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Post by offcenter on Feb 1, 2014 13:49:07 GMT -8
Hello, total noob -- probably not posting in the correct place. Just had a couple of quick questions on building invaders and manicminer for the Gamduino 2:
When building manicminer, the manicminer.h file (borrowed directly from the previous version) is throwing bunch of errors. Is there another version that I need to use -- or is it just a case of cockpit error?
Also, the invaders program seems to run in demo mode -- is this something where I just need to pinout a joystick? (Assumed it would use touch control).
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Post by falbert on Feb 4, 2014 14:47:26 GMT -8
Hello offcenter! I've not much knowledge about coding, but I made invaders playable. You have to include the joystick-libary from artlum.com/gameduino/gameduino.html#joystick Follow the instructions there to configure your joystick and take a look at the original invaders code. If it is playable with joystick you will notice, that the bombs will not harm you... I've tried to remove this issue by usage of the collision detection, but i was not able... So i did an '(if bomb-y-pos == player-y-pos) check (if bullet-x-pos == player-x-pos+n); [n = -2 to 12 or something like that] It made the game playable, but the players bullet still go through the shields. I've not tried to solve this yet but its on my list... (But I want to get the game running in portait-mode first to be able to play it on the GD-arcade-cabinet... gameduino2.proboards.com/thread/39/arcade-cabinet-gameduino-2 ) Hope this helps you a bit. Greetings, falbert.
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Post by offcenter on Feb 6, 2014 9:26:44 GMT -8
Thank you! I was beginning to think it was just me.
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Post by dawnwiener on Apr 21, 2014 2:41:45 GMT -8
G'day Falbert,
Just wondering if you or anyone can confirm if you're using the joystick library with the gameduino2? Having had a read through the joystick library documentation it appears that the gameduino2 uses the same pins proposed for the sparkfun joystick shield.
I'm hoping to plug a joystick into the gameduino2 and would really appreciate any pointers.
cheers
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Post by falbert on Apr 21, 2014 14:05:11 GMT -8
Hey dawnwiener,
I'm using the libary on pacman and space invaders with the gameduino2. The following settings in joytick.cpp are working with my self-made digital gamepad.
Analog joysticks like the sparkfun should be possible, but I don't know if the pinout is 1:1. Would be interesting to play with the joystick on the backside of the display, so I guess you will be using some wiring connection for the el. interface between the boards and if so, you should be able to change the pinout to a working setup there.
#define BUTTON_A_PIN 3 #define BUTTON_B_PIN 4 #define BUTTON_ST_PIN 5 #define BUTTON_SEL_PIN 6
// Connect the DPAD L/R/U/D to analog pins 2/3/4/5 #define STICK_LEFT_PIN (A0+5) #define STICK_RIGHT_PIN (A0+4) #define STICK_UP_PIN (A0+3) #define STICK_DOWN_PIN (A0+2)
// Disabled Buttons //#define BUTTON_C_PIN ? //#define BUTTON_X_PIN ? //#define BUTTON_Y_PIN ? //#define BUTTON_Z_PIN ?
// Analog input is disabled... //#define ANALOG_X_PIN ? //#define ANALOG_Y_PIN ?
Best wishes, falbert.
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Post by Ben on Apr 23, 2014 9:29:11 GMT -8
Hi falbert et al.
I wanted to reiterate the question from offcenter. I have the same issue compiling manic miner. For some reason I always get "manicminer.h:802: error: braces around scalar initializer for type 'byte'" (Arduino version 1.05 or 1.5.6-r2). Is there some obvious solution?
Thanks
Ben
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Post by Ben on Apr 23, 2014 10:08:01 GMT -8
Okay, I some kind of solved this issue. The definitions of level struct is different between the GD2 port and the manicminer.h from the previous GD1 version. After fixing this, I still run into problems:
manicminer.ino: In function 'void draw_level()': manicminer:201: error: 'MANICMINER_ASSET_TILES' was not declared in this scope
Any idea?
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Post by jamesbowman on Apr 26, 2014 16:14:36 GMT -8
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Post by Ben on Apr 28, 2014 2:13:45 GMT -8
Many thanks for the excellent work and help!
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