Honda Civic 5D - GMS 6321 i sterowanie z kierownicy
Krótka prezentacja sterowania radiem GMS 6321 Smart pilotem na kierownicę. Pilot jest tzw. pilotem uczącym się - można go kupić na alixpress za ok 7 USD z ...
Pilot jest na podczerwień tak tak zwykły pilot od telewizora - bluetooth nie ma tu nic do rzeczy :)
[CarMesh] Android Activity Recognition Experiment
Experiment with Google Play Services - Activity Recognition Android detects if we are walking, riding a bike or going by car without any use of Internet or GPS!
I’ve recently published a Locale/Tasker condition plug-in that makes use of
the Activity Detection API – it’s on the Play Store (search for "Locale
Movement Detection"), for those who want to give it a whirl. I’ve done some
things to “smooth” the data, and account for small breaks in activity (like
stopping for stoplights), but I do find that sometimes activities are not
recognized, as you describe. I’m hopeful, however, that Google will improve
the detection algorithms over time.
It was exactly what I was looking, some experience about the accuracy of
the activity recognition in Android. I'd like to conduct more experiments
about that (I think exporting the data about the accuracy of the activities
and representing it in some graphs would be nice) and I believe your app
would be a perfect base. How could you contact to you to collaborate? My
email is [email protected]. Thanks in advance ;-)
I have just seen the blog entry on the reference (including the graphs)
:-). Anyway, I still think it's an interesting project so I'd like to
collaborate in some way
Modern Combat 5: GMS vs GoDz ~ SB Commentary
(HD/60 fps) Timelapse - Poring Sonic 3 to PC in GMS! Part: #1
EDIT: This series is cancelled. I'm still porting Sonic 3, though! Check out SoniC# at my github repo. (https://github.com/Radfordhound/Sonic-Sharp) *PLEASE ...
I'm really saddened you cancelled this series :/ It was thoroughly
interesting to see you tackle the Sonic Physics Guide. Especially because
I'm stuck myself on the slope/loop physics, so it would've been extremely
helpful to have seen how you build such code up from the ground, to really
understand it.
I tried looking into your github but obviously that isn't for Game Maker,
which causes it to be difficult to read since I'm only an intermediate in
GML and Javascript.
If you have any tips on tackling the slope collision, I would be extremely
grateful. I'm not asking you to write entire codes, just a general
consensus on how it should theoretically work. I've been stuck for years,
and while I do get a little bit more information every time (I finally
figured out how the trigonometry between adjusting the speed according to
the angle works), but since I've been stuck for so long and I never really
manage to get a good answer on forums, I stumbled upon your video and was
following along to see if you'd come across the slopes, but you end up only
with movement and sprite-management, which I already have mastered due to
restarting projects all the time.
Thanks again if you are able to point me in the right direction!
+Rebooted Exactly. Very hard to get any creativity flowing when you're just trying to figure out what that angle of that tile you just drew was. :PGreat to hear that you have some free time to work on the engine! Oh, and happy birthday! :D Glad I could help in some way! :)
+Radfordhound Hahaha xD Yeah I can definitely understand that. Leveldesign itself should be a relatively painless process, otherwise you're just hindering your own creativity and motivation.Well, I'll definitely keep a lookout for any livestreams :) I have a holiday until next Monday, so I have enough free time to work on it ^^And considering Monday is my birthday, I wanna thank you in advance for an awesome birthday present xD
+Rebooted Yeah, pretty much. xDI definitely want to live-stream it, so I'll try and do so as soon as I get the chance. Possibly even by tonight so long as something doesn't come up (it's roughly afternoon here)!As for using the original Genesis physics, I plan on, of course, replicating them the best I can, but not to the extent where it makes level-creation more difficult. I already made that mistake with my C# engine (which was so accurate to the original physics that it required you to manually make heightmaps/widthmaps and assign an angle value to each tile like in the original games) and... let's just say I don't want to make that mistake ever again. When it takes more time to make a test level for your engine than it does to actually make your engine in the first place... something's wrong. :P
+Radfordhound Most relate-able indeed xD It's something all programs share in experience I think :P Anyways, I'll keep pondering on it. And hope that you do manage on making either a sped up video series like this one, or the livestream idea ^^ Then I'll follow along with you, and learn to do it another way :) (if your way works to replicate the Genesis era physics, then my motto of "if it ain't broke, don't fix it" is a good one to hold on to ^^)
