|
man you guys make awesome music. my soundcloud is a mother fuckin joke echinopsis is my username. it's all garbage sorry to chane the topic but i had been of da wagon for a while now i am back on anyway I am proud of that mess of visual coding. I am reporting and selecting between objects using selector nodes instead of making variables at the time and referencing them later! booya it's cool because it's a thing I have in my level, and it checks to see if something in particular is above or below it (this is when the level is being built, not during the game) and then if so takes the material and uses it for itself. it means I have a totally different kind of object in my level but I don't need to "work" to make it use the same material as something else does it just will e: portal mesh in blender. simple and dull as faaauuuck put it in ue4, nice materials, grain, etc da portal dawhgs echinopsis fucked around with this message at 11:25 on Jan 7, 2015 |
# ? Jan 7, 2015 11:19 |
|
|
# ? Apr 27, 2024 21:11 |
|
echinopsis posted:man you guys make awesome music. daaaaang i have done literally none of this type of programming so that poo poo looks like magic to me
|
# ? Jan 7, 2015 11:31 |
|
echinopsis posted:e:
|
# ? Jan 7, 2015 11:41 |
|
minidracula posted:This gives me hope for my abysmal low-poly modelling skillz. it should man. i have almost no skill. everything i create in blender is mostly using bevels and inline and extrude functions. i have little taste Trig Discipline posted:daaaaang if there is a programming adage like "keep it simple stupid" or pythonic or whatever, i haven't gone down that path. sometimes its a challenge to myself to see if i can get something to work. i am better than i used to be but does that mean anything i do is good? heck NO e: some partlces in there. e2: start of tutoiral echinopsis fucked around with this message at 13:49 on Jan 7, 2015 |
# ? Jan 7, 2015 11:48 |
|
I usually get as far as making a sweet 8 or 16 measure loop in GarageBand and an 8 or 16 measure drum loop but not figuring out how to assemble them into anything longer also that I listen to more prog than bleeps and bloops
|
# ? Jan 8, 2015 00:55 |
|
yeah i dont listen to much electronic music and you can tell https://soundcloud.com/echinopsis/rod-rocket-ambience although that isnt bad (requires loud +sub to make most). while making it i kinda realised i like "noise" music, dat texture when the waves go in and out of sync etc.. its like you're trying to write music between lines but id never listen to music like this, on my own time.
|
# ? Jan 8, 2015 01:31 |
|
Luigi Thirty posted:I usually get as far as making a sweet 8 or 16 measure loop in GarageBand and an 8 or 16 measure drum loop but not figuring out how to assemble them into anything longer pirate ableton
|
# ? Jan 8, 2015 01:33 |
|
echinopsis posted:pirate ableton i already have ableton but i haven't messed with it much
|
# ? Jan 8, 2015 08:11 |
|
echinopsis posted:yeah i dont listen to much electronic music and you can tell my proudest achievement is transcribing the intro from an abba song into famitracker
|
# ? Jan 8, 2015 08:18 |
|
Luigi Thirty posted:i already have ableton but i haven't messed with it much I like it because it's so quick and easy to gently caress around with the sound, more so than sequence it
|
# ? Jan 8, 2015 09:15 |
|
not that you can't obv but I like fuckin around man I fuckin dream is accessing those synths from inside ue4 directly id make live sound for my game
|
# ? Jan 8, 2015 09:16 |
|
quote:I created a “starfield”. due to not wanting to use a texture and also because I wouldn’t know how to start faking one, I decided to make a procedural star field generator. It places pentagons a large distance away with a very bright colour (using blackbody + emission of course) with some random colouring. about 25,000 stars in the field, no idea how many are on screen at once. It doesn’t seem to make it slower (although I haven’t tested it) it kinda shimmers in game but not as cool as in real life. the balance of brightness with the lens glare is well i dont know what is optimal
|
# ? Jan 8, 2015 11:08 |
|
echinopsis posted:I like it because it's so quick and easy to gently caress around with the sound, more so than sequence it loving around with sound has come a long way Jeff Lynne posted:[Don't Bring Me Down is] basically a snare that's just crushed to death by a UREI [1176]. That's as flat as I could have it without it blowing up or becoming a fuzz box. That's how I did it in the first place, and I did the same method on the new version. On the original record, that was actually a drum loop from a different song. I just took two tracks of drumming-- bass drum and snare, with a bit of leakage on the hi-hat-- put it on the 2-track machine and did the old trick, wound it round a mic stand and my old pencil. I think it was two bars long. Recorded that onto the 24-track, and then I was ready to go. [...] Believe it or not, I think that had eight pianos on it, all doing the same note. God knows what I was expecting to happen. It just gets eight times louder! If you turn it down, it's still only one piano. It doesn't track like a guitar [recorded with multiple passes], because a guitar bends a bit. You can slightly knock it out of tune, and you get this big chorus effect. A piano doesn't do that, of course, until you bang it out of tune."
