Archive for the ‘Games’ Category

StepMania Player (revision 56)

Thursday, January 12th, 2012

This is an extremely tiny update that fixes one small crash: Pressing 8 (to skip to the start of audio) no longer causes a crash when no simfile is loaded but remote control is enabled. This situation would occur when starting the program if remote control was enabled when the program was last exitted.

Usual download place~

StepMania Player (revision 55)

Thursday, December 29th, 2011

This is just a quick fix for a one-time bug: Previously, when running the program for the first ever time (when a “startup.cfg” file doesn’t exist), a message would be shown saying that the config file may not be in the correct format. This message is now no longer shown – the program silently uses the default settings (this part hasn’t changed).

Here’s the usual download place.

StepMania Player (revision 54)

Sunday, November 27th, 2011

Despite it being over a year since I released the previous version of StepMania Player, this is a small update. In fact, I made these changes for my 2010 Christmas laser show and I forgot to release this new version after making that video. -_-’

The biggest change is that there is a new program included called “SMP Remote Clicker”. StepMania Player connects to it over a network and tells it to simulate a mouse click at certain positions when playback starts and stops – I used it to start my laser show at the same time as StepMania Player started controlling the Christmas lights. The settings for this are found under “More Stuff” (on the main window). There are other small changes, too. More information and details of all changes (5) are below, after the page break.

Here’s the usual download place.

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Duke Nukem music on Stepper Bass Box [HD]

Saturday, April 9th, 2011

After a little playing around, I’ve found a box that makes these little motors sound much better! These are my “singing stepper motors” in their new-found box, which I’m now naming a Stepper Bass Box, since the motors can’t make high-pitched sounds. The sound is recorded by that black webcam, which has rather nice microphones.

[Watch in HD]

2 pieces of music are played. The first is “Stalker”, the music from stage 1 of “Duke Nukem 3D”, and the second is “RoboCreeping”, from stage 4 of “Duke Nukem 3D: Episode 2″.

A program of mine (which I haven’t released yet) is playing the MIDI files on my laptop and sending the note frequencies to the Arduino, which switches the stepper motors appropriately and displays the note frequencies on an LCD.

I had to edit the MIDIs a little to get them to sound better here, where only 2 notes can play at once. You can find the original MIDIs at somewhere like mirsoft.info.

StepMania Player (revision 53)

Thursday, September 9th, 2010

Well, here we are – a new version already, and there are actually a lot of changes! The most significant ones include fixing the bug where playback would “hang” at the end of some simfiles without looping or “stopping” (resetting), and command line support (for both loading a simfile, and specifying other options). Please see info.txt for the full list of recognized command line parameters. Also, the “scale” slider on the scrolling arrows view now lets you choose more useful speeds more accurately, and not quite such pointlessly slow speeds.

Usual download place~

The full list of changes (12!) is after the page break!

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[StepMania Gloves] Kimi No Shiranai Monogatari (AA) [HD]

Monday, September 6th, 2010

An attempt at playing a simfile properly, using these very strange-looking gloves which I modified into a StepMania controller (using the I-PAC board). I’m still getting used to using them, especially the fact that I don’t need to use as much effort as I do to press keys on my keyboard (I keep hitting the arrows for the first half of the simfile or so early for this reason, gradually compensating). I’m not quite sure how I managed AA, with all those missed notes at the start…

[Watch in HD]

There are bare wires on the fingers of the gloves that touch the tin-foil on the thumbs. The wires are attached to the board, which then simulates keypresses and releases on a standard PS/2 keyboard port. Only the 2 fingers closest to the thumbs on each hand are used, because they’re the fingers I use when I’m playing with 2 hands on a keyboard. This way, I don’t need to completely re-learn to play.

The connections can still be extremely unreliable (it took many attempts to even get a run as good as this). Also, I use this board rather than my Arduino because I got the I-PAC a long time before I ever got the Arduino, and since this board is actually made for the job, it’s easier to use, and probably works better too (there’s a limited number of interrupts on an Arduino).

I did make another video, showing things in slightly more detail, and doing the very first gameplay test, but I didn’t edit it because it was just for a few friends. You can still view it here, but I kept the video as “unlisted”, because it’s messy as hell, and insanely amateur-ish (not implying that most of my videos are “professional”, though). It’s also low-quality – I recorded it in SD rather than HD, because it’s quicker to compress, and, as I said, it was just originally to show a few people.

StepMania Player (revision 52)

Friday, September 3rd, 2010

Parallel port output works again. I accidentally broke it in revision 51 while trying to boost performance, but didn’t realise, because I was testing it on a netbook which doesn’t have a parallel port. >< Sorry about that.

Usual download place~

StepMania Player (revision 51)

Monday, August 30th, 2010

This is a fairly significant update, in my opinion, with a number of improvements and fixes for some fairly long-running issues. Here’s the usual download link~

(Click image to see full-size version)

Changes, in the order of how important I think they are:

  • New “STOP” trigger for outputs, on the Detailed Config window! This trigger is “on” whenever “STOP!” is visible on the main playback view.
  • The effect of BPM changes on the scrolling arrows view is now smoothed; that is, the arrows do not suddenly become more spaced out, but gradually spread out and reach their new spacing after a fifth of a second.
  • Fixed occasional glitch with hold arrows on the scrolling arrows view, where the arrow would extend to the bottom of the window (or until the next hold arrow) for one frame when it was due to be released.
  • Whether the serial port is “Open (active)” or not is now no longer saved in the config file. It used to be the case that if a USB-to-serial adaptor, which used to be connected, was disconnected at the next run, the options to select a different COM port would be greyed out, making it impossible to select a new port.
  • On the scrolling arrows view, the chosen scrolling speed, and whether or not the “Constant speed” checkbox is ticked, are now saved in config files. That means that these settings will now be restored when you next run the program.

Please see the full post for more, less-important, changes.

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StepMania on a Train [HD]

Wednesday, July 21st, 2010

On a train in the Netherlands late one night, we got bored. We were worried about how the conductor would react, at first, but he turned out to be a fun old man after all. Even some of the other passengers got interested! It’s hard enough to even keep your balance while playing as the train’s moving, let alone actually play well, so we hope that the simple act of us playing DDR on a train is enough to make this video entertaining. Because it sure was for us. Now if only I could’ve got my soundcase through airport security…

[Watch in HD]

The simfiles we played were “Doll Judgement” and “Love-Coloured Master Spark” (simfiles made by Gpop), from a pack named “Touhou Pad Pack”. Thanks to Dnstje for filming and taking his dance mat with him, and to MasterPJ55 for motivating us to actually do something so win.

I didn’t notice at the time that the bag being held at 06:17 appropriately looks just like a power item from the Touhou games.

StepMania Player (revision 50)

Saturday, August 8th, 2009

Just a few updates this time, nothing major… Here’s the usual download link.

  • More efficient memory usage.
  • “Music finishes in” (shown at the bottom of the main playback view when the events have finished being played, but the music still hasn’t finished) now always counts down in seconds, no matter what the playback rate is set to. This means the number will go higher if you set the playback rate lower.
  • Jumps, hands and quads (taps, not holds, which happen at the same time) now appear as red arrows on the scrolling arrows view to distinguish them from the yellow arrows which represent normal taps which don’t occur at the exact same time.