIDE using wine and mono for the BasicColors palette, I am finally giving up on this program. Therefore I need either a sprite maker who can run TokenIDE, a version of TokenIDE that works on OSX, or the BasicColors palette (as a file?) for me to import into Gimp.
#6
Thanks! I've started working on making modifications. Now, for this raycaster, on a 320x240 screen, what sprite sizes would you guys recommend? This algo uses 64x64, but also for a larger screen size
#7
Cross-post

So I'm looking for someone decently skilled with C programming to help me learn the ropes of designing a textured raycaster. I have a textured raycaster in C++ that I've been trying to port, but my skills aren't sufficient enough to percieve differences between C and C++ and implement proper substitution, so I am asking for help.

ps: the C++ snippet im looking at is http://lodev.org/cgtutor/files/raycaster_textured.cpp
#8
Quote from: MateoConLechuga on March 08, 2017, 10:28:04 PM
I already told you this but I guess I will tell you again: Download pixelfontedit 8x8. It has hundreds of hundreds of fonts for you to choose from for use on the CE.
Mateo, this font is very specific and for a very specific purpose.. and I did look into it... the font I'm looking for doesn't exist there. I could try to make the font myself, but I am NOT an artist. Plus, its a windows program (although I can try using it via wine or mono).
#9
Maybe ill send him a PM.
#10
I'm trying to get a font made for the TI-84+ CE. Any takers? You can private message me here or email me at [email protected]. :)
#11
Hardware / Re: Unicorn's Arduino Explorations
August 02, 2016, 10:28:10 PM
Quote from: DJ Omnimaga on August 02, 2016, 05:52:46 PM
Oh ok lol, I thought you might, since you're very into Calcnet stuff. :P
My experience with CALCnet is limited to direct assembly. I don't use libraries. Is this an Axe project, or an asm one?
#12
Hardware / Re: Unicorn's Arduino Explorations
August 01, 2016, 11:18:15 PM
Quote from: DJ Omnimaga on August 01, 2016, 01:00:14 AM
Nice job Unicorn. Also that kinda looks cool lol actually. :P I wonder if @ACagliano might know some stuff about the ArTIcl library? Else you might need to ask Kerm for help.
ACagliano knows nothing about that haha. Sorry. :p
#13
Quote from: DJ Omnimaga on July 31, 2016, 10:22:05 PM
It would be nice to see more Calcnet-related stuff in action. The only issue is if it's for monochrome calcs or the CSE then it might not be used as much, but it's still cool to see such things in action. Besides, Patrick Davidson still releases TI-85 ports of his monochrome games. :P
its intended for the CE, and perhaps later to be forked to earlier models.
#14
Quote from: Cumred_Snektron on July 31, 2016, 02:06:43 PM
Oh thats pretty neat. Still i have no idea about how global calcnet works. I assume it works with network sockets, and im pretty sure Python has a socket library built in (almost every serious language has). You might need to look into them.

There's a skeleton somewhere that can be used as a template. Once I find and share it, I'll be able to be more specific about what i actually need help learning :)

Edit: here is the skeleton. Assuming you recommend I stick to python as the language, I'd need to first be explained how this works for connecting, and where in the code should i begin to insert my own.
https://www.cemetech.net/programs/index.php?mode=file&id=909
#15
Quote from: Cumred_Snektron on July 31, 2016, 11:31:56 AM
I don't really know much about the calcnet protocol, but wasn't it only for calculators to calculators? If you want to connect a calculator to a computer with a relay to the server host then you'll need to look into the TI USB stuff and PyUSB.
No. CALCnet itself is a calc-to-calc protocol, but globalCALCnet is a man-in-the-middle that lets CALCnet communicate with the internet. All you need is a program that can handle connections and packets with data, as if you were creating a fully online application. The gCn program handles the rest-- including libusb and stuff.
Website statistics


MyCalcs | Ticalc.org | Cemetech | Omnimaga | TI-Basic Developer | MaxCoderz | TI-Story | Casiocalc.org | Casiopeia | The Museum of HP Calculators | HPCalc.org | CnCalc.org | Music 2000 Community | TI Education | Casio Education | HP Calcs | NumWorks | SwissMicros | Sharp Calculators
Powered by EzPortal