|
# ? Jan 9, 2015 05:46 |
|
echinopsis posted:not that you can't obv but I like fuckin around idk how well this would work, but i found something that says it can send osc messages from ue4 https://github.com/zachrkn/UE4OSC/blob/master/README.md & you can use osc to control ableton instruments
|
# ? Jan 9, 2015 09:20 |
|
Flat Daddy posted:idk how well this would work, but i found something that says it can send osc messages from ue4 https://github.com/zachrkn/UE4OSC/blob/master/README.md woah i think tht would be a bit beyond my skill level but you never know?
|
# ? Jan 9, 2015 09:49 |
|
it's midi but over tcp/ip and not stuck in 1983 http://livecontrol.q3f.org/ableton-liveapi/liveosc/ i think this is what you use on the ableton end
|
# ? Jan 9, 2015 09:55 |
|
here's something that might be fun to mess with http://www.playfuljs.com/a-first-person-engine-in-265-lines/ simple demonstration of a raycasting FPS engine in javascript, ported to python, java, direct2d, someone got it running on their iphone
|
# ? Jan 10, 2015 20:44 |
|
nifty
|
# ? Jan 10, 2015 21:39 |
|
yeah it's pretty cool. i've been poking at it, so far I have it generating an ASCII map of the level in the console and i'm trying to redo the random map generator to give cells random textures from a list
|
# ? Jan 11, 2015 02:34 |
|
cross post from my tumblrquote:I’ve been thinking a lot of about the scope and ambition of the idea that I have for rodrocket. idk if i can make the game i want to or if the game i want to make would be fun. simple. i need to make it more simple. ive got an idea too
|
# ? Jan 13, 2015 10:46 |
|
lol if you are actually capable of experiencing fun
|
# ? Jan 13, 2015 11:10 |
|
been loving around in substance painter using particle effects for painting. that took very little effort
|
# ? Jan 13, 2015 22:01 |
|
minecraft clone #117845 coming along well
|
# ? Jan 13, 2015 22:06 |
|
lol i make cubes coz they easy. it might in fact be a prototype of a dice for a snakes and ladders game i want to make for
|
# ? Jan 13, 2015 22:09 |
|
started loving around with blender and ue4 again 3d work is hard
|
# ? Jan 14, 2015 02:59 |
|
getting 90% of the way there is easy ignore the last 10%, thats what i do
|
# ? Jan 14, 2015 03:02 |
|
echinopsis posted:getting 90% of the way there is easy please don't talk about my life tia
|
# ? Jan 14, 2015 03:08 |
|
fyi the correct theorem is 80/20
|
# ? Jan 14, 2015 05:25 |
|
Bloody posted:fyi the correct theorem is 80/20 is it i just made that up on the spot
|
# ? Jan 14, 2015 05:30 |
|
https://en.wikipedia.org/wiki/Pareto_principle
|
# ? Jan 14, 2015 05:31 |
|
Bloody posted:fyi the correct theorem is 80/20 80/20 is very good for idiot project structural members
|
# ? Jan 14, 2015 06:06 |
|
hmm, i'm still messing with that raycaster. i redid it so that the map is made of tile objects with a height (currently always 1) and a texture. if there's an error and (x,y) points to a tile that should not be a wall, it renders a contrasting easy-to-see picture of Tazz in an XFL jacket I found on my hard drive. step is an object containing information about where the ray intersects with a wall. it contains an (x,y) coordinate pair, the offset from a grid line, the distance to the wall, and some other data. currently, to find the tile (and its associated texture) it rounds (x,y) down and looks it up in the tilemap two-dimensional array. this works great for two sides of the wall. this does not work for the other side of the walls! code:
|
# ? Jan 14, 2015 06:21 |
|
Luigi Thirty posted:blueprint is fun this is going back a little bit but gently caress you started me on a path i will never leave. i am in your debt. el gruntox did the same back in 2010 or so on irc when he introudced me to keto you guys are my heros
|
