A different style of guitar tuner app - Android Apps and Games

I've got a guitar tuner app that's a bit of a concept. It shows all the strings on a phase plot. The speed that the numbers move is proportional to the ratio that the string is off (not the absolute frequency offset). A number whizzing around once a second is off by about 10 cents, i.e. 1/10 of a semitone. You can strum the open strings to get a quick check which string is off or you can pluck a single string to see more clearly. If you switch on "2nd" it will show you in red the 2X harmonic. You'll see that the fundamental and the harmonic are not in tune. For some strings the blue and red drift together. On my D string the 2nd partial is almost 10 cent sharp! (I'll see when I change my strings if this still holds). Switch on "440" to enable display of a 440 tuning fork (if you have one).
Yup, this is about an alpha app. There were no endangered woods used to create the display. There are no analytics or anything. Heck, it's only 20kB. Any comments, feedback or thoughts on inharmonicity are appreciated. Have fun.
Note: Currently this is only set up for guitar EADGBE tuning in 440 Hz.

Related

[Game] Fractions

Hello,
I post this thread to present you my game Fractions available on market to the following place : //market.android.com/details?id=com.app.fractions.
Fractions is an addictive game combining mental calculation and speed.
Game has a grid containing squares having each 4 values that can take several different forms (fraction, percentage, integer, decimal, subtraction, addition).
For example, value 0.6 can be represented like that in the game : 6/10, 3/5, 12/20, 9-8.4, 60%, ... And all these forms are equals.
Game grid can have 2x2, 3x3 or 4x4 dimensions.
Fractions’ goal is to find all equalities between each squares’ values that are in contact on the game grid. For that, player can roll values of square clockwise by clicking on square and moving squares via drag & drop in hard levels.
For these hard levels, Fractions has a help menu that can be displayed during game and in which player can choose to show squares well placed thanks to a little orange square and to show squares well placed with values in good order thanks to a little green square. But, use of these helps increase game resolution time of 50 or 100 seconds.
Grid resolution time and number of moves realized are counted during game. When game is ended, you can compare your score with other players around the world and try to make the high scores. Players can configure their login used to share scores thanks to menu preferences.
A records screen lets you to visualize best high scores list for Fractions.
Each grid is randomly generated which lets you to play an infinite of different game grids with always the same goal : solve grid faster than you can with the smallest number of moves.
An elegant help menu lets you to see how to play to Fractions. Changes between screens are realized thanks to edges that are in bottom of the screen or by flip on screen right to left or left to right respectively to go to previous screen or next screen.
I made a little video to show how to play to Fractions available here :
youtube.com/watch?v=oNI5pgRtPZU
I wish people will like Fractions which is an original game .
Thanks by advance for your feedbacks.
Sylvain.
You should post the link to the game on the market as well so we don't have to go looking for it. In going to download it tonight and report back later.
Edit: I played it. I really like the concept of the game but there are a few bugs that have to change. One is pressing the back button doesn't allow you to exit the app. The command to exit pops up but it just takes you back to the last played game. Second is the fractions turning red when they are in the correct order. Its too easy to just click through and wait for everything to line up and turn red. A better option would be for the player to line the grid up without the red fractions and to submit their answer. If its wrong they keep going and submit again with another try. I like the game but it needs a few tweeks.
Sent from my Samsung Captivate running Andromeda³
For market link, I hadn't enough posts on forum to have right to put link in my threads.
First, thanks for your feedbacks.
For the back button, you have reason. You think I must remove confirmation exit dialog also or just keep confirmation exit dialog and when user click to yes quit the game ? (while actually the user returns to home screen).
For the levels 1, 2 and 3, I think it's good idea to remove red color for equalities to avoid people that click randomly until they find all equalities and they win the game. I'm going to add a way to valid grid when user think he found all equalities and the gris is solved. Perhaps, take in count in the ranking the fact that player has submitted grid too much time before win also.
Have you tried the levels 4, 5 and 6 ? I think for that levels red color is necessary because it becomes very hard. Indeed, squares are shuffled to the start of the game. So, it is necessary to drag an drop squares also to solve grid. Without red color for that levels, It will be too hard perhaps no ?

[APP][2.3+] Barbell Loader

https://market.android.com/details?id=com.scurvypig.barbellLoader
Tired of adding up weights in the gym? Barbell Loader Pro does it for you!
