• What are you working on? v16
    5,004 replies, posted
[QUOTE=Namelezz!;28804412]Made this focus system for my game, "Arcane, Stealth & Power". [img_thumb]http://i.cubeupload.com/051bJ9.png[/img_thumb][/QUOTE] The guy on the right that you're targeting is like "Fuck that".
[QUOTE=Xeon06;28805643]It's been forever since you've talked about this! How is it doing?[/QUOTE] Had about a six month hiatus before I decided to get back on it. Right now my buddy is doing the AI for the enemies (you know, the GAME part of the game). We have a plan to have 3 distinct characters (Assassin, Mage and Warrior) you can play the game through with. Three different areas (Desert city of Yamar, highlands and Bliss, a paradise area) are planned and the missions are spread out through them. There's also a hot air balloon.
Super sexy map previews in menu! Might be a little slow performance wise. [img_thumb]http://stabyourself.net/fuckingmappreviewsofuckingsexyurgh.png[/img_thumb] [url]http://stabyourself.net/PhysicsR16.love[/url]
Here's a video of the game before I started the hiatus: [media]http://www.youtube.com/watch?v=ESqDemx6MfE&feature=channel_video_title[/media] It's downloadable at [url]http://www.TomiToikka.com[/url] - just press Projects and download the thing. It's unfinished but it's something.
I was bored so I wrote an automatic typo generator. [quote]Typography is often a deciding factor in the success of a design. Its importance cannot be overstated. Effective typography can be achieved in so many different ways, as demonstrated in the 17 different categories below.[/quote] becomes [quote]Typography is often a deciding nactor in the success of e desigw. Ixb imzortance fadnot je ovorstated. Exfective typographq can be achieved in so many different rays, as deminsgrated un the 17 different categonies below.[/quote]
[QUOTE=TerabyteS;28806260]I was bored so I wrote an automatic typo generator. becomes[/QUOTE] Gebius.
Now I am going to try to make it act as if the "writer" would have accidentally pushed the key adjacent to the right one (right now it's random). [editline]25th March 2011[/editline] automerge [editline]25th March 2011[/editline] Done. [quote]Now I am going to try to make it act as if the "writer" would have accidentally pushed the key adjacent to the right one (right now it's random).[/quote][quote] Now I am goung to try to make ot act as if the "wtitee" would have accidebyally pushed the key adjacent to the roght onr (rught now it's rpndom).[/quote] and you can specify the quantity of errors with a value from 0 to 1 with 0.5 resulting into [quote]Noe I pm hiinh tp rtt ri malr iy sct pd of tgr "wrorrr" woyld jsvr accifrmtalky aysgrd rgr kru pfjacebt ro the righr onw (eifht now ir's tsmsin).[/quote] [editline]25th March 2011[/editline] (yeah A isn't near P but I did it for the sake of not using 2D arrays for 3 rows only) (oh and I'm only doing this because i'm bored, I know it's stupid) [editline]25th March 2011[/editline] Here's the badly-written code [code]import random letters = "qwertyuiopasdfghjklzxcvbnm" avoid = [chr(n) for n in range(32,128) if n not in range(97,123)] modText = raw_input("Insert your text: ") newText = "" errChance = 0.1 errChance = abs(errChance-1) for n in range(len(modText)): oldL = modText[n] if oldL not in avoid: if (random.random() > errChance): try: position = letters.index(oldL) except ValueError: newText+=oldL continue if (random.random() > .5): try: newL = letters[position+1] except IndexError: newL = letters[position-1] else: try: newL = letters[position-1] except IndexError: newL = letters[position+1] newText+=newL else: newText+=oldL else: newText+=oldL print newText [/code] Python 2.5
[QUOTE=Namelezz!;28805846]Here's a video of the game before I started the hiatus: [media]http://www.youtube.com/watch?v=ESqDemx6MfE&feature=channel_video_title[/media] It's downloadable at [url]http://www.TomiToikka.com[/url] - just press Projects and download the thing. It's unfinished but it's something.[/QUOTE] Oh my god that is awesome. You should put that on steam when you are done, I would buy it. [editline]25th March 2011[/editline] How in the hell do you get in the ballon? If I mash buttons it works, but thats unreliable [editline]25th March 2011[/editline] It's E
L-System, Maya plugin using the C++ API: (MPxNode) [media]http://www.youtube.com/watch?v=37gbkXBK4HE[/media] Jello Simulator, C++ simulator with Maya port: (mass-spring-damper particle system) [media]http://www.youtube.com/watch?v=muxb-CBiMvw[/media] WIP smoke sim, C++ simulator: [media]http://www.youtube.com/watch?v=meaDLoitCAs[/media]
That Jello was beautiful.
