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Messages - squidgetx

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1
Ash: Phoenix / Re: Ash: Phoenix- Reboot
« on: February 23, 2015, 03:09:40 pm »
Finally got around to putting up the source on git. School and stuff has kept me insanely busy unfortunately. Would be awesome to come back to this project at some point, but not much time these days :(

Hopefully I can get around to improving the documentation but everything anyone might need to continue the project should be able to be found here.

https://github.com/squidgetx/Phoenix

2
Music Showcase / new tracks by squid
« on: May 25, 2014, 11:45:06 pm »
Hey guys, it's been a while but I thought I'd share some new tracks I've been working on as of late, I'm learning more and more about the different DAWs and some basic electronic instrument effects.


737: playing with a mixylodian scale and some water drop samples
No Change: filters, woo. Four Tet inspired mathrock-IDM-house track
Shirley: messing around with a friends' voice and the sounds of my feet in the hallway
Clouds: featuring my friends' spoken word poetry, turned out OK.
El Viento: root-5th-root-5th-root-7th is the best pattern ever


Feedback and criticism more than welcome!

3
The Axe Parser Project / MOVED: Flappy Bird in Axe !
« on: February 17, 2014, 03:33:49 pm »
This topic has been moved to TI Z80 Calculator Projects.

http://ourl.ca/20702

4
TI Z80 / Re: AxeSynth 2.0
« on: February 17, 2014, 10:53:17 am »
Keoni; I'm not sure exactly what you mean by midi sync, care to explore that in more detail?

As in, will the files it creates be compatible with midi?

5
TI Z80 / AxeSynth 2.0
« on: February 16, 2014, 11:53:14 pm »
Hey everybody~ (It's been a while, hasn't it?)

Life has been really busy with university and things, however I think I've found a project that has sparked my interest and will keep me a bit more occupied/active in the next few weeks. I'm aiming to dramatically expand my Axe sound synthesizer, AxeSynth to a (sort of) full on Digital Audio Workstation for the 83+/84+ series.

Planned features:
-Drum hits (kick, snare, and hi hat, all with customizable parameters)
-Clip editing mode; allows for editing and saving of series' of notes, rests, or drum hits.
-Clip launching mode; playback/looping of recorded clips

Completed so far:
Diving back into the code, refamiliaraizing myself, and updating to Axe 1.2.1 standards (Yes, I know that 1.2.2 is out)
Bugfixes
Improving flow/modularity
Ok sounding kick
Decent sounding snare

6
Figured it out

(it's the apply procedure)

And yeah, I've been away for a while, haven't I?

7
In class (scheme) we recently learned about the syntax that allows a function to take an arbitrary amount of arguments eg;
Code: [Select]
(define len
  (lambda args
    (length args)))

>(len 1 2 3)
3
What are the advantages of using this form over simply passing the arguments as a single list in the first place? How do you even pass arguments to these kinds of functions within a program (and not on the command line)? Is there a way to make a procedure that returns a series of values that aren't wrapped within a list?

8
Ash: Phoenix / Re: Ash: Phoenix- Reboot
« on: June 24, 2013, 09:01:03 pm »
Small progress, I touched the code yesterday in the first time in months (lol) and fired up the IDE. Starting to get back into it a little, I fixed a bug with the item system and optimized a couple bytes off it.

I'm just at the edge of the app max size now, so the next step is probably to move the last of the data out of the app (which will also help making language packs much easier).

I need to finalize how I want the opening of the game to go...That's something I had had a lot of trouble with before development stopped. I've been watching Sequelitis, a youtube show on game design and trying to work it in but it's been difficult. One of the concepts (this can be found in the episode on Megaman) is to introduce the enemy right away to give the player something to work for so I've been working that in. That particular npc script though might be a challenge.

One major weakness of my current engine is that npc's placement cannot be altered by player flag data, only their dialogue... I really don't want to add something in to rectify this because everything is so built up already so I'm just going to need to figure out something clever.

9
TI Z80 / Re: Zombie Gun
« on: June 13, 2013, 05:01:11 pm »
i might go and comment some of it for you later if i have time

edit: here you go, i did about 2/3 of the main program including trying to explain the memory structure a little bit

10
TI Z80 / Re: New projet gravity guys z80
« on: June 13, 2013, 04:59:29 pm »
Sorry, I think I was thinking of Jetpack Joyride where you can get the gravity suit, and it does allow you to switch in mid air complete with acceleration lag.

11
TI Z80 / Re: New projet gravity guys z80
« on: June 10, 2013, 10:20:49 pm »
IIRC chockosta's version was inspired by mine lol

I called it 0.9 just because it felt messy; I think I had a high score system and attempt tracker that didnt mesh well conceptually with having levels, also I wanted to add more levels but I never got around to it. Then I decided to play with RLE compression for the first time and development got tedious because it always involved a lot of copy-pasting hex data because I didn't have the right tools to do what I wanted and then the deadline for zContest came up so I just submitted and stopped working on it haha.

A few suggestions to improve over my own version:
A parallax scrolling background would make this pretty awesome. Also I think the flash game allowed switching gravity in mid air? Can't remember, but I know I made it so that couldn't happen in mine. Third, levels taller than the size of the calculator screen could make things interesting as well.

12
Other / Re: Yaad yet another Dropbox: copy.com
« on: June 04, 2013, 05:12:33 pm »
More storage is more storage :P

13
Other / Yaad yet another Dropbox: copy.com
« on: June 04, 2013, 02:42:50 pm »
I'm always on the lookout for more and more cloud storage services, well because they're free and fun to have insane amounts of space if I ever need it. Anyway copy.com just launched recently and they're offering 15gb free with 5gb for referrals- for both referrer and referree- making total 20gb if you use this link or if you only want 15gb you can go through copy.com and not give me anything, your call.

The iOS app looks great and well designed although it looks like it doesn't yet support instant uploads of photos/videos. The desktop client, while I haven't yet installed it, looks similar to Google Drive and Dropbox has and the same functionality of having a Copy Folder that syncs its content automatically. Have yet to see if it supports previous version function though.

14
Miscellaneous / Re: Card tricks
« on: June 03, 2013, 10:07:49 am »
I just learned the British version of BS, they call it "cheat." It's slightly more interesting because you don't have to always go up by 1 each round; instead you are allowed to match, go up 1, or go down 1. Requires some more thought on the player side.

Asshole/president is a great game, however my new favorite is probably Contract (or Nomination) Whist

15
Ash: Phoenix / Re: Ash: Phoenix- Reboot
« on: May 30, 2013, 09:14:24 pm »
Well I haven't worked on it in a while, but I've got some more free time now so I might work on it again

The main issue right now is I'm kind of stuck in a development dilemma; I don't want to work on extending the game world until I'm sure the engine is well scaled and bug free (becase then I'll have to re do it) but I can't test the scaling or look for bugs without extending the game world :P

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