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Now I got TV working, where to start with graphics programming? — Parallax Forums

Now I got TV working, where to start with graphics programming?

JohnGayJohnGay Posts: 57
edited 2012-03-13 13:26 in Propeller 1
Now that I've got my TV output working, I was wondering where is the best place to start learning graphics programming?
I was going to start with the Tron game tutorial, then I wanted to work on a 2D tile/sprite type game like Zelda. But the Tron tutorial uses one graphics object and Adventure uses another.
Would it be a better idea to start with the graphics demo object included with the propeller tool, or should I dive into a better graphics tool instead?
I don't have much experience with graphics programming. I started programming Basic when I got my brand new TRS-80. I've also done some C programming and just enough java to pass a programming diploma.

Thank you.

Comments

  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2012-03-07 16:23
    John,

    There is a variety of video drivers for the Propeller. The Tron game is based on a text-based driver which redefines it's characters to create a type of "sprite". You'll get a feel for Spin as well with that project. Additionally, you'll want to take a look at the Hydra book which was released free in electronic format. There are a handful of us who have a dedicated forum centered around the graphics drivers and gaming which you may also want to add to your wanderings.

    If you want a peek at the video drivers which have been used in Propeller gaming, click on the "Games" link in my signature.

    OBC
  • JohnGayJohnGay Posts: 57
    edited 2012-03-09 09:39
    Actually, the Adventure game from your games link was what I wanted to work on. And I've got the Hydra book for my reading list.
    However, I've got a QuickStart board and made a TV adaptor that runs from pins 12-14. I plan to use the touchpads on the QuickStart board for input.

    My real question is, is there any good single driver to start learning, or just bounce around as the examples do?
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2012-03-09 10:25
    The Adventure game uses the HEL graphics driver, so the Hydra book should be perfect.

    Keep us updated on your progress!

    OBC
  • potatoheadpotatohead Posts: 10,261
    edited 2012-03-09 11:26
    Pick a driver that appears to align well with some of your goals. Get good on it, then branch out.

    Working with graphics means:

    1. Understanding how graphical things are done
    2. Understanding the requirements of the video driver code in use
    3. Content creation
    4. Incorporation of that into a project.

    Any driver gets you though these things. Having done them once, you will very likely have the foundation needed to then start checking out other drivers and doing things in different ways.

    IMHO, the HEL driver and the simple graphics_demo.spin driver provided with either the Hydra book, or Propeller Tool are great to get started on, and they both do a whole lot more than people think. I've got some commented code you might find useful in my signature.
  • JohnGayJohnGay Posts: 57
    edited 2012-03-09 13:31
    Potatohead:

    Thanx! Just reading the first thread from your sig gives me a much better feeling for getting started. Can't wait to poke around in your commented graphics demo code.

    As for the adventure type game, I was hoping to create a general-purpose 2D tile/sprite game engine that can run seperate game files. Then create a game creation tool for users to make games. If anyone knows Kyle's Quest from the Palm/Pilot days, that's the plan.

    But that is a far away goal.
  • RoadsterRoadster Posts: 209
    edited 2012-03-09 13:49
    JohnGay,
    I started a project a while back called propeller construction set, it has a simular idea
    http://forums.parallax.com/showthread.php?136017-propeller-construction-set

    You might want to look at the adventure game Ranquest
    http://forums.parallax.com/showthread.php?136512-Ranquest-new-video-game-for-the-Propeller&highlight=ranquest
  • JohnGayJohnGay Posts: 57
    edited 2012-03-11 15:17
    O. K., finally got started. Did the Trojan tutorial, replacing the controller code with the touchpad code. I tried the Adventure game, but the Hydra uses pins 23-25 and a couldn't figure out how to change it to pins 12-14.
    Right now I'm typing in the code from the Hydra book for basic graphics example. If I can get that working, I can play around with it.
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2012-03-11 23:08
    Which program is the "Trojan" tutorial? I'm sure one of us can help you convert the pin code.

    OBC
  • JohnGayJohnGay Posts: 57
    edited 2012-03-12 00:29
    Sorry, should be Tron tutorial, which worked fine. It's the 'adventure' game with the HEL driver I couldn't get working.
  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2012-03-12 09:18
    Attached is a copy of the HEL driver adjusted for pins 12,13,14.

    It should get Adventure up and running..

    HEL_GFX_ENGINE_040_p12.spin

    OBC
  • trodosstrodoss Posts: 577
    edited 2012-03-12 10:48
    @JohnGay,
    Ranquest is probably close to what you would want to start from, based on your target game (Kyle's Quest-like). It looks like Roadster mentioned he was working on an editor already, or I would have mentioned that...
    If you are looking for a smaller RPG engine, you might look at the Fantasy Fighter code and Utilities. Playing that game on just the touchpad buttons though might be a challenge ;) You could play that game without having to have an SD card adapter though.

    If you do have an SD card adapter, another project worth looking into would be the PAGE project. It does not have a complete editor as part of it, however it has some of the elements you might be after. It is more of an "adventure game" engine rather than an "arcade game" engine. Some of it could be adapted to an RPG engine though.

    --trodoss
  • JohnGayJohnGay Posts: 57
    edited 2012-03-13 04:48
    Yes, I'd seen Ranquest and it looks a lot like my goal. I'm currently a million miles away, but every journey begins with the first step.
    I don't have an SD Card adaptor and don't plan to add one anytime soon. Actually, I want to get the idea of a tile/sprite game engine working in my head. I'll probably try it on Android rather than propeller. But this is as good a platform to play on.

    Thanks, OBC. I haven't had a chance to try your HEL driver yet. I just don't understand why he didn't put a constant vidpin = 12 like I've seen in other drivers.

    For now my plan is to play around with the Tron game. Move the player to a seperate object. Add simple AI, since I've no one to play with. Then try implimenting it graphically rather than as characters.
  • trodosstrodoss Posts: 577
    edited 2012-03-13 08:31
    JohnGay wrote: »
    Thanks, OBC. I haven't had a chance to try your HEL driver yet. I just don't understand why he didn't put a constant vidpin = 12 like I've seen in other drivers.
    The HEL driver was originally written for the Hydra, which uses a different pin configuration for video output than some other Propeller-based designs, and was made prior to when other video drivers were made that were more "configurable." That is the same issue for almost all of the code for the Hydra, although OBC and Roadster have some of the drivers converted to "demo board" (pin 12, a de-facto standard) configuration, and a lot of the drivers that have been made more recently have been made with pin configuration in mind.

    There are a few TV drivers that are sprite-based that you may want to look at. If you look at the HYDRA Projects Master LIst there are a number of good resources. Bamse had posted a graphics driver/tutorial of how to create a multi-cog sprite driver that might be helpful if you were wanting to develop your own.

    --trodoss
  • JohnGayJohnGay Posts: 57
    edited 2012-03-13 13:26
    Well, I'd prefer a tutorial on how to write a 2D tile/sprite game engine, but I'll read the one on writing a graphics driver instead (-; It's all learning to me.
    Yes, I know the Hydra book has some good info. I've got a few other books at home that also cover the same topic, but in C, C++ or java.

    Thanks for all the links and info. Shame I still work for a living or I'd have some time to code.
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