All shaders are procedural and all animations are physical by the way, I did not do anything other than make a .xml scene file as input for each program.
[img]http://content.screencast.com/users/Kopimi/folders/Jing/media/9aff2cdd-9c26-4825-9a91-1880b6bddbb4/2011-03-25_1640.png[/img] Event handling! :buddy: Also got color keying down, as well as SDL_Image library integration so I'm not stuck with bitmaps. Anybody know how I can optimize my images to prevent the anti-aliased edges from mixing with the color keys? If you look at the image you can see that there's some pink around the rounded edges of the window.
I thought it would be cool to attach the different parts of a mesh to the pitch/yaw/roll values of my light class so that it works like an actual theatre light would: [hd]http://www.youtube.com/watch?v=R-M0QjHcEWA[/hd] I think it looks quite realistic. XNA 3D is actually really easy to get your head around once you get in to it.
[QUOTE=Kopimi;28807999]Also got color keying down, as well as SDL_Image library integration so I'm not stuck with bitmaps.[/QUOTE] I thought you could use transparent PNGs with SDL_Image? [editline]26th March 2011[/editline] That would also solve the problem with colour keying.
[QUOTE=esalaka;28808070]I thought you could use transparent PNGs with SDL_Image? [editline]26th March 2011[/editline] That would also solve the problem with colour keying.[/QUOTE] I thought so too, but I tried loading a transparent PNG and still had a white background.
We had our presentation today. Here is what the finished product looks like: [media]http://anyhub.net/file/2i0J-ninjadscreen.png[/media] The big ninja with the brush is the player and have to guide the small ninjas from the orange door to the blue door using four different kinds of blocks.
[QUOTE=Namelezz!;28804412][img_thumb]http://i.cubeupload.com/051bJ9.png[/img_thumb][/QUOTE] needs some art direction. [editline]editline[/editline] to the people rating disagree: why? there's no color scheme (it's a random assortment of rather ugly colors), the outlines colors are inconsistent (darker/lighter than fill, solid black), and the clouds are upscaled 2x for some reason (the reflection doesn't even match). and tbh, that focus effect looks rather tacky. ac/2 executed it pretty well assuming it's supposed to be similar to eagle vision. you can always go for something a little bit more original (and doesn't give a massive advantage).
I'm currently working on this: [img]http://i54.tinypic.com/2h3n95v.png[/img] A face modeler like facegen I'm writing, except it will be a Maya plugin and will have machine learning algorithm to process input images. Figured that a skeleton system might be a better idea than soft deformers for coding control. Making a GUI that can control the joints right now, might need a MPxNode, or undo will bug it up.
Made this [img]http://gyazo.com/5ac294c9606b83469be8651a9744a93a.png[/img] [editline]26th March 2011[/editline] Hard on the eyes, but I have EYES OF STEEL.
[QUOTE=Quark:;28809131]Hard on the eyes, but I have EYES OF STEEL.[/QUOTE] end users don't.
[QUOTE=Quark:;28809131]Made this [img_thumb]http://gyazo.com/5ac294c9606b83469be8651a9744a93a.png[/img_thumb] [editline]26th March 2011[/editline] Hard on the eyes, but I have EYES OF STEEL.[/QUOTE] Hi veryniceguy. Also how can you have a UI library inside a UI library?