Features:
Add and remove discs with a single tap.
Filter your disc units from mixed, kilograms, or pounds.
Calculate the discs required for a fixed weight.
Optionally include/exclude the weight of the barbell or collars.
Calculate your one repetition max (1RM) using eight formulas, or the average of each formula.
Customize the weight of the barbell and collars.
Customize the list of available discs to select from.
Additional features in Barbell Loader Pro:
An ad-free, permission-free experience!
Save your selected discs and preferences as a Favorite for quick and easy access.
Lock individual discs to prevent changing their values during calculations or when changing units.
Customize the default display units.
Select a disc display mode, discs total or discs per side.
Save your exercises to a journal.
https://market.android.com/details?id=com.scurvypig.barbellLoader
v1.1
Added a 15 lbs disc.
By request, added the one repetition max (1RM) calculator.
Moved the "Settings" button to the action bar.
Minor bug fixes.
v1.2
Complete redesign and rewrite for improved performance and features.
Optional paid version with additional features and no ads.
v1.4
Added a Journal (Barbell Loader Pro).
--------
v1.3
Updated to ActionBarSherlock 4.0.1
Corrected an error when changing screen orientation.
Anyone who leg presses on a regular basis (like me) will love this app! I'm regularly guessing what weight in using. Being able to calculate my 1rm on the fly helps a ton if I decide I want to max out that day.
Not sure if it was in the OP, but can I convert kg to lbs?
Sent from my DROID X2 using xda premium
Yes you can. You can enter a weight to be calculated in kg or lbs, and it'll return the result in whatever mode (kg, lbs, or mixed) you happen to be in.
Changing the mode means restricting the available discs that will be used for calculations. Additionally, you can set whether discs are ever available under preferences. For example, my gym lacks 55 lbs and 15 lbs plates, so I turn those off. The same goes for some of the change kg plates.
somecanuck said:
Yes you can. You can enter a weight to be calculated in kg or lbs, and it'll return the result in whatever mode (kg, lbs, or mixed) you happen to be in.
Changing the mode means restricting the available discs that will be used for calculations. Additionally, you can set whether discs are ever available under preferences. For example, my gym lacks 55 lbs and 15 lbs plates, so I turn those off. The same goes for some of the change kg plates.
Click to expand...
Click to collapse
That toggle with certainly help when inputting the plates I used that workout.
Sent from my DROID X2 using xda premium
Love the idea, but I bought the pro version, locked the plates I don't have access to , then entered 135lbs which including the 45lbs bar should be 2 45lbs plates, it will not give me this no matter what I do.. It keeps changing my weight to 131.5 lbs and gives me for plates, no 45lbs, 2x25lbs, 2x10lbs and 2x5lbs... I tried changing the barbell weight to 45lbs as well and it wouldn't stick. I'll wait until this gets sorted out before buying and before recommending it.
EDIT ****Never mind, Sorted it out after seeing the preferences, turns out I was not in the right section when changing the barbell weight******
Really? I just did what you suggested in "Mixed" mode. I disabled the collars and locked the "25 kg" and "55 lbs" discs, calculated for 135 lbs, and received the exact value ("61.29 kg / 135 lbs").
Did you change the default bar weight (in Preferences, wrench from the dashboard) to 45 lbs? Most people assume that the standard bar is 45 lbs, but it is really 20 kg / 44.09 lbs. If you use spring collars, I'd suggest changing the default bar weight to 45 lbs and just leaving collars turned off.
If you'd like, I can make a video demonstrating what I did. Let me know.
somecanuck said:
Really? I just did what you suggested in "Mixed" mode. I disabled the collars and locked the "25 kg" and "55 lbs" discs, calculated for 135 lbs, and received the exact value ("61.29 kg / 135 lbs").
Did you change the default bar weight (in Preferences, wrench from the dashboard) to 45 lbs? Most people assume that the standard bar is 45 lbs, but it is really 20 kg / 44.09 lbs. If you use spring collars, I'd suggest changing the default bar weight to 45 lbs and just leaving collars turned off.
If you'd like, I can make a video demonstrating what I did. Let me know.
Click to expand...
Click to collapse
Thanks but as my edit states on my post now it's all sorted. I didn't see the preferences. I have recommended the app on my gym website
Great! I expect to see a number of 15 minute cancellations (developer's joke). Let me know if you'd like to see any changes or additional features.
