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AndreL
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   Posted 7/20/2006 1:57 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
I am winding down the development of the Hydra, the book is getting near completion in a couple more weeks (my part at least). So, before there is nothing more to record, I thought I might start doing a "pic of the day", and show you my dev station and see if you can figure out what I am doing :) If course, 90% of the book and demos are all done, so all that stuff we can't take any pics of, but the new stuff I can. Thus, I will try and take a pic a day of what I am doing in a high enough rez that you can zoom in and see if you can read my code and or see what the apps are doing :)
 
So to start here's what I am doing right now at 2:56AM --
 
Andre'
 

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Javalin
Got a Propeller, need some SPIN?

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   Posted 7/20/2006 2:14 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Hay Andre,

Well if nothing else you've certainly got plenty of kit - I thought my "bedroom/workshop" was bad!!

James
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sharpie
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   Posted 7/20/2006 2:23 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Is that pitfall? Just as I wrote that I noticed the "Loading map file pitfall_demo_map_04.map"
Very cool.
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ESP
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   Posted 7/20/2006 2:23 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Hi Andre/All,

perhaps a 2600 emulator? Looks like Pitfall?

Robin

P.S. How long till the Hydra???? :)
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ESP
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   Posted 7/20/2006 2:24 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Sharpie you beat me by 2 seconds :)

Robin
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T&E Engineer
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   Posted 7/20/2006 4:28 AM (GMT -8)    Quote This PostAlert An Admin About This Post.

I have wanted to do this for years. It will finally be available to the public. All I have right now is Emulators on my XBOX. I want to write my own games without having to be a C/C++ programmer in a stand alone configuaration unit. Hopefully the Propeller programming will be more drag and drop and not heavy duty code writing. Lets see. I'm willing to learn!

Great job!

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Kaos Kidd
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   Posted 7/20/2006 6:25 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
I caught that within seconds of seeing it...
Way cool!

Added:

Just another reason to drool over the Hydra system...  :)

 


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AndreL
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   Posted 7/20/2006 11:21 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Well, there is no drag and drop programming or RAD on the propeller -- sorry :) The tool chain shown is mine and for asset management, generation, but in the future someone can always write a drag and drop GUI, so you can program like in VB etc. with objects and images and it compiles down to propeller compatible code. However, game development will NEVER be simple :) It just gets more and more complex each day. But, in this case for this chapter I am showing a tool chain and wrote some extra export tools to help convert bitmaps, tile maps, and other stuff into a file format the hydra can understand as an entree to show what you need to do to create a tool chain to make games.
 
Andre'
 
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JT Cook
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   Posted 7/20/2006 8:51 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Hey Andre, you should mirror this thread in the xgamestation forums.
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Fabian Nunez
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   Posted 7/21/2006 8:21 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Pitfall, cool :)

Question: Is that weird fringing on the display an artifact of the digital camera used to take the picture, or a result of using composite video?
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AndreL
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   Posted 7/23/2006 11:31 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Well, its 12:29am on monday and now its time to "think". One can't write/code 24/7, I have to stop sometimes to think about what I want to write next.
 
To answer the poster about the photos, they are purposely taken to be hard to see. When photographing images on computer screen first you must use the right speed, etc. and use a tripod, so things don't shake. On top of that, the light meter at night over compensates for the darkness around, and washes the image out. In real life everything looks perfect, but I don't want everyone to see everything yet! Anyway, here are a couple more things I was working on --
 
Andre

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T&E Engineer
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   Posted 7/24/2006 2:51 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
The first pic looks like it could be a Centepede clone game and I'm not sure about the other one. Very nice.
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sharpie
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   Posted 7/24/2006 3:16 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
The one on the right reminds me of an old amiga game I can't remember the name of..
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Buddha
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   Posted 7/24/2006 5:27 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Andre, it looks like you've been able to get some great results out of the Propeller. That's a nice Commodore monitor you've got there. I spent about 5 years staring at one of those when I was younger and growing up with the Commodore 64.

BTW, right after I got a PC and the Borland Turbo C++ compiler in 1994, I picked up "Tricks of the Game Programming Gurus" and read it until both covers fell off. (Being a 14 year old kid, it took a while for all of the concepts to sink in.) And while it took a hell of a lot more than one reference book to get here, I'm now a professional game programmer in the industry, with two shipped titles to my name. Your work definitely had something to do with that success. :)
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AndreL
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   Posted 7/24/2006 11:04 AM (GMT -8)    Quote This PostAlert An Admin About This Post.

That's cool. I am glad all the pain and sacrifice to write all these game dev books makes a difference to people :) Of course this Hydra stuff is for beginners since my target reader might not know anything about games or be a student, so its basic game dev stuff, but still a lot of neat things and demos. Of course "basic" in game dev means spliting atoms more or less :)

Andre'

 

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Kaos Kidd
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   Posted 7/24/2006 11:34 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
I'd give quite a few of my not so spair bits to see some code...
:)


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Ym2413a
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   Posted 7/24/2006 1:04 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Looking at those pictures makes me feel like a kid again.
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AndreL
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   Posted 7/24/2006 4:50 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
The code for everything is surprisingly simple (the single cog tile/sprite engine isn't) for the most part, its all straightforward stuff. The use of my tile engine saves a lot of space. The trick really is the "intergration" of assets, that's the hard part, getting from the PC to the Hydra (propeller), there are no tools, so myself and the demo coders have to write everything which is REALLY time consuming. Anyway, finishing this chapter today and tomorow starts AI.

Andre'
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AndreL
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   Posted 7/27/2006 2:14 AM (GMT -8)    Quote This PostAlert An Admin About This Post.

Here's what I am working on at 3.14am in the morning... from the chapter on sub-tile animation techniques....

Andre'

 


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Kaos Kidd
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   Posted 7/27/2006 4:41 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Looks like a knock off of space invaders...
I love the graphics... reminds me of the "older" arcade games...


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Ym2413a
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   Posted 7/27/2006 8:54 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
I like how the sprites look. (lol)
Has anyone had any luck with getting more then 4 colors out of every 16x16 screen area yet?
I'm just wondering.
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AndreL
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   Posted 7/27/2006 11:19 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
It depends on the driver. We have drivers that do 4-colors per tile/sprite and drivers that do all 86 colors per pixel as well.
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Ym2413a
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   Posted 7/27/2006 12:26 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Yeah, since the system is all firmware, there is going to be a lot of variety between games and programs depending on what mixture of firmware people use.

Using different GPU drivers and sound engines would almost be like changing the system's sound and video hardware!
Making the system very scalable.

Also it leaves room for firmware updates and improvments!
Much Fun! ^^
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James Anderson
Tu Ne Cede Malis



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   Posted 7/27/2006 1:58 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
that is a thing of beauty.. @:-)


There once was a lady named Bright
who traveled much faster than light
She departed one day in a relative way
and Returned on the Previous Night

Cheers,
Wannabe Ub3r Geek

NOTE: "enthusiast" implies enthusiasm. NOT KNOWLEDGE

World of Warcraft Website
Star Trek official website
Google (Man's best friend...)

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El Paisa
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   Posted 7/29/2006 4:26 AM (GMT -8)    Quote This PostAlert An Admin About This Post.

Andre',

Will be interesting to know if You or Parallax will come out first with a Hydra system.

Any comments?

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