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lame I don't remember how to do this crap
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# ? Sep 23, 2014 23:59 |
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# ? Apr 26, 2024 20:17 |
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a screen shot from the game, thre level choosing screen. i intend to put a few things and you can progress around the island i totally ripped off the idea but it's all my execution still very much a WIP but im off to bed and it was OK enough to share might have to tidy up meshes a bit and resize the UVs!
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# ? Sep 24, 2014 12:17 |
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I like the aesthetics
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# ? Sep 24, 2014 12:21 |
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holyshit dude that looks good
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# ? Sep 24, 2014 14:17 |
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thanks dudes! that means a lot. still got a long way to go. that aesthetic is relatively easy to model in compared to high poly stuff so it suits me! pro-tip: blender owns btw
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# ? Sep 24, 2014 19:50 |
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echinopsis posted:thanks dudes! that means a lot. still got a long way to go. that aesthetic is relatively easy to model in compared to high poly stuff so it suits me! pro-tip: blender owns btw how long did it take to figure out how to render make something like this in blender?
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# ? Sep 25, 2014 00:45 |
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um well the "render" (ie, just viewing it) is in UE4 Blender at first takes a bit of getting used to. a lot of people think the UI sucks, it doesn't suck, they suck, and haven't realised it just has a steep learning curve I've been doing it now for about a month or two in my spare time? blender seems ideal for this low-poly stuff. high poly not so much it's also really fast to use, it doesn't crash and doesn't feel dated, unlike contemporary 3dsmax or whatever
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# ? Sep 25, 2014 00:48 |
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btw i believe we're switching bbs platforms before release https://github.com/jquast/x84 currently maintained, all python, modern design (objects etc). it looks pretty fuckin good we'll put the yosbbs build on github and you guys can submit pull requests if u want
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# ? Sep 25, 2014 00:49 |
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echinopsis posted:um well the "render" (ie, just viewing it) is in UE4 neat thanks
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# ? Sep 25, 2014 01:21 |
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yea i'm really fuckin impressed by ue4 w/ what you have been showing here. do you know anything about the robustness of its plugins and i/o stuff? like if i wanted to be constantly loading and rendering geometry that was being altered on the file system, would that be possible?
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# ? Sep 25, 2014 03:40 |
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I do believe so. And you get the full engine source, so you can always change things around if it doesn't do exactly what you want. Looked into it for iPhone stuff, and the binary alone is 35MB . If you're doing iOS development and want to do your development in the Blueprint visual scripting/node thing (which is what echi is using), you have to do your development on Windows x10000000.Because UE4 has an "everything and the kitchen sink" prebuilt binary for iOS (that's bigger than the 35MB one) that it packages together with your content, signs, and installs on the device somehow, and their custom installer that can be run from UnrealEd (or whatever it's called) only works on Windows (again x10000000). If you want to alter the source code and ship an iOS app you still need to do it on a Mac, since you need Xcode and LLVM and all that. x100000 because, as someone who is already an iOS app/game developer, the idea of setting up a Windows box and using Windows so I can play around with UE4 to make an iOS game is extremely unappealing, and requiring Windows to be able to use Blueprint is dumb as gently caress and a dealbreaker for me. Doc Block fucked around with this message at 04:19 on Sep 25, 2014 |
# ? Sep 25, 2014 04:17 |
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tell us how you really feel about windows
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# ? Sep 25, 2014 04:49 |
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why would I want to use windows when I already do all my iOS development on a Mac like a normal person?
Doc Block fucked around with this message at 05:01 on Sep 25, 2014 |
# ? Sep 25, 2014 04:59 |
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Sagebrush posted:yea i'm really fuckin impressed by ue4 w/ what you have been showing here. do you know anything about the robustness of its plugins and i/o stuff? like if i wanted to be constantly loading and rendering geometry that was being altered on the file system, would that be possible? i don't know from within the engine it's really robust when it comes to swapping out meshes and retaining eveyrthing else working fine. idk about anything else though it's worth knowing that they way the graphics are done, is that all meshes that are completely static and lights thta are static are then "built" with the GI and everything solved then. there is no dynamic GI (yet, on horizon apparently once big game being build with engine is released) so stuff that isn't built, and moves or is brought in later on whatever WONT be baked/built and just lit dynamicsally, which means no area lights, no GI etc. its a little bit disapointing and stuff just doesnt look as good when its moving (most of the stuff I've posted HAS been built like that, all the backgrounds etc) also it has this neat trick where it uses temporal anti aliasing which makes some stuff look real good but other stuff looks real poo poo with it, and ive had to ditch it for my game unfortunately Doc Block posted:why would I want to use windows when I already do all my iOS development on a Mac like a normal person? I didn't know all those things but tbh if you wanna use IoS and UE4 I'd code it anyway for efficently echinopsis fucked around with this message at 05:46 on Sep 25, 2014 |
# ? Sep 25, 2014 05:43 |
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Doc Block posted:why would I want to use windows when I already do all my iOS development on a Mac like a normal person? its perhaps worth noting that UE4 is sort of released as an "early access" thing, and when 4.0 came out a lot of things weren't finished. its the nature of software these days to release unfished and update update update so maybe the future will look different
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# ? Sep 25, 2014 05:44 |
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Symbolic Butt posted:I like the aesthetics this irl
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# ? Sep 25, 2014 08:12 |
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has anyone made a bot that automatically sells my steam inventory on the steam market
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# ? Sep 25, 2014 22:54 |
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I made a bot once to help me speculate on the whole steam summer cards thing. I made like $50 with it. that's my computational high speed trading adventure for you
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# ? Sep 25, 2014 22:58 |
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i don't care about HFTing the market I just want to automate punching in the lowest sell order price and clicking buy shouldn't be too hard
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# ? Sep 25, 2014 22:59 |
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basically I did it because I wanted to sell all my cards at the reasonably best price in that moment in one click, instead of selecting card by card and clicking sell I wouldn't say it's hard, it's just kinda boring to work out the details, like making the steam website think that you're a browser and not a script (it's not just setting the user-agent request field) the steam market changed the interface a lot since I played with it so I guess the lovely code that I used back then doesn't really work anymore.