EDIT: Wow, it looks like it isn't a joke. Three 15-minute cancellations, that's 50% of the users haha
Love the app so far. I lift using kilo bumper plates at home, but sometimes I end up at the gym which has lb plates. Makes converting a cinch.
My only suggestion would be to allow the user to select a stand Olympic bar (45lb/20kg) as the bar. I guess you can just add on another 20kg plate if you want to act as the "bar", but it would still be nice.
You can! From the main dashboard screen, select the wrench at the top right (Holo's icon for preferences). From within there you can disable discs, change the barbell and collar weights, and more.
realy good idea actually . gettin gain of 5 lbs+ every month , realizing plateaus have been reached and switching up your routine to overcome are a must .
where is the 1.5 and 2.5 plates though
They exist! Click the wrench from the main screen (that's the preference icon for ICS), scroll to the bottom. There's 1.25 lbs, 2.5 lbs, 5 lbs, 0.25 kg, 0.5 kg, 1 kg, 1.25 kg, 1.5 kg, and 2 kg change discs.

Zarch android conversion from linux

I posted this a while ago in the dell streak forum, but now owning a galaxy S3 and a Galaxy Tab 10.1 , I feel they would more than cope with this.. So I'm putting it to the field again..
Zarch!
One of my old time favourite pastimes as a teenager.. Basically defender in 3D..
I noticed someone has done a linux remake of it..
But how, if at all, can I install a .tar file to my Streak?? or how could it be modified to run??
Quoted as " maybe better known as "Virus" on the Commodore Amiga. Linux Zarch is one of the very few freely available 3D graphics games available for UNIX/Linux that offer a very decent performance without needing 3D hardware support. "
Hmm, NO 3D support required?? Sounds like a winner.... The archimedes was an ARM based Acorn machine..
Is there an emulator anywhere?? we could run frontier and tempest 2000 maybe too if there was...
Our massive screen would be a great home for this title!!
Does anyone have any constructive advice here please??
1987
"Zarch" was written in three months in 1987 by David Braben as a launch title on Acorn's Archimedes series of computers. Another game, "Lander" was bundled with the machine, which used a cut down version of the landscape from Zarch as a demonstration of the machine's power. It became synonymous with the Archimedes, since it was featured in almost every review of the machine, and is apparently still the best selling title of all time on the Archimedes. The game consisted of a weird craft flying over a rolling patchwork quilt landscape, and many other games since (Zeewolf etc) have copied this technique.
Zarch was exceedingly well reviewed at the time, as most other games were either 2D platformers, or wire-frame 3D - hence the now seemingly amazing tag line on the cover of ACE magazine (now Edge) SOLID 3D - the future of games? Zarch was reviewed with a score of 979 - the highest rating ACE had given at that time (and only subsequently bettered by Virus at 981)
1988
"Virus" built on Zarch and was published by British Telecom (under the Firebird name) for the Atari ST, Commodore Amiga, and IBM PC in 1988. It was an instant success as many people had seen "Zarch" on the Archimedes but had not been able to play it on the more popular computers of the time. "Virus" won "16 bit Game of the Year" at the Computer Industry's InDin awards of 1988 and was later (incredibly) ported to the Spectrum in the following year by Steve Dunn. Most magazines gave it their top rating, and it got the highest ever score of 981 in the industry's leading magazine "ACE".
Chris Sawyer (now of Rollercoaster Tycoon fame) did the PC port, and later went on to work on PC "Elite+" and PC "Frontier: Elite II".
Zarch and Virus very much raised the ante for games on the 16 bit platform. It was one of the first solid 3D games. It was the first to have 3D lighting effects and shadowing. In fact it generated the shadow silhouettes on the fly - also a first.
1998
"V2000" is the sequel to Virus. It was published by Grolier Interactive on PC and Playstation in October 1998 and was very well reviewed (PC Zone Classic 90%, and five full pages in Edge magazine). It then went on to be one of only three nominees for best game of the preceding few years in the first BAFTA Awards in 1998.
In V2000 the player has to save 30 worlds from a virus menace that has infected them, and from the creatures that brought this virus. The game very much shows it's traditional gaming heritage in that the later worlds are very difficult to complete, but contain a feast of novel game play features. There has been some criticism of the difficulty, but also huge praise from hard-core gamers.
