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Orzo posted:Screenshot...Monday? Didn't really have time on Saturday to put a video together. That is some cool poo poo! How long did it take you to make the editor? What was the most difficult part?
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# ? Jan 14, 2013 22:14 |
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# ? Apr 28, 2024 19:46 |
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I've been working on it steadily for a few months. Check some of the earlier blog posts from where I linked...the beginning of the blog is pretty much the beginning of development, so you can see it in its most primitive state (except for the first 2 weeks or so of development). So far the 'hardest' part has been figuring out what I want to do with layers, believe of it or not. It sounds like a fairly simple aspect to development but getting something simple enough to make level design quick yet flexible enough to allow for arbitrary layering has been difficult.
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# ? Jan 14, 2013 22:19 |
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Most of what I work on is infrastructure so there aren't any screenshots, but lately I've been working on an os x app to simulate a lovely washed out projector, so when you're working on a presentation you're not surprised no one can read your slides
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# ? Jan 15, 2013 06:38 |
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Orzo posted:I've been working on it steadily for a few months. Check some of the earlier blog posts from where I linked...the beginning of the blog is pretty much the beginning of development, so you can see it in its most primitive state (except for the first 2 weeks or so of development). When you say layers, are you talking visual layers or logical ones? (Like heights, etc.) When I peeled apart the Chrono Trigger ROM, I discovered that they had done something pretty clever with their layers. The player could walk on only 2 different height layers, A and B. If you were in layer A, layer B was solid, and vice versa. There were a number of different ways to transition the player between them, but the most obvious one was ramps that would just toggle which layer the player was on. So going up a complex mountainside was just switching the player back and forth between the A and B layers. It looks like a complex series of different heights visually, but it's all modeled as a single back and forth boolean switch. Pretty neat!
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# ? Jan 15, 2013 06:52 |
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Pfhreak posted:When you say layers, are you talking visual layers or logical ones? (Like heights, etc.) When I peeled apart the Chrono Trigger ROM, I discovered that they had done something pretty clever with their layers. The player could walk on only 2 different height layers, A and B. If you were in layer A, layer B was solid, and vice versa. There were a number of different ways to transition the player between them, but the most obvious one was ramps that would just toggle which layer the player was on. So going up a complex mountainside was just switching the player back and forth between the A and B layers. It looks like a complex series of different heights visually, but it's all modeled as a single back and forth boolean switch. Pretty neat!
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# ? Jan 15, 2013 07:03 |
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GeneralZod posted:Keep trying - it's just hit planetkde, so the server is under a bit of a strain Now on Phoronix: http://www.phoronix.com/scan.php?page=news_item&px=MTI3NDc
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# ? Jan 15, 2013 07:49 |
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Orzo posted:Screenshot...Monday? Didn't really have time on Saturday to put a video together. Hey, thanks for posting your stuff in this thread. I really like watching your videos! I've been working on a video similar to your "Zelda with a twist" thing earlier- very inspiring.
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# ? Jan 15, 2013 11:20 |
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fcbarros posted:Wow, nice indeed, I am thinking about implementing shadows on my Gravity simulator to see if it will do eclipse right. Grats!! Thanks! And good luck, it's crazy how many things you need to consider to properly calculate solar eclipses because of how exact the calculations need to be: - The ellipsoid shape of the earth - Speeding and slowing of the solar day relative to the sidereal day depending on the season - Changing speed of the Earth depending on its distance from the sun - Changing day length due to transfer of energy from the Earth to the Moon due to tidal forces - Changing angular momentum of the Earth due to the raising of arctic lands after the ice age - Varying lunar diameter due to libration Each of those factors are big enough that if you don't consider them, the position of the shadow might be off by several kilometers But at least I learned quite a bit about practical astronomy.
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# ? Jan 15, 2013 16:04 |
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Redoing the OpenGL code in my iPad app TC-11. Runs at a smooth 60fps! Right now it looks like a rainbow barfed all over the screen. Color updates are next.
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# ? Jan 15, 2013 16:37 |
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peak debt posted:Thanks! And good luck, it's crazy how many things you need to consider to properly calculate solar eclipses because of how exact the calculations need to be: Holy cow!!!! That is indeed a lot of stuff to consider, you do all that? Awesome, I am even more impressed.