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# ? Sep 25, 2014 23:19 |
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steam changes itself weekly but yes that would be good. manuly selling is painful
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# ? Sep 25, 2014 23:29 |
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I ended up finding a greasemonkey script that ran all the inventory calls for me and with a little modification automatically undercut the lowest sell order and made 70 bucks. woot.
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# ? Sep 26, 2014 08:59 |
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Luigi Thirty posted:I ended up finding a greasemonkey script that ran all the inventory calls for me and with a little modification automatically undercut the lowest sell order and made 70 bucks. woot. was this after they implemented buy orders?
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# ? Sep 26, 2014 11:10 |
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Trimson Grondag 3 posted:was this after they implemented buy orders? since when does steam do buy orders
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# ? Sep 26, 2014 19:15 |
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two months ago maybe? the spread on most popular items is like a cent now.
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# ? Sep 27, 2014 01:17 |
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cross postion from http://forums.somethingawful.com/showthread.php?threadid=3664580 but https://www.youtube.com/watch?v=Yh4XeU7Wyso I made a bird ship. a bird that flaps a lot. kinda lovely but I saw something today and had an idea and made it largely happen
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# ? Sep 27, 2014 12:57 |
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more like a rocket w/ poo poo hanging off the sides
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# ? Sep 27, 2014 14:56 |
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well its meant to flap i did make a version where the boost the rocket was given by the movement of the wings themselves, but that made it mega unstable th flappy end wings do nothing but make it look goofy. i might remove them. or nOT! hahaha
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# ? Sep 27, 2014 20:39 |
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current spare time project: attempting to transcribe Life at the Outpost into famitracker for a secret project using a semi-accurate chord sheet and singing lines i can't figure out into a pitch tracker https://soundcloud.com/luigi30/outpost the verse is correct but there's something off about the chorus rhythm i can't figure out. i also can't get the harmonies to sound right...
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# ? Sep 29, 2014 05:04 |
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you should just take music dictation classes
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# ? Sep 29, 2014 05:21 |
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fart simpson posted:you should just take music dictation classes yeah probably
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# ? Sep 29, 2014 05:49 |
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cjs: taking it old school of course it is yosbbs season and that's about to launch; we're using Mystic BBS for now. sadly source is not available so in the meantime, we'll put it up so people can lord....but. my current project is kind of turning out to be: take x84, a 'modern' bbs software https://github.com/jquast/x84 rip out its somewhat jank IPC system replace it with rabbitmq rip out its sqlite3 databases and replace with "something that can be centralized" Goal is to have a resizable bbs cluster that seamlessly looks like one big rear end system, has one system-wide LoRD game, etc etc. also im going to build social networking features in, do a webapi and maybe do a mobile app
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# ? Sep 29, 2014 07:41 |
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Jonny 290 posted:cjs: man, i really gotta stop pissing my free time away and pick one of my 80 million terrible ideas to make some loving progress on
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# ? Sep 29, 2014 07:48 |
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i posted about this before but someone requested more info about it so i wrote a lot of dumb text about it my yospos as hell smoker set up: http://imgur.com/a/JxwpO
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# ? Sep 29, 2014 16:54 |
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Base Emitter posted:man, i really gotta stop pissing my free time away and pick one of my 80 million terrible ideas to make some loving progress on same
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# ? Sep 29, 2014 16:56 |
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CRIP EATIN BREAD posted:i posted about this before but someone requested more info about it so i wrote a lot of dumb text about it gat dam
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# ? Sep 29, 2014 17:00 |
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thinking about changing the sig up to a map (world? usa?) that shows live traceroutes from the server to anyone currently streaming the gif i could show a few more data points with link color and thickness, maybe like packet loss by coloring to red and avg time by thickness or something
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# ? Sep 29, 2014 17:15 |
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Sharktopus posted:thinking about changing the sig up to a map (world? usa?) that shows live traceroutes from the server to anyone currently streaming the gif
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# ? Sep 29, 2014 18:08 |
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if i had that dataset id be living in neuromancer right now gonna try and do neat things with less traffic anyway
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# ? Sep 29, 2014 18:20 |
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# ? Apr 26, 2024 20:17 |
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CRIP EATIN BREAD posted:i posted about this before but someone requested more info about it so i wrote a lot of dumb text about it 5
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# ? Sep 29, 2014 18:22 |