buzz.

Nov. 1st, 2006 04:10 pm
egypturnash: (wasp)
[personal profile] egypturnash
I wrote some stuff to abstract the controller; now buzzbuzz will guide you through figuring out which joysticks are which. And I'm playing with some behavior for when you make the wasps scatter.

So if you have a gamepad and a Mac, or you have a gamepad and Windows and the will to grab the demo of Blitzmax and compile it, enjoy some wasps and let me know if flying them around is a basically entertaining experience. I'm still debating with the thought of switching to a different language, as Blitz just keeps tripping me up...

Date: 2006-11-01 10:51 pm (UTC)
From: [identity profile] eriscontrol.livejournal.com
Argh! There's nothing in the docs as far as I can tell that covers debugging, except a few short paragraphs about Assert and RuntimeError. How the shit am I supposed to step through the program? This is basically like debugging with print statements, except the program dies when something is not as it should be. That doesn't help when you're trying to figure out where, and why a lockup or crash is occurring.

Actually, the debug builds seem to halt the moment they receive any controller input, or possibly just at random. I'm not even sure. I am not getting past the movement joystick this way, though. I'm afraid I will have to renege on that offer to debug my problem for you. :(

Date: 2006-11-02 12:00 am (UTC)
ext_646: (Default)
From: [identity profile] shatterstripes.livejournal.com
I'm probably dividing by zero somewhere. Ah well.

Try pasting this into a plain text file called "config":
[Joystick]
0
0
1
1
0.15
[Joystick]
1
2
3
1
0.15

(the format is stick# (0=aim, 1=fire), x-axis, y-axis, scale factor (1/128/256), deadzone (0-1) if you want to tweak it.)

Date: 2006-11-02 01:49 am (UTC)
From: [identity profile] eriscontrol.livejournal.com
Peggy to the rescue again! The swarm still tends to bounce around the screen, but I can at least influence where they go. Unless I've missed something and that's intentional? Looks like it will be jolly good fun when (or if?) it reaches playable status.

I'm working some more on that generic space shooter (more along the lines of Galaga, but more crap and less bugshooting) that I was doing in Perl, but I'm using C++, which means easier distribution at the cost of a little more work on my part. We'll see how it turns out.

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Margaret Trauth

October 2020

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