• What Are You Working On? May 2015
    1,601 replies, posted
I made the Health and Mana bottles prettier in my [URL="http://www.thetempleoftorment.net/"]RPG/Roguelike[/URL]. Previously the liquid was of different texture and didn't actually look like the liquid was in a bottle, also empty part of the bottle has a texture instead of being black. [IMG]https://dl.dropboxusercontent.com/u/95372567/Bottles.png[/IMG]
boring shit but i spent all day fixing this stupid bug the player moved faster if he touched a wall while walking up a ramp (and moving up ramps was generally floaty and weird) i'm not sprinting in the video, that's just me touching the fucking railing fixed it though! [vid]http://files.1337upload.net/Desktop_05.11.2015_-_18.46.32.19.webmhd-20c925.webm[/vid]
[QUOTE=DarKSunrise;47702690]boring shit but i spent all day fixing this stupid bug the player moved faster if he touched a wall while walking up a ramp (and moving up ramps was generally floaty and weird) i'm not sprinting in the video, that's just me touching the fucking railing fixed it though! -snip-[/QUOTE] Shame, you could've totally left it in as a feature, and encouraged speedrunners or such to use it.
it looked like poop though
[url=https://github.com/Planimeter/axis-api]Axis[/url] is now open source. You can now create your own game platform microservice, and manage game accounts and game saves. Axis was built as an alternative to Steam Cloud for indie devs who aren't on the Steamworks platform, or have no interest in deploying on Steam. The API can be white labeled, so you can call it whatever you want. If you have an indie team called Snail, you can setup an API route for Axis at api.snailgames.com/slime and call your service "Slime" if you wanted. API documentation coming soon. [editline]11th May 2015[/editline] For the brave, route code exists here: [url]https://github.com/Planimeter/axis-api/tree/master/routes[/url] And we have an AngularJS service for webapps using Axis [url=https://github.com/Planimeter/angular-axis]here.[/url] [editline]11th May 2015[/editline] You should also consider joining [url=http://www.andrewmcwatters.com/planimeter/]us[/url] in our conquest for world domination. ;v
Does anyone know an algorithm for taking images and turning them into a series of concave polygons?!? My homebrew algorithm sucks for obvious reasons. [thumb]http://i.imgur.com/N7rpj6O.png[/thumb] shows how bad it is
[QUOTE=NicDasomeone;47702663]Awesome, cheers! Was more thinking whether nor not there were some nifty features beyond rotation, similar to vector product and their scalar product, but I think your link actually mentions a few things![/QUOTE] You know, I realised I actually did Quaternions in maths class, so yay I found my notes.
[QUOTE=polkm;47703121]Does anyone know an algorithm for taking images and turning them into a series of concave polygons?!? My homebrew algorithm sucks for obvious reasons. [thumb]http://i.imgur.com/N7rpj6O.png[/thumb] shows how bad it is[/QUOTE] Virtually the same algorithm for bitmap images to vector formats, might want to look around in that interstellar space of the Internet.
[QUOTE=polkm;47703121]Does anyone know an algorithm for taking images and turning them into a series of concave polygons?!? My homebrew algorithm sucks for obvious reasons. [thumb]http://i.imgur.com/N7rpj6O.png[/thumb] shows how bad it is[/QUOTE] Maybe not the best way, but how I'd approach it: 1) Threshold the image so pixels are either white (foreground) or black (background). 2) Use edge detection (ie convolution with a kernel such as the prewitt one would do [1,1,1;0,0,0;-1,-1,-1] in a pass for each axis) 3) Create a vertex at each pixel on the edge map, connected to it's nearest neighbour pixel 4) Remove vertices which are colinear ([url]http://blogs.mathworks.com/loren/2008/06/06/collinearity/[/url]) Boom! Alternatively, at the edge detection stage, instead of adding the two convolved images (from each axis), you could multiply them so you only get pixels on a vertical and horizontal edge. This should give you any corner pixels or pixels on a curve so there's no need to determine if loads of pixels are collinear. Matlab-esque Pseudo code: [code] image(image<threshold) = 0 image(image>=threshold) = 1 kx = [1, 0, -1 1, 0 -1 1, 0, -1]; ky = [1, 1, 1 0, 0 0 -1,-1, -1]; xedges = convolve(image, kx); yedges = convolve(image, ky); corner_map = xedges.*yedges; for corner_map if corner_map(x,y) != 0 add_vertex(x,y) end end //now connect up the nearest vertices [/code]
Just updated a blog, I made little post. Is this post good, cool? (the blog post I mean) [url]https://kobibok.wordpress.com/2015/05/11/connect-four-made-with-minimax/[/url]
[QUOTE=andrewmcwatters;47703048][url=https://github.com/Planimeter/axis-api]Axis[/url] is now open source. You can now create your own game platform microservice, and manage game accounts and game saves. Axis was built as an alternative to Steam Cloud for indie devs who aren't on the Steamworks platform, or have no interest in deploying on Steam. The API can be white labeled, so you can call it whatever you want. If you have an indie team called Snail, you can setup an API route for Axis at api.snailgames.com/slime and call your service "Slime" if you wanted. API documentation coming soon. [editline]11th May 2015[/editline] For the brave, route code exists here: [url]https://github.com/Planimeter/axis-api/tree/master/routes[/url] And we have an AngularJS service for webapps using Axis [url=https://github.com/Planimeter/angular-axis]here.[/url] [editline]11th May 2015[/editline] You should also consider joining [url=http://www.andrewmcwatters.com/planimeter/]us[/url] in our conquest for world domination. ;v[/QUOTE] Would you appreciate a layer for Unity devs to use this service?