And for those that forgot....
http://www.youtube.com/watch?v=ALfnZjCiuUQ
That's the original archimedes footage
and this is the Linux tar
http://thom.best.vwh.net/zarch-0.92.tar.gz
I truly hope this inspires someone to get involved in converting this
I have the code for a working prototype in DBpro
as follows..
`PRESS SPACE TO:
`on LHS of screen, draw objects in dword space.
`on RHS, draw them with positions relative to "player" position
`check that player position loops around right.
sync on
sync rate 60:skipsyncmode=0:set display mode desktop width(),desktop height(),32,1 `STANDARD MODE
`sync rate 30:skipsyncmode=1:set display mode 848,480,32,1 `FOR YOUTUBE VID CAPTURE
autocam off
hide mouse
backdrop on:color backdrop 0
set camera aspect 1.66667
dim thing_posx(100) as dword
dim thing_posz(100) as dword
dim thing_color(100) as dword
for t=1 to 100
thing_posx(t)=rnd(255)<<24 `256=2^8 , 8+24=32
thing_posz(t)=rnd(255)<<24
`thing_color(t)=0xFF000000 OR rgb(rnd(255),rnd(255),rnd(255))
thing_color(t)=rgb(rnd(255),rnd(255),rnd(255))
next t
thing_color(0)=0xFFFFFF00 `make sure "player" is visible!
`now add terrain array (ground heights)
dim map_height(1023,1023) `whole map is 1024 square
dim map_tile(1023,1023) as byte `only need 4 values
for a=0 to 1023
for b=0 to 1023
`map_height(a,b)=rnd(255) `used rnd(255) so can easily get colour out if want to draw heightmap
map_height(a,b)=0.3* (rnd(50) +100*cos(50*a) +50*cos(40*a +50*b))
map_tile(a,b)=1+rnd(3) `tiles are numbered from 1-4
map_tile(a,b)=1+rnd(2) `no red
next b
next a
`make a square "launchpad", virus style.
for a=0 to 7:for b=0 to 7: map_tile(a,b)=2: next b:next a
for a=1 to 7:for b=1 to 7: map_height(a,b)=100.0: next b:next a
mat_divs=13 `13 squares - means that after cropping with box, 12x12 will be visible
mat_square_size=1<<22 `2^32 / 2^10, since whole world is dword (2^32) and divided into 1024x1024 squares.
subtract_factor=6*mat_square_size `(matrix size - mat square size)/2 =`6*mat square size
`subtract factor is taken from player position in order to find where from map array to take beginning corner of matrix from.
mat_view_size#=1000.0
conversion_factor#=mat_view_size#/(mat_square_size*12) `to convert from dword positions to float for positioning in DBP
`"real world" and rendering
mat_actual_size#=mat_view_size#*(13.0/12.0)
make matrix 1,mat_actual_size#,mat_actual_size#,13,13
`position matrix centrally.
position matrix 1,-0.5*mat_actual_size#,0.0,-0.5*mat_actual_size#
`load image "test2.bmp",1repare matrix texture 1,1,1,1
draw_mat_tex() `for no media
`load image "test3a.bmp",1
prepare matrix texture 1,1,2,2 `2 by 2 mat tex.
`set matrix trim 1,0.01,0.01 `prevent tex bleeding due to filtering
set matrix texture 1,2,0 `no mipmap. stops adjacent matrix tiles (on tile map) bleeding into eachother
`downside is that lines look ugly
set matrix 1,0,1,0,0,0,0,0
`position camera above it so can see it. will be repositioning camera every frame anyway.
`position camera 0,1000,0oint camera 0,0,0
`fill mat with info to check it's viewable
for a=0 to 13
for b=0 to 13
set matrix height 1,a,b,map_height(a,b)
next b
next a
update matrix 1
`box object to disguise edges moving
make object box 100,mat_view_size#,-10.0*mat_view_size#,mat_view_size#
`single_pixel_image(100,50,0,0,200)
single_pixel_image(100,0,0,0,255)
texture object 100,100
set object 100,1,3,1,0,0,0,0
`player (red ball on ground)
make object sphere 1,20
single_pixel_image(2,255,0,0,255)
texture object 1,2
`make some other objects positioned near to the player.