+Rebooted "However, I forgot to change one value back to 20, and that miraculously worked xD So I played around with those numbers but never got it better than it was." ...That has to be the single-hand-idly most relate-able thing I've ever heard when it comes to programming! Lol. xDI suppose you could rotate the sensors along with Sonic. In theory, it sounds like it would work. But as you said, it would be rather difficult to program, and doing so would essentially break a large portion of the Sonic Physics Guide.A possibly simpler solution I just thought of would be to have the sensors (in their current state) first check for a collision with a tile's bounding box each time the loop rotates before checking for a precise collision. If a sensor finds a bounding box to collide with, but not a precise collision, it should proceed to check an additional 16-20 pixels downwards for a precise collision. Otherwise, it simply acts as usual, with the angle being computed normally as well.That sounds like it may solve the issue, seeing as the main problem seems to lie in the vertical sensors not detecting steeper angles and this is a lot closer to the process the original engine goes through when checking for slope collisions (dem heightmaps ._.). Although I obviously haven't tried it yet, so I'm not sure. :P
+Radfordhound Don't worry about it taking a while ^^ And yeah, you did indeed manage to make it a lot smoother walking up the slopes. That's really cool, as well as the "1 for loop instead of 2" thing. I shoulda realized that would be possible xDAnd yeah, the a and b values seem to have some trouble, but I have an idea on what the problem with that is. The origin of the line doesn't change, regardless of Sonic's angle. (It would be perfect if those lines had an angle to them as well). So if Sonic is on a 45 degree angle, the x,y origin of the "sensors" would still point straight down. I think that's the reason why it gives an incorrect value.The values I used were merely coincidental. I first had it set to 32, thinking it would be best to set it to two tile heights basically to make sure there would always be proper collision, but that didn't work. Then set everything back to 20, as according to the Sonic Physics Guide. However, I forgot to change one value back to 20, and that miraculously worked xD So I played around with those numbers but never got it better than it was.I think if I figure out a way to get the sensors to rotate along with Sonic's angle, that that could potentially resolve the slope collision completely. The only thing I would need then is one sensor that always points to Sonic's feet, to still be able to calculate the angle.But that's just speculation really. My head hurts just thinking about how to even begin to code that xD Anyways, thanks for at least giving it a look-see! I'd be willing to change my engine though, for instance to the original way Sonic on the Genesis did it. I am trying to get the best feel for it of course ^^ (Perhaps if you want to discuss this live rather than via text blocks, you could always add me on Skype :) )
+Rebooted Apologies. Game Maker took a while to update the first day and it took me longer than I thought to "get back in the (Game Maker) groove." :PNo problem! You deserved it! :) Slope collision is pretty complicated stuff... even Sonic Team can't always seem to get it right!Let me just say right now, upon looking at your code, your method of finding the angle of the current tile is absolutely brilliant! It's a LOT simpler than my method of manually setting the angle variable of each tile object! xDThe only problem with it is that it requires both a and b to be set to certain values in order to work which, unfortunately, isn't always the case as the sensor lines both only go down 20 pixels. Increasing the height of the sensor lines would be an easy solution, but then Sonic would "pop" down stairs whilst walking down them, which I'd imagine you wouldn't want.I made a few quick code changes to make the collision a little less buggy, mainly by simply placing Sonic at the top of a collide-able object when he touches it rather than using a while loop to keep moving him upwards until there's nothing in his way. However, in doing so, I had to comment-out the code which sets his angle value, as I found it to not quite work perfectly with some of my changes, mainly due to the fact that, as previously mentioned, a and b aren't always set to the correct values.Besides that, I still haven't implemented horizontal collision or found a decent work-around to keep Sonic on the downward-facing slopes whilst running that doesn't break the engine in some shape or form, so you'll warp to the top of a wall if you run into it, and you'll fly off the edges of downward slopes (like you would in real life) rather than "sticking" to them (like you would in the Sonic games) if you try to run on them rather than simply walking.Other than that, however, it seems to work pretty well. I managed to ever-so-slightly increase in-game performance by moving both sensor checks into a single for loop, and (for the most part, at least) resolve vertical slope bugginess. If you'd like to take a look, here it is: https://www.dropbox.com/s/2kjxqr7dvogritb/SonicTheHedgehog.gmz?dl=0You've got a pretty nice-looking engine, there! :) The very fact that it doesn't require you to set custom "heightmaps" or angles for each tile makes it extremely easy to load a bunch of tiles and plop em' in a room, much more so than the original genesis engine, or even my C# engine (which also requires you to manually set an angle/heightmap/widthmap for each tile)!
