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HappyHippo posted:Crosspost from the game thread: here's a browser based game in the style of Scorched Earth I'm working on using javascript/html5. It seems to work best in chrome. Any comments or suggestions are welcome! Very nice, quick bug report though. Ubuntu Firefox the emp (I guess anyway, it was an AI which used it) causes massive slowdown on my system.
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# ? Jun 4, 2023 01:40 |
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This is nothing too fancy, but I just made a small userscript that highlights posts by people in your buddy list:![]() I wrote the same thing for SALR for Chrome while back, but I don't use that anymore, so I decided to write it again as a stand-alone userscript.
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Orzo posted:I'm working on a Zelda-styled game in C# using SlimDX, using temp art from Link to the Past. Anyway here's a screenshot from my level editor.
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mnd posted:Hey Orzo, any chance this code is available to peek at, open source (or otherwise)? I'm curious about it because it seems pretty close to a base set of tools I was likely to implement myself. I totally understand if you'd rather not share it, but thought I'd ask.
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Dirty Frank posted:Very nice, quick bug report though. Ubuntu Firefox the emp (I guess anyway, it was an AI which used it) causes massive slowdown on my system. Damnit, a friend of mine reported the same issue with Firefox with their system and yet it works just fine on mine, which makes it a pain to debug ![]() Maybe I can think of a more efficient way to achieve the same effect. I just wish I could reproduce it on my system. Luminous posted:This is really cool so far. I like the controls, although it'd be nice if the angle and power settings were remembered between turns instead of going direct into mouse control. Thanks, not sure what you mean here though. Do you just want the option to repeat the last shot? Usually I want to make a slight adjustment to the last shot. pokeyman posted:This is very cool. Good point on the protractor, I'll fix that. As for the multiplayer, I'll look into that. Socket.IO doesn't look too complicated but the issue of course is reworking the game engine to incorporate it.
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HappyHippo posted:Thanks, not sure what you mean here though. Do you just want the option to repeat the last shot? Usually I want to make a slight adjustment to the last shot. I don't know if this is what he meant, but I do usually want to make a slight adjustment but I don't remember exactly what my last settings were.
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Looks cool.
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HappyHippo posted:Damnit, a friend of mine reported the same issue with Firefox with their system and yet it works just fine on mine, which makes it a pain to debug HappyHippo posted:Thanks, not sure what you mean here though. Do you just want the option to repeat the last shot? Usually I want to make a slight adjustment to the last shot. The game is cool I spent way to much time playing with it.
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Thermopyle posted:I don't know if this is what he meant, but I do usually want to make a slight adjustment but I don't remember exactly what my last settings were. You can see what your last settings were in the top right corner ![]() Dirty Frank posted:If anyone else is using Ubuntu maybe they can confirm it happens, then you could set up a vm. I'll see how chrome handles it on the same system tomorrow and report back. This guy was using Windows so I don't know what the deal is there. As for the last shot, I think defaulting to the protractor is best but maybe I'll add a "Repeat last shot" option. Thanks, it is somewhat addictive (just like scorched earth, man I played that a lot back in the day).
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HappyHippo posted:You can see what your last settings were in the top right corner ![]()
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HappyHippo posted:You can see what your last settings were in the top right corner Ya, this was basically it. I would prefer that the settings are active on the controls themselves, but at least there is the information. Thanks for pointing that out!
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You should definitely check out Pocket Tanks if you are looking for suggestions for improvement.
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HappyHippo posted:You can see what your last settings were in the top right corner I sunk a lot of time into that game, back when the world was new. The problem is, smack-talking was at least half the fun, and it's hard to get a really good smack roll going in text chat. Edit: Also, this one-hitter quitter stuff is no fun, the power of the weapons needs to be scaled way back. Edit 2: Can you share the math you used to calculate the AI shots. I've had some problems with that in the past. Centripetal Horse fucked around with this message at 01:04 on Dec 20, 2012 |
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I could use some feedback on the app sore icon I'm working on. I realize it isn't precisely a screenshot, but - "game media"? Note that the smaller icons lose the noisy detail, because the prototyping template I made this through does all of them via downscaling. For final art, I would by-hand export each one with appropriate noise resolution, meaning they should be more consistent with the top level. I think that will also help with how the lines get more distorted, the smaller it goes. My biggest concern is the gradient border. Normally, I hate gradients, and avoid them in any layout work I do. But, it was already in the PSD as the flaming background, and snipped into a border, it adds that sense of "they're in a safe spot in the middle of a forest fire", eh... opinions?