single_pixel_image(101,100,100,100,255)
for t=1 to 20
thing_posx(t)=rnd(10*mat_square_size) + 10*mat_square_size
thing_posz(t)=rnd(10*mat_square_size)
`make object box 50+t,10,100,10
make object sphere 50+t,100
offset limb 50+t,0,0,50,0
texture object 50+t,101
next t
`make a skyscraper
t=20
thing_posx(t)=15*mat_square_size
thing_posz(t)=12*mat_square_size
delete object 50+t
wide#=4.0*mat_square_size*conversion_factor#
make object box 50+t,wide#,500,wide#
offset limb 50+t,0,0,200,0
texture object 50+t,101
`make a "virus" style ship object!
make object box 200,50,20,80
`ADD HELICOPTER BLADES AS A LIMB!
make object box 201,10,2,150
make mesh from object 201,201
add limb 201,1,201
delete mesh 201
rotate limb 201,1,0,90,0
make mesh from object 201,201
delete object 201
add limb 200,1,201
delete mesh 201
offset limb 200,1,0,25,0
speedx#=0.0
speedz#=0.0
speedy#=0.0
hi#=0.0
do
if keystate(35):helimode=1:totalthr#=thr# * defaultthrust#:endif `h for heli
`added line to set thrust is not really necessary.
`stops heli crashing when switch to heli mode.
if keystate(31):helimode=0:endif `s for ship
if helimode
turnsmooth#=50.0
defaultthrust#=0.35 `should make this vary - increase when get close to ground => auto terrain following
clickthrust#=0.5
thrustsmooth#=50.0
pointsmooth#=10.0
show limb 200,1 `show helicopter blades
text 0,100,"HELICOPTER MODE (press S for spaceship)"
else
turnsmooth#=10.0
defaultthrust#=0.0
clickthrust#=1.0
thrustsmooth#=1.0
pointsmooth#=1.0
hide limb 200,1
text 0,100,"SPACESHIP MODE (press H for helicopter)"
endif
`text 0,100,str$(helimode)
text 0,120,"THRUST="+str$(totalthr#)
`MOUSE TO TILT SHIP `t denotes target (am adding smoothing to get mx,mz from these)
tmx#=tmx#+mousemovex()
tmz#=tmz#-mousemovey()
msq#=tmx#*tmx#+tmz#*tmz#
m#=sqrt(msq#)
if m#>100.0
tmx#=(tmx#/m#)*100.0
tmz#=(tmz#/m#)*100.0
endif
mx#=curvevalue(tmx#,mx#,pointsmooth#)
mz#=curvevalue(tmz#,mz#,pointsmooth#)
`get length of this vector
msq#=mx#*mx#+mz#*mz#
m#=sqrt(msq#)
`draw circle with cursor in
circle 50,50,48
dot 50+(50.0/100.0)*mx#, 50-(50.0/100.0)*mz#
dot 50+(50.0/100.0)*tmx#, 50-(50.0/100.0)*tmz# ,0xFFFF0000 `red dot for target
ya#=atanfull(mx#,mz#)
rotate object 200,m#,ya#,0.0
`want to 1st rotate to get "spin"
`then rotate to tilt to thrust angle (from horizontal)
`then rotate to "point" in thrust direction (viewed from above)
`for obj on ground this is
`1st "spin"
`then ground slope elevation
`then slope direction.
`this works!!
tu#=curveangle(ya#,tu#,turnsmooth#)
rotate limb 200,0,0,wrapvalue(tu#-ya#),0
`helicopter blades
br#=wrapvalue(br#+10.0) `blade rotation
rotate limb 200,1,0,wrapvalue(br#-ya#),0
`movespeed=1<<23 `bitshift<< makes bigger! (this number can be anything)
movespeed=1<<18
inc thing_posx(0), -movespeed*(leftkey()-rightkey())
inc thing_posz(0), movespeed*(upkey()-downkey())
mc=mouseclick()
thr#=2000.0
`speedx#=0.95*speedx#+thr#*mx#*mc `small angle approximation!