+Radfordhound Also! If you indeed would livestream the creation it would be freaking amazing. It's been one of my goals in life to recreate a Sonic the Hedgehog engine, and then create a full fledged tutorial for it for anyone who wants to create one for years now (kinda like you I guess xD Except you're farther ahead than me).I've even got an old Google Doc where I did a tutorial in text form which I never finished :PBut yeah man, if you're up for livestreaming, don't worry about the time n stuff, I'll definitely watch the videos whenever I can and if I have questions comment on your videos then :)And of course if I do get to the point of creating a tutorial, I'll definitely give you a huge credit to that and refer people to you ^-^
+Radfordhound Oh man, that'd be freaking rad! Thanks for the encouraging comment as well haha, last week I was so done that I was ready to give up xDAnyways, here's the GMZ file for Game Maker: Studio. The code was trying to account for the four modes (floor, right wall, left wall and ceiling), so some of the code isn't being used right now is used improperly, but do let me know if you spot something that's obviously a mistake ^^https://www.dropbox.com/s/8uiys2fthd7dq75/SonicTheHedgehog.gmz?dl=0I've given every piece of code a Header so you'll know what it does :)
+Rebooted Dude, that's actually pretty nice! :O I, too, spent months trying to understand how the original engine worked, and let me just say... my first "successful" attempt at getting slope physics to work was FAR buggier than that!Now, I'd have to actually see your code to be able to give a complete answer, but to me it seems the main thing wrong with the slope collision is the fact that the "slope factor" (as it's called in the Sonic Physics Guide) is not taken into account. In other words, no speed is added or subtracted from Sonic when standing on the slope, causing a rather "artificial" feeling similar to that of Sonic '06's slope physics (which also didn't take the slope factor into account).Other than that, it's pretty much perfect despite the non-precise slope collision you mentioned that causes Sonic to "clip through" certain tiles a bit (which I'd imagine could be fixed relatively easily once you get around Game Maker's painful collision limits).As for not being able to attend the live-streams, YouTube archives all streams when they're complete unless you specifically tell it not to, leaving a YouTube video just like any other with the only difference being that they tend to be considerably longer. If you're simply talking about attending them for the purpose of asking questions while it's happening, then name a time you'll be available and I'll try to work something out. ;)
+Radfordhound I'll quickly upload a EXE so you can see what I currently have. The collision isn't precise but at least it sorta works I guess haha. I understand the principle of how the engine works, I've literally put months into understanding that and I've got a pretty firm grasp on the concept.I'm just stuck in translating that to GML, or any code really (though admittedly, I'd probably find it easier in Unity since I'm more used to that with Javascript, however, Unity sucks with 2D platformers imo).But a new series on how to handle a Sonic GML engine would be amazing x.x Livestreams would be incredibly cool, but due to living in the Netherlands I doubt I'd be able to join them all.Anyways, here's what I have (ignore the black lines, they're for debug purposes. And ignore the crappy slope collision. It's the first time I've come close to something that works xD)https://www.dropbox.com/s/llnthbclzh3yfp2/Sonic%20The%20Hedgehog.exe?dl=0
+Rebooted Well, the main reason I cancelled it was because I've simply moved away from Game Maker. I still find it to be a marvelous program for aspiring game designers/developers, but it imposed many limits that I found held me back and kept me from reaching my full potential, and since I found myself writing most of my games in GML anyway (rather than via drag-n-drop actions), I figured I wouldn't have much trouble moving on to something else (which I didn't).Also, apologies, but I'm not quite sure what you mean when you say you want a "general consensus on how (slope collision) should theoretically work." What aspect of them in particular are you having trouble with? Are you stuck on setting up the basic slope height/width maps (which, admittedly, is pretty darn complicated to get working efficiently in Game Maker)? Or something more complicated like, for example, how the player should be moved/rotated when running up/down a slope?With all that said, I've been wanting to make a Game Maker Sonic engine for a while now since I know many Sonic fans interested in making fan-games start off with Game Maker and don't have any interest in learning something like C# just so they can mess around with their idea of making a Sonic game based off their "original characters" (or whatever :P).Because of this, if you'd like me to continue this series by making a new Sonic GML engine from scratch and recording myself making it, I'd be glad to! I could even live-stream myself coding it with commentary to try and explain what I'm actually doing if you'd like! :D (Just, keep in mind, I haven't used Game Maker Studio for a looonnngg time now, so I may be a little rusty at first. :|)
+sablanex It's alright, and thank you. Sorry to explode with such a rant (Read more... 174 lines? O.o). It's just that I already wrote this as an FAQ entry in the description link and I was, admittedly, kind of in a bad mood when I read your comment. :PI respect you for responding so kindly after all of that. Most of the internet wouldn't have reacted the same way, lol.