# ? Jan 14, 2015 08:16 |
|
Luigi Thirty posted:hmm, i'm still messing with that raycaster. i redid it so that the map is made of tile objects with a height (currently always 1) and a texture. if there's an error and (x,y) points to a tile that should not be a wall, it renders a contrasting easy-to-see picture of Tazz in an XFL jacket I found on my hard drive. You have to keep track of which direction you're casting the ray in relative to the world. If the ray was going left and up when it hit then round both X and Y down to get the correct tile coordinates. If it was going right and up, then round X up and Y down. If it was going left and down then round X down and Y up. If the ray was going right and down, round both X and Y up. I don't know how this particular ray caster does it, but a lot of raycasters used in actual games cast two rays for each vertical slice. One that only checks for intersections with vertical walls, and one that only checks for intersections with horizontal walls. Then compare the distance and choose whichever one is closer. Makes the code easier when deciding whether or not to round up or down, and there are some other benefits but I forget what they are. This link and this one were pretty much considered to be the on-line resources for info about writing ray casting engines back when I was playing around and wrote one.
|
# ? Jan 14, 2015 09:16 |
|
perhaps someone can help me think of a decent way to do this without awkward brute forcing im trying to procedurally make a room shape, but perhaps have more than 4 walls, like imagine 2 squares offset from each other and combined and then put a wall around it what i need is a way to draw the edges only.. the idea i have is to create the rooms by populating a 2d array with "on" or "off" (meaning, a part of a room or not), and then iterate through the array comparing all neighbouring variables, and if the current one is an "off" but is next to an "on" then its a wall. otherwise its not seems inefficient and bad. the worst part is that #ue4 blueprints don't have a built in way of doing 2d arrays and its embarassing to admit it given how much i praise blueprints for everything else. laugh it up
|
# ? Jan 14, 2015 11:05 |
maybe this helps
|
|
# ? Jan 14, 2015 11:25 |
|
echinopsis posted:the worst part is that #ue4 blueprints don't have a built in way of doing 2d arrays and its embarassing to admit it given how much i praise blueprints for everything else. laugh it up i'll have to use a 1d array and create functions to kinda treat it like a 2d one. should be simple enough kalstrams posted:maybe this helps thanks. that link in itself doesnt have much good stuff but it reminds me they have just done a twitch or something on procedural generation so i need 2 watch it e: this https://www.youtube.com/watch?v=mI7eYXMJ5eI echinopsis fucked around with this message at 12:28 on Jan 14, 2015 |
# ? Jan 14, 2015 11:30 |
|
echinopsis posted:perhaps someone can help me think of a decent way to do this without awkward brute forcing Look up boolean operations. You want a union, which will give you the outline of 2 intersecting shapes.
|
# ? Jan 14, 2015 11:56 |
|
thanks man. belieb it or not ive heard of boolean before :O i actually love using that poo poo all over the place with the select node its actually the entire operation, of creating a grid like array, laying shapes on it appropriately, adding "dooirs" then walls, then turning that into objects on the screen. i like the challenge but every part of it is new to me
|
# ? Jan 14, 2015 12:03 |
|
|
# ? Apr 27, 2024 21:11 |
|
also its kinda common for me to come into this thread to start to ask a question, and when i start trying to eludicate the problem, i realise a soluition, and i dont post.
|
# ? Jan 14, 2015 12:07 |