`speedz#=0.95*speedz#+thr#*mz#*mc
targetthrust#=thr# * ( clickthrust#*mc + defaultthrust#)
totalthr#=curvevalue( targetthrust# , totalthr# , thrustsmooth# )
speedx#=0.95*speedx#+ totalthr# *mx#*(sin(m#)/m#)*(180.0/3.14) `NOTE THAT CAN INCORPORATE (180/PI) INTO THRUST CONSTANT
speedz#=0.95*speedz#+ totalthr# *mz#*(sin(m#)/m#)*(180.0/3.14) `FOR FEWER CALCULATIONS. ALSO SIN NEED ONLY CALC ONCE.
inc thing_posx(0),speedx#
inc thing_posz(0),speedz#
`speedy#=0.95*speedy# + conversion_factor#*thr#*mc*(180.0/3.14) - 1.0 `should use proper trig! last part is gravity
speedy#=0.95*speedy# + conversion_factor#*totalthr# *cos(m#)*(180.0/3.14) - 1.0
inc hi#,speedy#
pgridx=thing_posx(0)>>22
pgridz=thing_posz(0)>>22
`gridx=(thing_posx(0)-subtract_factor)>>22 `not player grid, but grid where want to start reading landscape info to matrix
`gridz=(thing_posz(0)-subtract_factor)>>22
`can also achieve this by using (playergrid-6) &&1023
gridx=(pgridx-6)&&1023
gridz=(pgridz-6)&&1023
`using bitshift to right 22, grid goes from 0-1023.
`1024=2^10 22+10=32 (bits in a dword!)
`should only update when grid square changes.
`after that maybe use shifting- maybe faster.
if last_gridx<>gridx or last_gridz<>gridz
for a=0 to 13
for b=0 to 13
set matrix height 1,a,b,map_height((a+gridx)&&1023,(b+gridz)&&1023)
next b
next a
for a=0 to 12
for b=0 to 12
set matrix tile 1,a,b,map_tile((a+gridx)&&1023,(b+gridz)&&1023)
next b
next a
update matrix 1
last_gridx=gridx
last_gridz=gridz
endif
`POSITION CAMERA USING "REMAINDER"
`cx=-2097152+ ( (thing_posx(0)-subtract_factor) && 4194303 ) `2^22 -1 . =0x4FFFFF ?!
`cz=-2097152+ ( (thing_posz(0)-subtract_factor) && 4194303 )
cx=-2097152+ ( thing_posx(0) && 4194303 ) `dur! subtract factor && ... =0
cz=-2097152+ ( thing_posz(0) && 4194303 )
camx#=conversion_factor#*cx `bit lame that are getting +ve and -ve values. perhaps should have mat corner at origin.
camz#=conversion_factor#*cz
`position camera camx#,1000,camz#-400oint camera camx#,0,camz# `down looking. with this no need for clip plane
position object 100,camx#,0,camz#
position object 1, camx#,ground_height(thing_posx(0),thing_posz(0) ),camz#
`position object 200, camx#,100,camz#
gh#=50.0+ground_height(thing_posx(0),thing_posz(0) )
if hi#<gh#:hi#=gh#:speedy#=0.0:endif `really should be some other speed if moving horizontally..
position object 200, camx#,hi#,camz#
position camera camx#,hi#,camz#-995oint camera camx#,hi#,camz# `horiz looking. AT PLAYER
set camera clip 0,1,0,0,camz#-0.5*mat_view_size#,0,0,1
`POSITION OTHER OBJECTS! should decide whether to show (are on visible matrix)
`do that later.
for t=1 to 20
dx=thing_posx(t)-thing_posx(0)
dz=thing_posz(t)-thing_posz(0)
`tx#=(conversion_factor#*dx) +camx#
`tz#=(conversion_factor#*dz) +camz#
tx#=conversion_factor#*(dx+cx) `equivalent to above
tz#=conversion_factor#*(dz+cz)
position object 50+t,tx#,ground_height(thing_posx(t),thing_posz(t) ),tz#
next t
text 0,140,"DWORD CO-ORDS="+str$(thing_posx(0))+","+str$(thing_posz(0))
text 0,150,"GRID CO-ORDS="+str$(gridx)+","+str$(gridz)
text 0,170,str$(screen fps())+" FPS"
`text 100,20,str$(conversion_factor#)
`OLD TEST THING ===========================================
IF SPACEKEY()
`DRAW DOTS TO SCREEN
box 0,50,256,50+256,0xFF000080,0xFF000080,0xFF000080,0xFF000080
for t=0 to 10
spx=thing_posx(t)>>24 `gets 0-255 (2^8)
spz=50+(thing_posz(t)>>24)
dot spx,spz,thing_color(t)
next y
`NOW DRAW WITH POSITIONS RELATIVE TO PLAYER!