Haha sorry, I just have a little problem when people say they coded a game and then it turns out they used unity or gml.Anyway good luck with your things and have a nice day :)
+sablanex You're joking, right? Did you read the description at all? O_OA: This video was made in December 2014. It's now July 2015. I've gotten much better at programming in general since this was made, and haven't touched Game Maker since this video. It's been C#/MonoGame (with a hint of Lua and C++ here and there) all the way!B: I know Game Maker isn't considered "real" coding! You read the description, right? "Pretty much, I was porting Sonic 3 to the Wii using the super-handy 'Sonic Physics Guide' on Sonic Retro, and I ran into some issues. As I'm not so comfortable with C, the language DevkitPPC uses, I decided I'd port Sonic 3 to PC in GML first instead. (Don't get me wrong. I'm not some coding newbie who doesn't know C. I'm just more comfortable with more sophisticated, object-oriented languages like C++, Java, and C#.)"There's also a link to an FAQ I wrote (something I, admittedly, did a terrible job of. :/) which contains the following: "--You used Game maker?!? Lol! You're such a newbie!Eh... no. Not really. I've been coding for years. I simply used Game Maker as porting Sonic 3 is a huge task and Game Maker is an engine I'm fully comfortable with. Once I get it ported to Game Maker Studio I'll likely port it to a better engine.Think of it like this: You're tasked with transforming a huge book from a physical book written in English into an e-book in multiple languages. You can either take this huge book and get it into digital form first in English, then try and translate it to other languages, or you can try and translate the physical book, word-by-word, into another language you barely understand, and then make that digital. Porting Sonic 3 to Game Maker first, quite simply, makes it easier to translate into other languages. I still arrive at the same result. It's just easier. :P"I described that horribly, looking back on it... (translating a book? O.o) but, still!C: I don't recall ever specifically calling it "coding." I used the coding hashtag in my video's message, but the title calls it "porting" and specifically states that it's "to PC in GMS." It's not like I called the video "CODING SONIC 3 in C++ USING MAH PRO SKILLZ" and then simply ported it to Game Maker using the super-simplistic drag n' drop functions.If I did use the word "coding" to describe what I was doing in this video (I know I obviously used it otherwise) outside of the video's message (aka my comment below), correct me, and I'll apologize.D: This series was cancelled long ago in favor of SoniC#, my C#/MonoGame Sonic engine. (Again, in the description. https://github.com/Radfordhound/Sonic-Sharp) I don't know about you.. but most consider C# to be "actual coding." It's no ASM or anything, but it's still an actual language, nonetheless.E: Even just within the scope of this video, despite the other points I've made, I still programmed all of the engine in GML instead of simply using the drag n' drop actions and used Game Maker Studio (the multi-platform paid-for version of Game Maker that compiles natively using the "YoYo Compiler.") rather than original Game Maker.. so while it wasn't "professional coding," per-se, it was still "coding." I still actually typed out everything.I don't know about you, but"i = 0;if (i >= 0){ //Do something}else{ //Do something else}"looks just as much as code to me as"int i = 0;if (i>=0){ //Do something}else{ //Do something else}"does. And yes, the top one was GML. The bottom was C++ (or C#, or Java). Don't try to tell me GML "isn't a programming language." It may not be a good programming language, but it's still a programming language and arguing that it isn't one is pointless.At the end of the day, Game Maker is just a tool you can use to make development easier, something which I did when I created this video 7 months ago. It's not anywhere close to a professional