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返信[11]
親投稿
MathPRG MathProgrammer
Well, it all depends on what you are using the cursor for. What I mean is, if you want to have it interact with a button that would activate once pressed and released, for example a 'confirm' button that may say OK and is supposed to close a menu when pressed, you could use a sprite that you create that appears to be said button, which makes the whole collision process a ton easier.
1そうだね
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MathPRG MathProgrammer
Mostly just techincal tweaks, such as the button function that activates when released and plays a sound, however now the interface-hiding buttons are a bit smoother - and the current tool is shown green!
9そうだね
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返信[4]
親投稿
MathPRG MathProgrammer
Figured it out - apparently lower management numbers are treated as priority with collision, so I changed the order of which the keys are set.
1そうだね
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返信[3]
親投稿
MathPRG MathProgrammer
Perhaps - I'll experiment. SPHIDE and SPSHOW should do pretty much the same thing.
1そうだね
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親投稿
MathPRG MathProgrammer
The problem is, only the white keys are detected - unless, of course, the white keys are removed, in which case the black ones work fine, so the problem must be priority. The control number of each black key is one greater than the previous white key, if that helps. The black keys are also at -32 in Z.
0そうだね
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MathPRG MathProgrammer
(Almost) full screen mode! Yes, I will be making arrow buttons that point the other way. I have a question regarding sprite collision - what determines the priority of the collision that SPHITSP picks up? I have the white and black keys here, and the black ones are seperate sprites that sit on top of the white ones and are, of course, supposed to play their own notes.
2そうだね
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MathPRG MathProgrammer
Wow! A very minor yet critical tweak - this editor used to run very slow, and had to redraw the grid whenever you scroll. Just by pre-drawing the interface and using GCOPY instead, it runs WAY faster! To the extent at which I had to make it scroll only every 3 frames a button is held to still allow some precision and avoid graphical glitches! xD
6そうだね
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返信[8]
親投稿
MathPRG MathProgrammer
I think it was possible in Litterbox, I just want to expand on the idea and make a way that the space it takes can be visualized. And overall, I wanted to make it a bit easier to use. Thanks for the support! :D
3そうだね
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返信[6]
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MathPRG MathProgrammer
Oh yeah, I also want to allow use of custom instruments, and a 'record' mode where MML will be generated as you play on a piano roll, but that may be too complicated for SmileBASIC... I'll see what can be done!
0そうだね
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返信[5]
親投稿
MathPRG MathProgrammer
And, hopefully, even more! To be determined! x)
0そうだね
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返信[4]
親投稿
MathPRG MathProgrammer
All tracks will by default be visible from any other, which will show all notes from them but faded in color; this visibility is optional. Another controls thing, note length can be set just by dragging while placing a note, then precisely adjusted on the side.
0そうだね
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MathPRG MathProgrammer
Then there's "special effects" - wherever applicable, things like modulation or tone can be changed at any point by attaching the effect to a note in the song, causing the effect to take play immediately before the note. All of these things will be found whenever a note is selected. When a loop is used, it will show a preview after it takes place, to keep up with other tracks that may not.
0そうだね
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親投稿
MathPRG MathProgrammer
Well, for one thing I wanted the different tools to be easy to distinguish. In Litterbox, which is a very cool program by the way, its kind of tricky because all the different tools are tiny buttons at the top. Controls is another thing - instead of having to predetermine the length of the song to scroll through, you just create and the length is automatically adjusted.
0そうだね
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MathPRG MathProgrammer
Small update on BitByte MML - now you can scroll through the editor, both time-wise and note-wise. Note-wise will of course slightly modify the piano roll. Now you can also preview notes by tapping the piano keys, and the menu on the side gives some information.
12そうだね
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返信[9]
親投稿
MathPRG MathProgrammer
Sorry, I've posted a lot just here, but I forgot that to make the cursor move to the touch coordinates, you can just put SPOFS cursor CN, TX, TY somewhere in the loop.
1そうだね
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MathPRG MathProgrammer
Also make sure that you replace the 1 in ON HITC-1 with the control number of the first button sprite (if that's 5, put ON HITC-5 for example). Button and cursor definition: SPSET CN,U,V,W,H:SPHOME CN,W/2,H/2 SPCOL CN,-(W/2),-(H/2),W,H
1そうだね
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MathPRG MathProgrammer
Sample of a code that would work, if I overcomplicated it: @LOOP TOUCH OUT TT, TX, TY HITC=SPHITSP(0, 1, 5) IF TT<2 AND HITC>-1 THEN ON HITC-1 GOTO @Label for first button, label for second, etc. ENDIF (insert any other code you want in the loop here) VSYNC 1:GOTO @LOOP Replace the 1 and 5 in SPHITSP with the control numbers of your first and last button sprites.
1そうだね
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親投稿
MathPRG MathProgrammer
Lastly, if you want the buttons to activate only if they are tapped IMMEDIATELY (so you can't tap, then slide the stylus over them to activate) you'll use the value stored in TT - the touch time gained from TOUCH OUT. IF TT<2 AND HITC>-1 THEN should do the trick.
1そうだね
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親投稿
MathPRG MathProgrammer
Not done yet! Next you'll need to use SPHITSP(Cursor CN, F, L) within your loop, to where F and L are the first and last control numbers of the sprites you are using as buttons. HITC=SPHITSP(control numbers from before) will assign the control number of whatever sprite the cursor hits to HITC.
1そうだね
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親投稿
MathPRG MathProgrammer
Then set W and H to the width and height of the sprite, don't change these values. This will be centered around the sprite as long as you call SPHOME CN, W, H as well. For W and H here you should put half the width and height of the sprite. I forgot CN in the previous commands, that's the sprite control number so don't forget it!
1そうだね
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