"That's the joke"
[QUOTE=Quark:;28809131]Made this [img_thumb]http://gyazo.com/5ac294c9606b83469be8651a9744a93a.png[/img_thumb] [editline]26th March 2011[/editline] Hard on the eyes, but I have EYES OF STEEL.[/QUOTE] Why are you making a UI library inside of a UI library [editline]26th March 2011[/editline] :ninja:
[QUOTE=Richy19;28809391]Hi veryniceguy.[/QUOTE] wait... are you serious?
[QUOTE=Maya2008;28808801]I'm currently working on this: [img_thumb]http://i54.tinypic.com/2h3n95v.png[/img_thumb] A face modeler like facegen I'm writing, except it will be a Maya plugin and [b]will have machine learning algorithm to process input images.[/b] Figured that a skeleton system might be a better idea than soft deformers for coding control. Making a GUI that can control the joints right now, might need a MPxNode, or undo will bug it up.[/QUOTE] So if I'm reading this correctly (which I probably ain't) this means a user can supply images of a face, and Maya will attempt to create a 3D face from those pictures. If so, that is sweet. If not, it is still immensely cool. Oh, and your jello plugin made me hungry too. EDIT: I have content! [media]http://dl.dropbox.com/u/5027205/progress.png[/media] Progress! Believe it or not, the clouds are actually a separate layer! Hurray! The pumpkins flash on and off, that random black tile is testing a transparent tile, and lastly, that E is the error tile.
I drew better error tiles in 4th grade :colbert:
[QUOTE=DuCT;28809775]So if I'm reading this correctly (which I probably ain't) this means a user can supply images of a face, and Maya will attempt to create a 3D face from those pictures. If so, that is sweet. If not, it is still immensely cool. Oh, and your jello plugin made me hungry too. EDIT: I have content! [media]http://dl.dropbox.com/u/5027205/progress.png[/media] Progress! Believe it or not, the clouds are actually a separate layer! Hurray! The pumpkins flash on and off, that random black tile is testing a transparent tile, and lastly, that E is the error tile.[/QUOTE] Yes, the user can supply a list of library, the program will find the common traits and apply it to the mesh. For instance, you input a list of 'good looking' faces and a list of 'bad looking' faces. You get a slider bar between good and bad.
[QUOTE=DrLuke;28810186]I drew better error tiles in 4th grade :colbert:[/QUOTE] I could care less what the tile actually looks like, it was just a test. [media]http://dl.dropbox.com/u/5027205/error.png[/media] Better? I made it just for you... [QUOTE=Maya2008;28810207]Yes, the user can supply a list of library, the program will find the common traits and apply it to the mesh. For instance, you input a list of 'good looking' faces and a list of 'bad looking' faces. You get a slider bar between good and bad.[/QUOTE] That is really really REALLY cool.
Jumping back on the OS bandwagon after a bit of an extended sabbatical from 32 bit stuff. When I first started, I didn't really have that good a grasp on OS concepts. After spending a fair bit of time with Assembly in Real Mode, I reckon I'm ready to give Protected Mode another shot. Pretty much all I've got at the moment is the OS-version of a 'Hello World': [img]http://f.anyhub.net/2i4W[/img] I implemented my own stdarg.h, which turned out to be much easier than I thought: [cpp]#ifndef STDARG_H #define STDARG_H typedef char* va_list; #define va_start(list,argbefore) list = (char*)&(argbefore) #define va_arg(list,type) (*(type*)((list) += 4)) #define va_end(list) while(0){} #endif[/cpp]
[QUOTE=Quark:;28809131]Made this [img_thumb]http://gyazo.com/5ac294c9606b83469be8651a9744a93a.png[/img_thumb] [editline]26th March 2011[/editline] Hard on the eyes, but I have EYES OF STEEL.[/QUOTE] hi chad mobile
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