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Messages - Vogtinator
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331
« on: July 25, 2014, 08:59:59 am »
Actually, that's not a bug, that's how it works. If the redstone signal changes at the same time the torch notices the previous state change, it appears broken but it isn't. It's basically the "in-between" state you see. If thats the case even if you wait some seconds, please upload your world so I can fix it. You can do screenshots with "Ctrl+.". BTW: What are you building?
332
« on: July 15, 2014, 03:19:55 am »
It all depends on when exactly it freezes - maybe boot2 is just corrupted, or worse, the bootdata area. But sometimes the fix can be as easy as taking the battery out for a while.
333
« on: July 13, 2014, 12:11:49 pm »
Yeah well I didn't quite remember the name and went pretty random it's indeed Echochrome, and well if it's boring, then Perspective is boring, since it's pretty much the same game. Not really. On echochome you can only control the camera, the weird walking things were controlled by the computer. In Perspective you can walk around and switch between controlling the 2d character the way you're currently looking at the world and controlling the 3d character by walking around. The goal is to get the 2d character to the end.
334
« on: July 13, 2014, 11:57:05 am »
Could be cool though it's too bad that it is said nowhere that the first game to use this concept was Eco-Sphere on PSP, several years ago. Not echochrome? It was boring as hell... Or if your engine supports sloppy terrain you could do Reuben Quest 3D You can do it if you want to Looks like fun indeed ^^ But I don't know how you'll do a convenient camera movement without a mouse. Like in Crafti? Otherwise, you can also make a Portal game if you lack ideas I thought about that but without physics, large levels and some complex mechanics it wouldn't be fun. Perspective is quite simple and can also be fun with smaller levels.
335
« on: July 13, 2014, 08:08:37 am »
Somehow I want to make something different than Crafti with nGL and Perspective came into my mind. With some Z-buffer tricks and smaller worlds nGL should handle it fairly well. What do you think?
336
« on: July 13, 2014, 06:31:00 am »
Um, buildroot uses uclibc by default and I didn't change that @Ivoah: Could you try some older versions of xconfig then and tell me which one works?
337
« on: July 12, 2014, 05:44:53 pm »
Weird, I know that the latest "extended" kernel works fine together with the latest xconfig.
338
« on: July 12, 2014, 04:19:01 pm »
Which buildroot config do you use? This is the one use for the xconfig image.
339
« on: July 12, 2014, 04:11:59 pm »
Somewhere there is one - maybe stdout of the Xserver?
340
« on: July 12, 2014, 03:57:50 pm »
Either something is broken in your buildroot or with the kernel.. What does /var/log/Xorg.0.log say?
341
« on: July 12, 2014, 09:10:26 am »
Also, whenever I startx the calc freezes You should still be able to switch to another vtty using Ctrl-Alt-F1 and read the error there.
342
« on: July 11, 2014, 05:20:20 pm »
I implemented FOV changing as well as up to 1000 screenshots and some nice messages on screen! As usual, I replaced crafti.prg.tns.zip from the last announcement. Screenshot: Normal FOV:
343
« on: July 11, 2014, 03:49:00 pm »
but I still don't see gcc/g++ in the target packages... should I select binutils? I don't know how the option is called, but you can always show all options in the config tool if you press 'z' and then '?' on the appropriate item to find out why it is disabled.
344
« on: July 11, 2014, 03:03:13 pm »
Bug fixed, for images without transparency it uses a color which doesn't appear in the image, so it's entirely opaque as you would expect.
345
« on: July 11, 2014, 02:40:58 pm »
A bmp doesn't have transparency so it uses the default value, if you convert it to a png and erase the background it works.
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