tool, and I'm not going to try and argue that it is. And it was for this very reason that I moved on to other, more sophisticated programming languages (I had been using them for years prior to this video, but still used Game Maker occasionally just for quick prototypes to make my job a little easier).But it still is a tool that exists and is helpful to some, just like anything else, and there's no reason to try and belittle people just because they use it and you don't.Again, I don't use it anymore (I started thinking that it wasn't that different from other languages/engines... and tried making a for loop to define an array, something I hadn't really needed in Game Maker up until this point. It was impeccably slow, taking about 10-30 minutes to do nothing else but define an array of 1,000 integers every time I tried to run it.. which really isn't all that much, to say the least! Apparently, after researching it, arrays are just crazily slow in GML! I then tried doing the same exact thing in C# and it took 0.1 seconds, counting how long the program took to come up! It was at that moment that I realized just how bad Game Maker was, and decided I really didn't need it in the first place. So I stopped using it. This was in January 2015. Again, it's now July.), but a lot of others do, and imposing this image of "DUURRRRR THIS IS 'REAL' CODING AND THIS ISN'T OMGOSH U SO DUM!!!" isn't going to benefit anyone.With all that said, I'm sorry that you didn't enjoy this video. Have a great evening. :)
[GMS] #002 - Jogo Plataforma / Physics Linear
Esse vídeo esta recheado de coisas legais para aplicar e melhorar o seu jogo, nele você vê como adicionar gravidade utilizando os recursos do Game Maker ...
+Alexandre Péres Quando tiver mais inscritos penso em fazer videos divulgando seus jogos, se você quiser poderá mostrar seus projetos aqui no canal também :), e quanto tirar dúvidas fique a vontade, se eu souber responder vou ajuda-lo com muito prazer.
+Sungazer TV Opa, que bom que você dará continuidade nos tutoriais. Vou acompanhar todos!Já estou com um joguinho pra celular com 40 fases prontas, e já quero lançar. Também tenho outros projetos em andamento. Qualquer dúvida vou te dar uma perturbada básica. Obrigado!
+Alexandre Péres Que bom que gostou :), a intenção foi fazer algo bem objetivo mesmo, pretendo trazer bastante conteúdo de Game Maker aqui para o canal, espero que continue gostando ^ ~
Markers e Listeners no Google Maps Android
Nesse vídeo dou continuidade a série de vídeos sobre o Google Maps V2 no Android, dessa vez mostrando como trabalhar com Markers e Listeners na classe ...
Grande aula Thiengo. Comecei a seguir seu canal recentemente e estou
aprendendo muito. Nessa aula, quando clico no marker o infoWindows fecha
sozinho logo após abrir, sequer dá tempo de ler. Uso o genymotion com uma
box com Android 4.1.1. TB testei num Android 5.1. O q VC me sugere?
+Rodrigo A. Cascão certificou-se de que não está com o clique duplicado. Já tive problemas similar com meu mouse. Digo isso, pois esse é um tipo de problema fácil de detectar e o primeiro postado aqui para esse exemplo. Se mesmo depois de conferir se está ou não com click duplicado e constatado que não, volte ae que vou rodar o projeto aqui para ver o que pode ser. Abraço
+Walter medina tocas Walter, you can use that script (//stackoverflow.com/a/3004542/2578331) in yout marker click listener (like video above). With some if..else you can chose the correct page to load on mobile browse. Have a good one
Thiengo,
estou trabalhando com InfoWindow e estou na seguinte situação:
Tenho um WebService. A cada clique em um marcador, recebo a informação
dinâmica referente ao marcador, que já era para ser exibida. Entretanto, a
informação do primeiro só aparece quando clico em um segundo, e a do
segundo em um terceiro, e por aí vai... você possui alguma solução? O
código está estruturado assim como o seu, quanto os setInfo, e a classe que
se comunica com o servidor trabalha com AsyncTask. Obrigado pela atenção.
