[QUOTE=KillerJaguar;33190584]Where did all these pixel artists come from?[/QUOTE]
I program a little but mostly just prowl here and jump when someone has a art request.
Make this a little easier for me:
[img]http://i.imgur.com/NL1sb.png[/img]
See that hat? It's positioned at x=7 and y=2.
Now crop your hat to only your hat and see how much x and y must be added/subtracted to make it fit on Mario's head. Origin is the top left of the image.
Then give me the hat and the x and y values.
[editline].[/editline]
Lemme clarify:
[img]http://i.imgur.com/KTgR3.png[/img]
Blue dot is the origin of the hats. You can see that the origin of the top hat is 2 to the left and 7 up. Going from the original values (7, 2), this means that the top hat's coordinates are (5, -5).
here yar'
pig head, x = 4 y = 19
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/Ishouldstopnow-1.png[/IMG]
pimp hat, x = 1 y = 15
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/pimpmarioay-1.png[/IMG]
elvis hair, x = 3 y = 15
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/Elvis_hair-1.png[/IMG]
I think this is what you want right?
[QUOTE=Maurice;33190634]Make this a little easier for me:
[img]http://i.imgur.com/NL1sb.png[/img]
See that hat? It's positioned at x=7 and y=2.
Now crop your hat to only your hat and see how much x and y must be added/subtracted to make it fit on Mario's head. Origin is the top left of the image.
Then give me the hat and the x and y values.[/QUOTE]
I need a cropped mario to do that.. i think.. I'm confused
Here is the cropped version:
[IMG]http://i.imgur.com/SvueZ.png[/IMG]
[QUOTE=Maurice;33190634]Make this a little easier for me:
[img]http://i.imgur.com/NL1sb.png[/img]
See that hat? It's positioned at x=7 and y=2.
Now crop your hat to only your hat and see how much x and y must be added/subtracted to make it fit on Mario's head. Origin is the top left of the image.
Then give me the hat and the x and y values.[/QUOTE]
Alright I will do mine soon in one huge post.
WAYWO ? Making Mari0 hats :v:
Btw, how do I apply this "nearest-neighbor texture filtering or interpolation" or "texture border stuff" in DX9 to fix my issues ?
[img]http://filesmelt.com/dl/TheMilkman.png[/img]
The Milkman
[img]http://filesmelt.com/dl/DefiantSpartan.png[/img]
Defiant Spartan
[img]http://filesmelt.com/dl/Glengary_Bonnet.png[/img]
Glengary Bonnet
[img]http://filesmelt.com/dl/HandymansHandle.png[/img]
Handyman's Handle
[img]http://filesmelt.com/dl/StainlessPot.png[/img]
Stainless Pot
Cropped versions off all of them and the X,Y's coming soon.
I want to make some sort of file type for saves/save-data using some sort of compression/encryption so that people cant just simply edit the file and change their game stats.
Is there any simple compression/encryption library? I tried zlib some time ago and I found it pretty hard to grasp. And I dont have a clue what I could use for encryption
Wait, your asking us to make them AND tell you the X and Y? Jeeeez.
[QUOTE=MadPro119;33191090]Wait, your asking us to make them AND tell you the X and Y? Jeeeez.[/QUOTE]
The nerves!
[img]http://i.imgur.com/2AvFc.png[/img] (By Polkm)
Anyone used eclipse with the android sdk to make apps? Any tutorials I should know out to help me get started? Should I be using a different IDE?
[vid]http://dl.dropbox.com/u/99606/fireworks.webm[/vid]
Spent 20 mins making the fireworks part of assignment #2, and then an hour trying to plot trajectories. Such is life. But at least it looks cool.
The major time investment I put into the engine makes it as easy as this: [url]http://privatepaste.com/1a5b906283[/url]
Looking forward to assignment #3.
WAYWO: Mari0 Hats Edition
I'd like to dedicate my 5555th post to say that I love programming. Thanks for reading.
[editline]9th November 2011[/editline]
fuck you synthiac
Fooling around with 3D isometric projection in unity. I must've messed up my collision boundaries somewhere because the player clips through everything at all times, but this was just a test to get it working for my other projects so i'm not going to fix it. :v:
[url]http://pixellegacy.com/isometric/[/url]
WASD => movement
space => fly upwards
Arrow keys => camera control
PgUp & PgDn => zoom in/out
[img]http://img641.imageshack.us/img641/9269/screenshot2011110818262.png[/img]
Mario's Tyrannus
[img]http://www.1337upload.net/files/Mario_s_Tyrannus.png[/img]
X = 4
Y = 3
[QUOTE=HeroicPillow;33191869]Fooling around with 3D isometric projection in unity. I must've messed up my collision boundaries somewhere because the player clips through everything at all times, but this was just a test to get it working for my other projects so i'm not going to fix it. :v:
[url]http://pixellegacy.com/isometric/[/url]][/QUOTE]
hell yea
[img]http://filesmelt.com/dl/chrome_2011-11-08_19-35-40-30.gif[/img]
I made a little weather alert system that makes a loud beeping system if there is an alert, like a tornado hitting ground, every 10 seconds. :v:
[QUOTE=ief014;33191978]hell yea
[url]http://filesmelt.com/dl/chrome_2011-11-08_19-35-40-30.gif[/url][/QUOTE]
The collision system rivals oblivion in quality.
