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MikeParticipant
Thanks!
MikeParticipantUh sorry.. I meant to just include an instagram link, but it’s been embedded (poorly)
MikeParticipantHere are my tools so far. It’s a bit of a hodge-podge without much (any) documentation, but if anyone wants to play with it and has questions, I’ll be happy to help.
MikeParticipantThank you! This helps a lot when I’m working on something
MikeParticipantYes, retina display.
MikeParticipantThanks for the update! it does load and animate the directories, except that the images are double size (i.e. one pixel in my BMP is displayed as two pixels in the simulator). Loading individual BMPs works fine.
MikeParticipantHmm, guess I should learn how to make the filmstrip files. Do you just line the frames up vertically and set the moveY to 16?
MikeParticipantDoes it work with a sequence of BMPs in a directory as the actual GameFrame does? I’m generating some animations programmatically and it’s really slowing me down to keep moving the memory card back and forth; the simulator would be perfect, but I’m generating separate BMPs.
MikeParticipantThank you!
MikeParticipantHow about midi control? You could assign midi notes from a couple of channels to control the 256 pixels (extra credit: use midi control to actually set the color; maybe use velocity as a 6-bit rgb for coarse control). You’d need a midi processor of course, but people have already done that in arduino, and then you could hook up any kind of control matrix you want.
I’d love to do this but have never done anything with arduino. I’ve made midi-controlled animations with a Novation Launchpad and would love to do it with GameFrame!
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