[QUOTE=andrewmcwatters;47703135]Virtually the same algorithm for bitmap images to vector formats, might want to look around in that interstellar space of the Internet.[/QUOTE] I found this [URL="http://web.cs.sunyit.edu/~poissad/projects/Curve/about_algorithms/reumann.php"]Reumann-Witkam Algorithm[/URL] [QUOTE=chaz13;47703540]Maybe not the best way, but how I'd approach it: 1) Threshold the image so pixels are either white (foreground) or black (background). 2) Use edge detection (ie convolution with a kernel such as the prewitt one would do [1,1,1;0,0,0;-1,-1,-1] in a pass for each axis) 3) Create a vertex at each pixel on the edge map, connected to it's nearest neighbour pixel 4) Remove vertices which are colinear ([URL]http://blogs.mathworks.com/loren/2008/06/06/collinearity/[/URL]) Boom! Alternatively, at the edge detection stage, instead of adding the two convolved images (from each axis), you could multiply them so you only get pixels on a vertical and horizontal edge. This should give you any corner pixels or pixels on a curve so there's no need to determine if loads of pixels are collinear. Matlab-esque Pseudo code: [code] image(image<threshold) = 0 image(image>=threshold) = 1 kx = [1, 0, -1 1, 0 -1 1, 0, -1]; ky = [1, 1, 1 0, 0 0 -1,-1, -1]; xedges = convolve(image, kx); yedges = convolve(image, ky); corner_map = xedges.*yedges; for corner_map if corner_map(x,y) != 0 add_vertex(x,y) end end //now connect up the nearest vertices [/code][/QUOTE] Sorry by the time I came back to the thread I already finished my implementation of the Reumann-Witkam algorithm. Basicly now I just take all the edge pixels and run them through the simplification algorithm [thumb]http://i.imgur.com/0fPFF7P.png[/thumb] Good enough for me, I'm happy that there are some straight edges now
[QUOTE=Asgard;47703866]Would you appreciate a layer for Unity devs to use this service?[/QUOTE] If you create one, with your permission we'll host it on Planimeter's organization page and add you to the collaborators team w/ a listing on our landing page.
[QUOTE=andrewmcwatters;47703048][url=https://github.com/Planimeter/axis-api]Axis[/url] is now open source. You can now create your own game platform microservice, and manage game accounts and game saves. Axis was built as an alternative to Steam Cloud for indie devs who aren't on the Steamworks platform, or have no interest in deploying on Steam. [/QUOTE] I've been working on the exact same thing the last 6 months, except mine is written in Go, with a client implementation in C++. I'm currently finishing up my first release which include achievements and stats for users. I also have a web admin dashboard to control it. Kinda sad to see I'll have you as a «competitor», I must work twice as hard to surpass Axis!
[QUOTE=polkm;47703121]Does anyone know an algorithm for taking images and turning them into a series of concave polygons?!? My homebrew algorithm sucks for obvious reasons. [thumb]http://i.imgur.com/N7rpj6O.png[/thumb] shows how bad it is[/QUOTE] The walls look fine, so why don't you just draw those onto the map as lines?
is this for a map? what about an overlay map like diablo 2 had [t]http://firsthour.net/screenshots/diablo-2/diablo-2-rogue-encampment-overlay-map.jpg[/t] you can just draw a scaled down version of the world with maybe like some kind of shader that makes it look dotted
[QUOTE=DarKSunrise;47704046]is this for a map? what about an overlay map like diablo 2 had [t]http://firsthour.net/screenshots/diablo-2/diablo-2-rogue-encampment-overlay-map.jpg[/t] you can just draw a scaled down version of the world with maybe like some kind of shader that makes it look dotted[/QUOTE] It's for box2d's chain shapes, so ideally they won't have to many edges.