box 300,50,300+256,50+256,0xFF000080,0xFF000080,0xFF000080,0xFF000080
for t=0 to 10
REMSTART
spx=300+((thing_posx(t)-thing_posx(0))>>24) `gets 0-255 (2^8)
spz=50+((thing_posz(t)-thing_posz(0))>>24)
REMEND
`put player in middle
spx=300+((thing_posx(t)-thing_posx(0)-(1<<31))>>24) `gets 0-255 (2^8)
spz=50+((thing_posz(t)-thing_posz(0)-(1<<31))>>24)
dot spx,spz,thing_color(t)
next y
ENDIF
`============================================================
if skipsyncmode
skipsync=1-skipsync
if skipsync then sync
else
sync
endif
loop
end
function ground_height(x as dword, z as dword)
xg=x>>22
zg=z>>22
xgp=(xg+1)&&1023
zgp=(zg+1)&&1023
rx=x && 4194303
rz=z && 4194303
fx#=rx / (1.0*4194304)
fz#=rz / (1.0*4194304)
`text 100,100,str$(fx#)+","+str$(fz#)
height#=(map_height(xg,zg)*(1.0-fx#)*(1.0-fz#) + map_height(xgp,zg)*fx#*(1.0-fz#) +map_height(xg,zgp)*(1.0-fx#)*fz# +map_height(xgp,zgp)*fx#*fz#)
`^^ simplified version : mat square is treated as surface formed by straight lines in x, and z direction when viewed from above,
`connecting the square polygon grid. that there are actually 2 flat triangles is ignored.
endfunction height#
function single_pixel_image(imagenum,red,green,blue,alpha)
#constant temp_memblocknum 1
make memblock temp_memblocknum,16
write memblock dword temp_memblocknum,0,1
write memblock dword temp_memblocknum,4,1
write memblock dword temp_memblocknum,8,32
write memblock dword temp_memblocknum,12,rgba(red,green,blue,alpha)
make image from memblock imagenum,temp_memblocknum
delete memblock temp_memblocknum
endfunction
`RGBA function by Aaron Miller
function rgba(r,g,b,a)
c = (a and 0xff) << 24 or ((r and 0xff) << 16) or ((g and 0xff) << 8) or (b and 0xff)
endfunction c
`FOR NO MEDIA
function draw_mat_tex()
create bitmap 1,256,256
box 0,0,128,128,0xFFDFDFDF,0xFFFFFFFF,0xFFFFFFFF,0xFFEFEFEF
box 0,128,128,256,0xFF808080,0xFF808080,0xFF707070,0xFF808080
box 128,0,256,128,0xFF484848,0xFF606060,0xFF505050,0xFF606060
box 128,128,256,256,0xFFFF4040,0xFFFF4040,0xFFFF4040,0xFFFF4040 `red tile. not currently used.
`graduated boxes. means can see seam between tiles even if same type
`should play with graduations for best effect. should i have opposite corners same colour?
`should all corners be different?
`lines
ink 0xFF606060,0
w=0 `width `CURRENTLY LINES SWITCHED OFF
box 0,0,w,256
box 0,0,256,w
box 0,128-w,256,128+w
box 128-w,0,128+w,256
box 0,256-w,256,256
box 256-w,0,256,256
ink 0xFFFFFFFF,0
get image 1,0,0,256,256
`save image "testx.bmp",1
delete bitmap 1
endfunction

Art/Drawing apps - optimal settings thread

In order to get the best experience from whichever app you are using, it is necessary to adjust a myriad of settings to cater to your preferred style.
So to help new users (or provide insight to those already familiar with the app), please feel free to share the settings that work for you.
With natural media, my preferred medium is a 0.3mm pacer. This way I can take a sketch all the way to a finished work with a high level of detail. All with just one tool.
So first and foremost I look for the ability to replicate this medium (as close as possible) in whichever art app I am using.
Until yesterday, the app that came closest from my experience was 'Sketchbook Pro for Galaxy'.