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Shalinor posted:My biggest concern is the gradient border. Normally, I hate gradients, and avoid them in any layout work I do. But, it was already in the PSD as the flaming background, and snipped into a border, it adds that sense of "they're in a safe spot in the middle of a forest fire", eh... opinions? Or, a sense of impending doom, as the characters are trapped with no means of egress. Seriously, it looks uncomfortable to me. The art is nice, but that scene looks claustrophobia-inducing. Edit: Maybe it would be better if the characters looked obviously happy or hopeful. With the firey border, I see defeat in the characters' expressions. Edit 2: Yeah, that's definitely part of the problem. The cat looks like it is fearfully huddling up to the fireman for saving. Centripetal Horse fucked around with this message at 03:59 on Dec 20, 2012 |
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Shalinor posted:I could use some feedback on the app sore icon I'm working on. I realize it isn't precisely a screenshot, but - "game media"? Even though your icon is "blocky", you still have way too much detail to render well at the 57px and smaller icon sizes. I know you mentioned you'll tweak, but I generally have a second set of artwork for those. I'd tone down the gradient on all surfaces and up the contrast on the planes in everything non-retina and anything under 100px. The border looks like a weird picture frame, and does not read to me as fire. It seems a bit out of place with your "looks flat but it's actually gradients" planes. I'd lose it or make it solid / subtle gradient to match rest. That said, that artwork is phenomenal. Very, very well done. In a strange coincidence, my 78 year old dad has recently become obsessed with me developing a fire-fighter themed game idea he had. He's rather shocked that I didn't take his rough idea and crank out a best selling app in my spare time over the last couple weeks...
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Centripetal Horse posted:I sunk a lot of time into that game, back when the world was new. The problem is, smack-talking was at least half the fun, and it's hard to get a really good smack roll going in text chat. The basic idea is that the shot is a parabola. The physics of a particle under gravity is that the equations are: x(t) = vx0 t and y(t) = (a/2) t2+vy0 t + c, where a is the acceleration due to gravity and v0 is the initial velocity. You can combine these to find a parabola in space (y as a function of x, eliminating time). You have two points, your tank and the target, and a parabola requires three points, so the equation is underdetermined. I just pick an angle (essentially the third data point) and then find the power. For wind, the key insight is that the situation can be made like simple gravity if you rotate it. If you look at the actual source file the code that aims for the AI starts is in a function called aiFire, which isn't too complicated. If that's not clear enough just ask
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HappyHippo posted:If that's not clear enough just ask Haha, no, it's clear, because it's exactly the solution I've used in the past: pick an angle, then figure the power. I always assumed my solution sucked due to my ignorance of the math involved. Thanks for answering.
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Lumpy posted:That said, that artwork is phenomenal. Very, very well done. He did an awesome poster I posted earlier, and this is me seeing if I can use that art for the icon too.
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Shalinor posted:I could use some feedback on the app sore icon I'm working on. I realize it isn't precisely a screenshot, but - "game media"? I'm pretty sure that the lorem ipsum on that template should be the new de facto standard.
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HappyHippo posted:This guy was using Windows so I don't know what the deal is there. Well it works fine in Chrome, so its not a hardware issue at least.
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Shalinor posted:I could use some feedback on the app sore icon I'm working on. I realize it isn't precisely a screenshot, but - "game media"? I really don't like that border, but I'm not sure why. I just think the icon would look better on my phone screen without it. If you really wanted to keep it, maybe it would look better thinner?
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prolecat posted:I really don't like that border, but I'm not sure why. I just think the icon would look better on my phone screen without it. If you really wanted to keep it, maybe it would look better thinner?
