• What are you working on? v16
    5,004 replies, posted
You can now have lights of any shape, so I added some simple flashlight thing. Also when you shoot crates they spin. [url]http://dl.dropbox.com/u/8617556/Distro.rar[/url] [img]http://img26.imageshack.us/img26/3120/9105270171644287b82f60a.png[/img]
Just as a quick project I tried to make something that takes an image and shows how it can be made out of minecraft blocks. First it loads terrain.png and calculates average color for each block (actually I have predefined which blocks because stuff like crack can't be done as a block). After that it iterates over all pixels and finds the most similar color from block colors and picks the right block needed. For demonstration purposes the output is a picture of how it should look like in minecraft (colorwise). Input image:[img_thumb]http://dl.dropbox.com/u/8226262/screen/mcshitin.png[/img_thumb] Output image:[img_thumb]http://dl.dropbox.com/u/8226262/screen/mcshitout.png[/img_thumb] It took ~180 secs to calculate all that. The most time consuming is finding the most suitable block for a pixel as calculations to compare color similarity use 6 pow() and 2 sqrt() functions (I'm looking into optimizing this). EDIT: Just noticed I could remove sqrt as it was only used on both sides of comparison.
[QUOTE=sim642;28655149]Just as a quick project I tried to make something that takes an image and shows how it can be made out of minecraft blocks. First it loads terrain.png and calculates average color for each block (actually I have predefined which blocks because stuff like crack can't be done as a block). After that it iterates over all pixels and finds the most similar color from block colors and picks the right block needed. For demonstration purposes the output is a picture of how it should look like in minecraft (colorwise). Input image:[img_thumb]http://dl.dropbox.com/u/8226262/screen/mcshitin.png[/img_thumb] Output image:[img_thumb]http://dl.dropbox.com/u/8226262/screen/mcshitout.png[/img_thumb] It took ~180 secs to calculate all that. The most time consuming is finding the most suitable block for a pixel as calculations to compare color similarity use 6 pow() and 2 sqrt() functions (I'm looking into optimizing this). EDIT: Just noticed I could remove sqrt as it was only used on both sides of comparison.[/QUOTE] Now make it output to an McEdit schematic :P
[QUOTE=sim642;28655149]as calculations to compare color similarity use 6 pow() and 2 sqrt() functions[/QUOTE] What exactly are you using?
Comparing colours can be as simple as calculating the distance between the R, G and B components - very much the same as how you'd calculate distance between two points in X, Y and Z space. Maybe not the BEST way, but it works.
Well I'd probably do Δ = abs(r1-r2)+abs(g1-g2)+abs(b1-b2) or if pow is actually faster than abs (How would I know) I'd use that instead. But you never know if this is the optimizest-est code.
You can get a really good match just doing this: [code]abs( x.r - y.r ) + abs( x.g - y.g ) + abs( x.b - y.b )[/code] In fact, you aren't gonna get any better unless you somehow want to prioritize some colors over others. [editline]17th March 2011[/editline] Ninja'd, but it's cool cause you have that cool delta triangle.
lol [img]http://img340.imageshack.us/img340/9694/ac824e74563f45f6932bef8.png[/img]
[QUOTE=somescripter;28656092]lol [img_thumb]http://img340.imageshack.us/img340/9694/ac824e74563f45f6932bef8.png[/img_thumb][/QUOTE] Those graphics are pretty neat. With the exception of the floor which looks a bit out of place imo. Did you make them yourself?
You can change the starting triangle, and how many layers it goes down. Also, I made the text-box and buttons from scratch. [img]http://img826.imageshack.us/img826/4764/screenshotmwi.jpg[/img] Download it: [url]http://www.host-a.net/u/Lithium_Games/SierpinskiTriangle.exe[/url]
I'm working on a random item generator for this RPG-esque learning project. [img]http://dl.dropbox.com/u/2670708/Programming/Plastikpose/Item%20Generator%20WIP.png[/img] Currently it has 15 hardcoded strings it makes the final result with, but I plan on adding some kind of file loading.