That all changed when I installed the new 'LayerPaint HD'
So I'm going to begin by sharing my settings for LayerPaint HD
*Please note that for an optimal sketching experience in all the apps I've tried, it is necessary to disable 'settings/system/s pen/Air View'
Otherwise that little blue donut will obscure a small area around the tip of your pen and will compromise your accuracy.
*For some apps, like this one and Sketchbook, I find that disabling screen rotation makes the ease of use much better as there is no annoying break to your work flow.
LayerPaint HD
My layout:
Settings (All options listed are active):
*Use of Pen Pressure
*Disable Single Touch
*Use of Multithreading
*Brush Interpolate
*Show Brush Size Cursor
*Volume Key Undo-Redo
*Position Toolbar Always on Right or Left
*UI Scale - 75%
*Show Pixel Grid
*Show Brush Opaque Bar
Now for the Brush Settings:
Pen:
Width - 4px
Min Width - 0%
Opaque - 100%
*Size by Pressure
Pencil:
Width - 3px
Min Width - 0%
Opaque - 100%
*Size by Pressure
*Opaque by Pressure
Eraser (Hard):
Width - 16px
Min Width - 0%
Opaque - 15%
*Size by Pressure
*Opaque by Pressure
*Soft Edge
Eraser (Soft):
Width - 15px
Min Width - 0%
Opaque - 3%
*Size by Pressure
*Opaque by Pressure
*Soft Edge
I haven't really played with the other brushes as they aren't that useful for my style of sketching.
Why I prefer LayerPaint HD over Sketchbook, is that with these settings I can achieve a very light thin line with my pencil and with a bit more pressure achieve a nice solid line. Very much like I would with a 0.3mm pacer. The sensitivity and range of opacity is greater than what I can achieve in Sketchbook Pro, so shading is a lot easier and my lines are more precise and detailed.
Nevertheless, my next post will detail my custom settings for 'Sketchbook Pro for Galaxy'.
Wow. I might need to pick up LayerPaint HD. I'll wait for your post on Sketchbook for Galaxy first, though.
While not app specific, I've been running my drawing apps through IOBIT Advance Mobile Care's Gaming Booster. It forces background apps to close and prevents them from opening up again so in theory is freeing up as much processor and RAM resource for the app in question.
I couldn't say if it makes a significant improvement or not as its become habbit to open them this way. I cant remember what it was like running them directly.
Interesting. I'll check out that app... haven't noticed any lag when sketching... so ill resist using it until I experience a slow down, then I'll test to see if the app helps at all.
Cannot find game booster anywhere if i search iobit on playstore all i get is 1 app AMC Security Thanks for settings ,btw what happened to settings fo r sketchbook?
Sent from my GT-N5110 using Tapatalk 2
Sorry, I got caught up in real life... haven't sketched in weeks. I'm desperately making up stock for the mid year festivals. I literally don't have a moment to spare. I may have some time to make that post about Sketchbook in 2 - 3 weeks time.
Sorry everyone.
=~. O =
FaeMinx said:
Sorry, I got caught up in real life... haven't sketched in weeks. I'm desperately making up stock for the mid year festivals. I literally don't have a moment to spare. I may have some time to make that post about Sketchbook in 2 - 3 weeks time.
Sorry everyone.
=~. O =
Click to expand...
Click to collapse
After seeing a few questions here on this thread... I downloaded this app, and am impressed with such ease of use. Your settings are a bit better than defaults. Though I am a novice sketcher... more of a doodler. This app makes the stylus seem more fluid than I expected, and being pretty bad with pens and pencils, being a lefty. I was able to do some nice starters on hair patterns, that always drove me up the wall.
Thanks for not only giving out some good settings, but introducing an app that is not only good but fun to use.

[App][4.0+][Free] Resistor Code Calculator

Hi everyone,
I am engineer, I know that reading resistor value is small task but you have to do many time
It will waste your time, make your stress.
So, to make you have more free time and power to optimize your projects, I make this tool.
Let build more awesome projects and gain better life.
Feature:
- This app help you read 3, 4, 5, 6 color bands resistor value.
- Auto hide/show color band relative position, easy to pick color left to right
- Fast color pick method with full size board
- Show ohm value range base on tolerance (+-%)
You can get it on CH Play:
Resistor Code Calculator - Ohm - Apps on Google Play
This tool help you to calculate & read resistor color bands more productive
play.google.com

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