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Crossposting from the making games thread, hope that's fine...click on the screenshot for a video. Added some more advanced scripting and collision handling: https://www.youtube.com/watch?v=CYoh11HDkRY ![]() Related blog post here
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I've posted about TubeRacer before, but I've picked it up again recently.![]() ![]() ![]() Spent a lot of time working on the visuals, including giving a lot more feedback so you don't have to glance at the UI for too long to get an idea of what's happening. So, when you get hit, the tube flashes red. When you're health is lower, it's less green (more red/purpleish). And the faster you go, the bluer it gets. Try it out here: http://xerol.org/h/dl/1067/tuberacer_1_99.rar
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Roflex posted:I've posted about TubeRacer before, but I've picked it up again recently. I've played this a number of times and keep wondering what it would be like in first person.
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Oh yeah Screenshot Saturday happened the other day. Here's a thing I made.![]()
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I may have too much time on my hands. I put together a Twitter frontend to search for butthurt kids complaining they didn't get an iPad for Christmas and queue up their tweets, and then a backend to have a timed release of retweeting them. Would have done the retweeting automatically but I don't yet have the NLP technology to detect the sarcasm the search terms pick up ![]()
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@fart has been retweeting these for like 24 hours straight and it's loving beautiful.
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Shalinor posted:I could use some feedback on the app sore icon I'm working on. I realize it isn't precisely a screenshot, but - "game media"? I feel that if you gave the border a more beveled edge it would be better. Right now it looks too flat. The icon looks pretty otherwise ![]()
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i barely GNU her! posted:I may have too much time on my hands. I put together a Twitter frontend to search for butthurt kids complaining they didn't get an iPad for Christmas and queue up their tweets, and then a backend to have a timed release of retweeting them. Would have done the retweeting automatically but I don't yet have the NLP technology to detect the sarcasm the search terms pick up See, this... this is why technology exists. Please put together a "best of" for us.
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MSMQ, rise from your grave.
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Roflex posted:I've posted about TubeRacer before, but I've picked it up again recently. Very nice indeed, good work, I am just adapting to the playing style.
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since it seems like mockups are something people are interested in, figured I'd post up this balsamiq mockup (see attached) In magic: the gathering, people put together "cubes" of a few hundred cards or so, and draft them with friends. A lot of the fun is building a balanced cube that has a lot of things to that players can see and go after. Talking about cube lists is mostly done by tossing back and forth people's hand-made google docs or text list of card names, and that's kind of annoying. As an excuse to learn http://angularjs.org/ I've been building up some tools for the specific purpose of compare two cubes and seeing what's the difference. The nuance comes from everyone organizing their lists differently, and that means supporting things like "Card X just costs White mana, but it's only played in White/Blue decks, so it should be in the White/Blue section" below is a representation of the differences in the Black section of the official Magic Online cube versions 1 and 2. Reading articles like this are often the most interesting way to see the changes since there's, but a tool like this can be a helpful "just the facts" view.
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Screenshot Saturday, yeah?![]() Made it so windows can smoothly resize when they need to, as you can see the window at the top-right do when it overflows.
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Always really interesting to see your progress. I pointed a bunch of my students at your blog as well, who found it a good read.
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Made it so I can connect levels in the level editor, video here: https://www.youtube.com/watch?v=bcua5osTXv8 ![]() Related blog post here
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Murodese posted:Always really interesting to see your progress. I pointed a bunch of my students at your blog as well, who found it a good read. Really? Wow, that's amazing. Maybe I should write slightly more sensible stuff if people are actually reading it.
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Contains Acetone fucked around with this message at 17:46 on Jun 24, 2020 |
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# ? Jun 4, 2023 01:40 |
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Just discovered Blur's py3dsMax, and jumped at the chance to have real OOP in my day to day stuff, so I ported my old interface: ![]() to PyQT: ![]() Finally I've got a dynamic preview window that updates with optional accessories and roof/frame color selections. I had given up on implementing it in Maxscript because of poor support for image operations. It's really...novel...to not have to code my own [poorly performing] compositing routines and blend modes. Handiklap fucked around with this message at 21:50 on Jan 3, 2013 |
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