+Nathan Christian Aparentemente é erro de lógica, onde está guardando (variável) os dados que chegam do WebService? Tem como identificar que no marker X (que recebeu o clique) somente os dados Y (que estão no conjunto de dados retornados) podem ser apresentados no InfoWindow dele? Um campo id, por exemplo. Isso iria facilitar em abrir o InfoWindow somente com os dados corretos. Pode utilizar as próprias coordenadas para identificar os dados corretos a serem apresentados. Está utilizando no onPost do Async uma mesma lógica para todos os markers? Abraço
+Thiengo Calopsita então, eu estou recebendo a linha do Array sendo preenchida através do logcat. Fiquei em dúvida se não era o fato de ser "configurado" esse InfoWindow antes dessa busca que traz as informações. Peço muito sua ajuda se puder me dizer em que ordem isso deve ser colocado, obrigado.
+Nathan Christian utilize o LogCat pelos caminhos que era para a informação está passando antes de ser enviada ao WebService, para saber onde está parando e então sendo enviado somente no segundo click... provavelmente é error de lógica. Abraço
primeiramente otimo vídeo!
Thiengo, como faço pra colocar icons diferentes em diferentes markers?
Tipo gerei o arquivo KML do google maps, porém estou com dificuldade de
implementar o projeto com ele. Se tiver algum material sobre. Desde já
grato pela atenção!
+Gleydson Araújo blz?Veja esse vídeo (//www.thiengo.com.br/busca-por-locais-proximos-location-api-android-parte-5), nele utilizo markers personalizados, mesmo sendo com o uso do Location API e não do LocationManager, o maps é ainda o Maps V2 para Android. Abraço
Oi Thiengo, tem como ao clicar em um determinado lugar no mapa, ele pegue
essa informação( lat, lng) e converta no endereço para em mostrar em um
edit Text?
+Gabriel Santiago blz?Tem como sim, com os listeners apresentados no vídeo acima e utilizando em conjunto o GeoCOder que está nesse vídeo (//www.thiengo.com.br/polyline-geocoder-e-distancia-no-google-maps-android) vc consegue fazer isso. Abraço
Thiengo, boa tarde!
Estou precisando adicionar os marker's automaticamente no mapa.... Quero
utilizar os dados cadastrados de endereço (endereço, numero, cep)... como
faço isso?
+Rafael Silva vc pode utilizar as coordenadas, é pouco provável que duas pessoas tenham exatamente as mesmas coordenadas. Tendo em mente que alguns milhares de itens em um loop não é lá grandes coisas para um device mobile e assumindo que sua APP não apresentará centenas de milhares de markers da na tela, assim que o click no marker acontecer seu script pode com um loop passar pelas pessoas até chegar a que tem o mesmo lat e long. Tenta assim para ver se vai sem problemas. Outra forma é guardar o position / id do user na lista, no caso guardar esse position / id no marker utilizando algo como setTag() e então acessar direto o user correto depois do evento de click. Abraço
Ok... muito obrigado, funcionou!!!Cada marker que eu adiciono no mapa é referente a uma pessoa, como faço pra vincular o marker ao objeto dessa pessoa? pra caso eu click no marker dela eu possa executar alguma ação referente aquela pessoa?
+Rafael Silva blz?O que pode fazer a realizar a busca via Geocoder como faço nesse vídeo (//www.thiengo.com.br/polyline-geocoder-e-distancia-no-google-maps-android), no caso utilizando os dados de endereço que tem, e então pegando as coordenadas do retorno do Geocoder, carregue o marker no maps. Ou vc pode já deixar as coordenadas desse endereço salvas no SharedPreferences (//www.thiengo.com.br/sharedpreferences-no-android-entendendo-e-utilizando) e então assim que o user entrar já colocar essas coordenadas no carregamento do marker no maps. Abraço
+Magno Lima veja esse vídeo (//www.thiengo.com.br/busca-por-locais-proximos-location-api-android-parte-5), nele estou com o Location API, mas a parte de maps é a mesma e faço exatamente isso, coloco vários markers distintos. Abraço