[QUOTE=HeroicPillow;33191869]I must've messed up my collision boundaries somewhere because the player clips through everything at all times, but this was just a test to get it working for my other projects so i'm not going to fix it.[/QUOTE]
How do you fuck up collision in Unity without having fast moving objects? Just Box Collide the shit and it's fucking done.
[QUOTE=Jack Trades;33192338]How do you fuck up collision in Unity without having fast moving objects? Just Box Collide the shit and it's fucking done.[/QUOTE]
They are box collided. It's still fucking up. And the player clips through the ground at all times even though the box collider it's exactly the size of the box.
I suggest using Character Controller for the player instead of a Box Collider. Also make sure nothing is creating too much downwards force, player can appear 0.01 units behind the collider, not noticeable visually but enough to make collider ignore the collision.
I'm sure there's something wrong with the way you move your player, though.
[QUOTE=Richy19;33191008]I want to make some sort of file type for saves/save-data using some sort of compression/encryption so that people cant just simply edit the file and change their game stats.
Is there any simple compression/encryption library? I tried zlib some time ago and I found it pretty hard to grasp. And I dont have a clue what I could use for encryption[/QUOTE]
If you're using C# there's a built in gzip stream thing which is really easy to use
I made a simple MD5 decryptor for fun
[editline]8th November 2011[/editline]
Navigates through the 68.3 plaintext wordlist in under 5 seconds. Holy shit,if I dare say so myself
[editline]8th November 2011[/editline]
Time to expand the wordlist to over 2x that size :D
[QUOTE=Map in a box;33193649]I made a simple MD5 decryptor for fun
[editline]8th November 2011[/editline]
Navigates through the 68.3 plaintext wordlist in under 5 seconds. Holy shit,if I dare say so myself
[editline]8th November 2011[/editline]
Time to expand the wordlist to over 2x that size :D[/QUOTE]
Rainbow hash-cracker*
[vid]http://dl.dropbox.com/u/4992578/md5.webmvp8.webm[/vid]
Much much faster than I expected.
Experimenting with directional sound using phase shift and volume adjustments.
[url=http://eagle.undo.it:8083/img/directionalSoundTest01.wav]directionalSoundTest01.wav[/url]
The first test is a combination of phase shift and volume reduction. The second test is four times the phase shift and no volume reduction.
I find the first method - re-balancing levels to the left - very annoying. I will probably tone that down. I still seem to be missing something, though, because the sound isn't as directional as I'd like it to be. The methods I'm using will probably only work for headphones, but I'm aiming for multiplayer to make extensive use of voice communication (which kind of goes in hand with using headphones). I wonder if I can get this to work with stereo speakers...it would be a real challenge.
The idea is that sound takes longer to reach the right ear than the left ear, as this gratuitous diagram shows:
[img]http://eagle.undo.it:8083/img/directionalSoundTest01.png[/img]
[b]Edit:[/b]
Confirmed that it only works for headphones.
[QUOTE=Night-Eagle;33196074]Experimenting with directional sound using phase shift and volume adjustments.
The first test is a combination of phase shift and volume reduction. The second test is four times the phase shift and no volume reduction.
I find the first method - re-balancing levels to the left - very annoying. I will probably tone that down. I still seem to be missing something, though, because the sound isn't as directional as I'd like it to be. The methods I'm using will probably only work for headphones, but I'm aiming for multiplayer to make extensive use of voice communication (which kind of goes in hand with using headphones). I wonder if I can get this to work with stereo speakers...it would be a real challenge.
[/QUOTE]
Damn you, I was hoping to eventually do exactly what you're doing. Sounds great so far!
On a somewhat related note: all these gifs in WAYWO toppled Firefox's memory usage over 1.7 GB. I was already using the other 1.3 GB apparently, because Windows was thrashing on the hard drive. Apparently, Microsoft Security Essentials likes to do real-time scans on the commits to the page file / Firefox's cache on the hard drive, further driving up memory usage in a vicious cycle. Good times.
[QUOTE=Night-Eagle;33196206]On a somewhat related note: all these gifs in WAYWO toppled Firefox's memory usage over 1.7 GB. I was already using the other 1.3 GB apparently, because Windows was thrashing on the hard drive. Apparently, Microsoft Security Essentials likes to do real-time scans on the commits to the page file / Firefox's cache on the hard drive, further driving up memory usage in a vicious cycle. Good times.[/QUOTE]
My firefox is currently using nearly 2GB of ram and 50% of my CPU. I am wholly unsurprised.
Sorry, you need to Log In to post a reply to this thread.