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# ? Jan 15, 2013 17:34 |
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lord funk posted:Redoing the OpenGL code in my iPad app TC-11. Runs at a smooth 60fps! Right now it looks like a rainbow barfed all over the screen. Color updates are next. FYI, the smitematter review on your page is a broken link. Also consider including the quotes since I'm less interested in clicking through than just hearing validation (which presumably is honest).
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# ? Jan 15, 2013 20:33 |
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Doctor w-rw-rw- posted:FYI, the smitematter review on your page is a broken link. Also consider including the quotes since I'm less interested in clicking through than just hearing validation (which presumably is honest). Thanks - fixed the link. There are quotes up at the top of the page.
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# ? Jan 15, 2013 21:13 |
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Another screenshot Monday, since I was stupid busy this weekend: The firehouse in Jones is no longer pink! Yay! Anywho, the functional elements are in place along with some of the deco. Next up, I need to add a bit more deco, and then pepper the thing with animated cats. So freaking many cats. Once that's done, I'll be able to finalize the end of level celebration, and... the game will be, like, basically done and stuff. (that screen in the door actually pops out as the fire door opens... and there's no fire doors in the scene because the screenshot was taken in edit mode) EDIT: VV I can feel some International Talk Like A Pirate-day themed content coming on... Shalinor fucked around with this message at 01:16 on Jan 16, 2013 |
# ? Jan 15, 2013 21:16 |
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Misread 'RUN' as 'RUM'. Suggest changing 'RUN' to 'RUM'.
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# ? Jan 15, 2013 21:43 |
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Please ignore the transitions between LOD levels and/or all the stolen art. Note: I'm planning to remove all the nicked artwork before even releasing official screenshots
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# ? Jan 16, 2013 05:50 |
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I'm not sure this counts as a screenshot, but I'm pretty proud of it so what they hey. http://www.fxguide.com/fxguidetv/fxguidetv-165-scott-metzger-on-mari-and-hdr/ This is a video showing off some spherical HDR projection tools I helped put together last year. The whole video is worth watching but the fun stuff starts about 10:00. Fun stuff.
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# ? Jan 16, 2013 12:25 |
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The Candyman posted:Please ignore the transitions between LOD levels and/or all the stolen art. That looks pretty neat. Are those the tree models from Wurm?
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# ? Jan 16, 2013 13:10 |
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Optimus Prime Ribs posted:That looks pretty neat. Yup. the item icons are from Rift
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# ? Jan 16, 2013 22:44 |
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Inspired by http://maximecb.github.com/Turing-Drawings/, I built a similar program. The one I built allows for multiple randomly generated Turing machines to compete for the image space, as well as being more easily manipulated in general. The image shown, as well as my avatar, are a good example of two machines competing for the display. code:
It could be more efficient, but I'm lazy.
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# ? Jan 17, 2013 03:41 |
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Felayga posted:Inspired by http://maximecb.github.com/Turing-Drawings/, I built a similar program. This is really cool. Loom: r5w125h125v5i2(s4i2x29y93[4m0][3m3][5m0][5m4])(s4i0x70y93[0m2][3m4][2m2][2m2]) Wipers: r100w125h125v5i2(s4i0x90y36[5m4][5m2][5m0][1m2])(s4i2x76y88[0m4][5m0][1m3][5m4]) Blight: r25w125h125v5i2(s4i3x4y19[5m2][5m4][5m4][5m4])(s4i3x123y60[1m0][5m2][1m0][1m3]) Triangles: r10w125h125v4i2(s4i1x92y50[5m0][0m1][5m2][5m1])(s4i2x91y1[5m3][4m3][5m2][0m0]) Fracture: r100w125h125v3i2(s5i3x63y22[5m0][5m1][5m2][5m1][2m2])(s5i4x19y2[0m2][4m2][5m1][5m2][0m2]) Seismograph: r100w125h125v3i2(s5i1x77y48[3m0][2m0][5m1][5m1][1m1])(s5i3x113y55[3m2][5m0][2m1][2m0][5m0])
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# ? Jan 17, 2013 04:47 |
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Felayga: that looks like a wicked intense game of corewar. Cool stuff.
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# ? Jan 17, 2013 04:50 |
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This sort of thing interests me a lot. Not really sure why. Sierpinski-related action: code:
Felayga fucked around with this message at 06:13 on Jan 17, 2013 |
# ? Jan 17, 2013 06:08 |
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Felayga posted:Also, a true fractal in the program that served as inspiration: http://maximecb.github.com/Turing-Drawings/#4,3,1,2,1,1,1,0,1,2,1,0,2,1,2,1,2,3,2,3,1,2,3,3,2,1,0,1,2,2,2,1,2,2,1,1,2,2 This is inspirational and amazing. And Felayga, please port your app to Mac OS, iOS or something that would work in a web browser!