[QUOTE=andrewmcwatters;47702461]I've yet to see anyone spam development content on WAYWO in the last n-years, or I don't remember it.[/QUOTE] I can only remember one... [img]http://i.imgur.com/nWPeI8i.png[/img]
[QUOTE=Fourier;47703694]Just updated a blog, I made little post. Is this post good, cool? (the blog post I mean) [url]https://kobibok.wordpress.com/2015/05/11/connect-four-made-with-minimax/[/url][/QUOTE] A bit peculiar for my relatively benign taste, but it's funny and gets the important points across well without being too verbose. Also that platformer you made looks interesting. I may try it later.
[QUOTE=benjojo;47704068]I can only remember one... [img]http://i.imgur.com/nWPeI8i.png[/img][/QUOTE] Needs more grain...
[QUOTE=OrYgin;47703978]I've been working on the exact same thing the last 6 months, except mine is written in Go, with a client implementation in C++. I'm currently finishing up my first release which include achievements and stats for users. I also have a web admin dashboard to control it. Kinda sad to see I'll have you as a «competitor», I must work twice as hard to surpass Axis![/QUOTE] Friendly competition! Also this is great imo, since Axis mainly targets Node.js + MongoDB users.
I want to make Effektor always either output 100% valid GLSL or fail completely, so I just implemented shader compatibility for built-in methods: Fragment shader: [code]#version 110 // Fragment shader compiled using Effektor 0. void main() { gl_FragDepth = dFdx(1.0); }[/code] Vertex shader: [code]System.Exception: dFdx is unavailable in the current shader environment. Compatible environments are: FragmentShader[/code] Another thing I did was set up the infrastructure for workaround fallbacks if a newer GLSL version is unavailable, but since I'm still working on GLSL 1.10 I don't have a practical use for that yet. I'll use it for example for array constructors which aren't available before GLSL 1.20, but can be easily replaced by setting the items one by one.
[QUOTE=andrewmcwatters;47703048][url=https://github.com/Planimeter/axis-api]Axis[/url] is now open source. You can now create your own game platform microservice, and manage game accounts and game saves. Axis was built as an alternative to Steam Cloud for indie devs who aren't on the Steamworks platform, or have no interest in deploying on Steam. The API can be white labeled, so you can call it whatever you want. If you have an indie team called Snail, you can setup an API route for Axis at api.snailgames.com/slime and call your service "Slime" if you wanted. API documentation coming soon. [editline]11th May 2015[/editline] For the brave, route code exists here: [url]https://github.com/Planimeter/axis-api/tree/master/routes[/url] And we have an AngularJS service for webapps using Axis [url=https://github.com/Planimeter/angular-axis]here.[/url] [editline]11th May 2015[/editline] You should also consider joining [url=http://www.andrewmcwatters.com/planimeter/]us[/url] in our conquest for world domination. ;v[/QUOTE] So in short, with Axis I can save data like in Unity3D PlayerPrefs, just online on cloud? That is cool!
For those who are not interested in setting up their own server, I'd like to offer some sort of licensing where you can use Planimeter's Axis service rather than your own instance that costs a small yearly fee, like $10 a year or so. Unfortunately it's so far back on the backburner, I've just been informally providing app secret ids to people for no charge.
[QUOTE=andrewmcwatters;47703935]If you create one, with your permission we'll host it on Planimeter's organization page and add you to the collaborators team w/ a listing on our landing page.[/QUOTE] Would you mind if I add you on steam? Might've spotted a small issue and I'd love some clarification :V
Got bored and added Drunk status effect. Drunk-as-fuck character attempting to enter a shop: [IMG]https://dl.dropboxusercontent.com/u/95372567/Drunk.gif[/IMG]
[QUOTE=benjojo;47704068]I can only remember one... [img]http://i.imgur.com/nWPeI8i.png[/img][/QUOTE] Oh, how embarrassing. I've moved onto greater things now. Check out my latest project: [img]https://feen.us/2lro0j.png[/img]
Where's Chad Mobile at these days, does he have an alt?
[QUOTE=leontodd;47705344]Where's Chad Mobile at these days, does he have an alt?[/QUOTE] oh my god chad mobile
[QUOTE=JohnnyOnFlame;47702379][img]http://i.imgur.com/vvxsKJg.png[/img] Is it okay that I'm posting too much about this? If it gets boring/spammy please do tell.[/QUOTE] Oh fuck it's 3D
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