[QUOTE=BlkDucky;28656500]Those graphics are pretty neat. With the exception of the floor which looks a bit out of place imo. Did you make them yourself?[/QUOTE] Hi, thanks! The only things not made by our texture artists are the player and the zombie sprite as they're just placeholders. Though I want to find who made the zombie image and ask them if we can use it for the final game - that'd be cool. And yeah the floor is just a placeholder ^_^ that'll be used later when I make the level editor. Thanks for the feedback!
[media]http://www.youtube.com/watch?v=r4CpXdWP6ow[/media] Added song previewing to the main menu, made bullets smaller, made bullets faster.
[QUOTE=geel9;28660569][media]http://www.youtube.com/watch?v=r4CpXdWP6ow[/media] Added song previewing to the main menu, made bullets smaller, made bullets faster.[/QUOTE] Looking good chap :)
[QUOTE=geel9;28660569][media]http://www.youtube.com/watch?v=r4CpXdWP6ow[/media] Added song previewing to the main menu, made bullets smaller, made bullets faster.[/QUOTE]Have you considered a background texture?
[QUOTE=Quark:;28662350]Have you considered a background texture?[/QUOTE] But... Cornflower blue! :saddowns:
[QUOTE=geel9;28660569][media]http://www.youtube.com/watch?v=r4CpXdWP6ow[/media] Added song previewing to the main menu, made bullets smaller, made bullets faster.[/QUOTE] I like the shaking effects. Edit: Holy shit, perhaps I should re-watch this video. Everyone else hates your shaking. D:
[QUOTE=xAustechx;28662600]I like the shaking effects.[/QUOTE] What's wrong with them, Ortzinator?
[code]int WTile::GetFire() { return fire; }[/code]
[QUOTE=geel9;28660569][media]http://www.youtube.com/watch?v=r4CpXdWP6ow[/media] Added song previewing to the main menu, made bullets smaller, made bullets faster.[/QUOTE] Bullets are much better. The shake is unnerving, though. I don't know how you could fix it, but watching the video gave me a headache. Maybe its just too strong?
[QUOTE=geel9;28663557]What's wrong with them, Ortzinator?[/QUOTE] Instead of the shaking effect, have the zombie sprites pulse to the beat. Their size transitioning between their regular size and a 8-16 pixels bigger. If anyone is good with collision systems (just simple 2D AABB stuff) and you're willing to give me a hand on re-doing mine for my game entirely; then please PM me. I've been attempting this for hours and physics and stuff just isn't my cup of tea. [b]Foszor[/b] I'm hoping you'll give me a hand after that help with collisions you gave me way back when I was doing that 2D top down shooter for GMod ;) [editline]18th March 2011[/editline] I still wish I could find that collision code Foszor... years have gone by :( [editline]18th March 2011[/editline] I hate math :(
[QUOTE=geel9;28663557]What's wrong with them, Ortzinator?[/QUOTE] Annoying and disorienting.
[img_thumb]http://tallcorporation.co.cc/projects/psim/test1.PNG[/img_thumb] The heat, moisture, and vegetation increase towards the centre of the map, which is also on fire.
The shaking effect makes my eyes hurt.
either try a zoom effect instead of a shake, or do something with the enemies. That shake's also messing with my eyes.
At the very least, make the shake go in more than one direction. At the moment it seems to just go wobbling from bottom left to top right.
[QUOTE=geel9;28663557]What's wrong with them, Ortzinator?[/QUOTE] I can honestly say I could never enjoy a game that shakes like that. It annoys me just to watch it. I think that maybe making the zombies move to the beat could work cool. It would make faster paced music produce harder gameplay because they'd take steps more often.
[QUOTE=geel9;28660569][media]http://www.youtube.com/watch?v=r4CpXdWP6ow[/media] Added song previewing to the main menu, made bullets smaller, made bullets faster.[/QUOTE] It's like Michael J. Fox got a hold of my screen.
[QUOTE=geel9;28660569][media]http://www.youtube.com/watch?v=r4CpXdWP6ow[/media] Added song previewing to the main menu, made bullets smaller, made bullets faster.[/QUOTE] I'm sorry but I just can't see any correlation between the sounds, the shaking and the spawning of zombies. Make zombies spawn apparent instead of shaking the screen. Right now they just look like they walk in randomly. And if they spawn when the screen shakes, maybe you should consider using some other bead detection algorithm instead of your "hacky" one.
Fuck yes! Got my filereader/parser to work like I wanted it to :buddy:
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