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# ? Jan 17, 2013 19:16 |
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I don't understand anything from the past 4 posts.
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# ? Jan 17, 2013 19:38 |
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I call this one "California Games on a broken Amiga" r50.00w64h64v5i5(s8i5x25y30[0m3][5m0][5m3][5m2][4m4][5m2][5m0][5m1])(s8i4x62y25[5m1][5m3][5m4][5m4][0m0][4m4][5m1][5m3])(s8i0x53y55[5m0][3m4][5m2][5m1][5m0][1m3][5m3][4m1])(s8i3x29y14[5m4][0m2][0m0][5m3][0m1][5m4][0m0][1m3])(s8i6x30y6[5m3][5m4][5m0][5m2][5m4][5m3][5m0][0m0])
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# ? Jan 17, 2013 19:57 |
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The Gripper posted:I call this one "California Games on a broken Amiga" ...er maybe not.
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# ? Jan 17, 2013 20:25 |
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lord funk posted:Redoing the OpenGL code in my iPad app TC-11. Runs at a smooth 60fps! Right now it looks like a rainbow barfed all over the screen. Color updates are next. This is cool as hell, too bad it's for IOS and not Android.
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# ? Jan 17, 2013 21:06 |
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I've spent the last week or so working on an 'entity control' system for my game which lets me write scripts to interpolate various properties in parallel/sequence with arbitrary values and different interpolation curves. Annotated video here, showing 12 progressively more complex situations. All scenarios were written directly in the level editor. https://www.youtube.com/watch?v=zTW1k_iFG00 Blog post here. For anyone that's interested in code, I've dumped all the Lua scripts that control each of the balls at the end of the post. Orzo fucked around with this message at 21:54 on Jan 18, 2013 |
# ? Jan 18, 2013 16:47 |
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I got tired of iPad choking in the gif-heavy PYF threads, so I made a bookmarklet that shows only one post at a time, with buttons for showing the previous and next posts. (Also I wanted to play with js minification ) Works a lot better, gifs animate a lot more smoothly. If you want it, it's here: http://wheany.com/SA/singlify.html The source code is 2.37KB, but as a minified javascript-url, it's 773 bytes.
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# ? Jan 18, 2013 21:12 |
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These updates are great. It makes me want to drop everything and make video games.
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# ? Jan 18, 2013 22:24 |
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lord funk posted:These updates are great. It makes me want to drop everything and make video games.
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# ? Jan 19, 2013 01:12 |
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Orzo posted:I'm glad you like them. Whats stopping you? Making synthesizers.
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# ? Jan 19, 2013 17:15 |
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Orzo posted:I'm glad you like them. Whats stopping you? Your stuff is really cool What is it programmed in?
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# ? Jan 21, 2013 14:15 |
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Le0 posted:Your stuff is really cool
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# ? Jan 21, 2013 17:03 |
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Orzo, have you looked at or played with a horrible thing called Graal Online? I shamefully grew up playing and developing for it (animations, graphics, scripting, level editing, server/clientside programming and interaction).
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# ? Jan 23, 2013 03:07 |
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Mido posted:Orzo, have you looked at or played with a horrible thing called Graal Online? I shamefully grew up playing and developing for it (animations, graphics, scripting, level editing, server/clientside programming and interaction).
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# ? Jan 23, 2013 03:17 |
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Orzo posted:Nope, never heard of it until now. But judging from the screenshots, some of the graphics are very LTTP inspired if I'm not mistaken. Yeah. It was "Zelda Online" around '98. At some point they decided the best course of action would be to trace over the assets and call it Graal. Edit: Huh... I still have a screenshot laying around of the original version. akadajet fucked around with this message at 03:30 on Jan 23, 2013 |
# ? Jan 23, 2013 03:22 |
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Horray for Backups
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# ? Jan 23, 2013 03:52 |
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Suspicious Dish posted:Horray for Backups Indeed.
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# ? Jan 23, 2013 03:59 |
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# ? Apr 28, 2024 19:46 |
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contour mining ~300 Dali paintings using Processing (http://processing.org)
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# ? Jan 23, 2013 05:27 |