jorge ·
I've been playing with timers to create animated front panels:
The coloured balls move around bouncing at the sides and generating midi notes when they hit the right side.
Schematic can be downloaded here: [old link]
From the original SynthMaker forum (2004–2014), with its members’ names and dates.
jorge ·
I've been playing with timers to create animated front panels:
The coloured balls move around bouncing at the sides and generating midi notes when they hit the right side.
Schematic can be downloaded here: [old link]
Tom7777 ·
Cool Thanks 🙂
Shifrin ·
This looks great Jorge! Thanks for the example 🙂
Shif.
Shifrin ·
Just wanted to say that after looking at this I'm blown away - the amount of really amazing things you can do in SynthMaker is, umm, HUGE!
Very very impressive indeed 😀
Shif.
ik_ik_ik ·
crumbs! 😮 it really is time to get the lateral thinking cap on! 😀 awesome stuff...
Kitchen Sink ·
It would be a bit easier to follow the example, if the variables had names...
Kitchen Sink ·
I made a version with bouncing balls: http://www.saunalahti.fi/~nafa/timer8_bounce.osm
I deleted the vertical "upDown" modules and replaced them with bouncer modules. The bounce things adds gravity... it wasn't as straight-forward to change as I thought. It took me well over an hour to figure it out.
Is it possible to upload these files to the Synthmaker site itself?
Shifrin ·
Kitchen Sink wrote: I made a version with bouncing balls
Ooh, neat! Will have a look 🙂
Cheers,
Shif.
jorge ·
Hi Kitchen Sink
I wasnt expecting anyone would improve the timer schematic, it's great. Maybe we could make it evolve into some game like asteroids or pong 🙂, I'd be happy to provide the required/requested low-level components.
Kitchen Sink wrote: Is it possible to upload these files to the Synthmaker site itself?
I've uploaded your schematic to: [old link]
Anyone that wants to upload a file just email it to us and we'll email back the link.
Tom7777 ·
Thanks Kitchen Sink for the ball bouncer mod 🙂
lalo ·
jorge wrote: Maybe we could make it evolve into some game like asteroids or pong 🙂
yeah! 😉
cool for us old farts 😀
lalo
Tom7777 ·
Hi i have just been messing about with these and have learnt alot about the gui modules from them as i havent really used the GUI modules much. I did a quick mod of timer8.osm and made all the lines and dots blue but i cant work out how to change the circle dots into squares, i messed about with the corners input but just got star like shapes. One other thing i cant work out is how to make a 4 corner bounce detection as i seem to only get output when the dots hit the right side. Any examples or screens would be great help thanks.
lalo ·
hi guys! beautiful stuff!!
anyway this is just to say that i've noticed a lot of crackling in the sound on my poor PIII 933 Mhz... is the Wtimer so CPU heavy? ..oh...i can't find it in the toolbox of the latest 0.9.2e... i can't do tests on my 'main' machine cause there i'll have DX drivers issues due to the RME audio card... can anyone hear any crackling?
thanx
lalo
haydxn ·
pong's possible in synths 🙂 i made a pong game in reaktor that generated sounds from bouncing. perhaps i'll try making one in SM too 😀
jorge ·
lalo wrote: is the Wtimer so CPU heavy? ..oh...i can't find it in the toolbox of the latest 0.9.2e...
The WTimer component is not CPU heavy at all, it's what you do with it that might be. It just generates 30 triggers per second. The example I posted is probably doing too much redrawing, I'll try to optimize it at some stage.
You're right, the WTimer component is not in the toolbox, it was meant as an experiment. I'll put it in the toolbox in one of the next incremental releases. For now you can wrap it inside a module and drag it to the toolbox.
jorge ·
haydxn wrote: pong's possible in synths 🙂 i made a pong game in reaktor that generated sounds from bouncing. perhaps i'll try making one in SM too 😀
Hi haydxn, you'll probably need keyboard components to control the game with the computer keyboard. We've already implemented keydown and keyup components but we decided to change them slightly, they'll probably be released in one of the next incremental releases. If you get stuck because you dont have them let me know.
haydxn ·
the way i had it set in reaktor was to simply map a midiCC to the player position; a slider from 0-1 to control the vertical position, which can be controlled via a MIDI knob, just like in old-school vg systems
jorge ·
haydxn wrote: the way i had it set in reaktor was to simply map a midiCC to the player position; a slider from 0-1 to control the vertical position, which can be controlled via a MIDI knob, just like in old-school vg systems
Very cool. In the old version of SM there were network components to get two computers to send info across to eachother. When we move that code across to the new version, we'll be able to play across the net 🙂.
lalo ·
thanx jorge !
this animation thing is quite impressive tho!!
lalo
Tom7777 ·
It would be very cool to see something like Pong made with SM 🙂 One thing i can't work out is how to add 1 each time it bounces like a counter type thing for points. If i find out how to the next thing would be a compare type thing when there 10 points a winner message would show sorta thing.
Kitchen Sink ·
See how the collision detection works now, and add your bounce-counter to that. The 10 point limit is similar.
ProSynth ·
When I load this schematic the ADSR module does not show any sliders. Just a blank window.
Any solutions?
From what I can see this is a nice and handy device.
Regards, Liam
malc ·
Hi Liam and welcome to the forum!
Yeah, this schematic was created before we made some changes to the way the GUI works, specifically the To Child/To Parent system for invisible linking. It needs two To Child MGUI components to be added in a couple of modules.
I changed it and uploaded again so if you get it again itshould be fine.
Malc.
Dj-Grobe ·
I want see the pong game runing please 🙂
infuzion ·
Dj-Grobe wrote: I want see the pong game runing please 🙂
Should be easy enough. I think Dan/Tom7777 has a game framework built, but might need cleanup since many of the old GUI stuff doesn't work anymore due to how trigger transmits have changed over the past year.
Tom7777 ·
Yeah i had a 2d RPG engine made, i havent made it into a full game project though it was just a single level. The project was never open source though. Pong is possible of course, but probably more work in SM than it would be in a games building program, i just did the RPG engine for fun but it was more work than it should have been in SM, because you have the maths and logic alot of things are possible but at the end of the day it's designed for synths and effects. 😀
Dj-Grobe ·
[old link]
Spombody can make this work correctly on synthmaker actual version? Malc sendme correction, but not work 100% correctly.
🙁
Dj-Grobe ·
jorge? can fix?
jorge ·
hi Dj-Grobe
I did a quick fix:
[old link]
I'm sure it can be improved.
Dj-Grobe ·
Jorge thankyou, lol i request this long time ago and discover today you fixed the example : ) Thanks
I try to figure how can do interaction with mouse for make the balls change speed, direction, etc etc when i touch with mouse lol very complicated.
Also try create inertia for sliders, if you have some idea i apreciate.
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