[QUOTE=Rocket;47824885]Because Hatred is political instead of a game, while Rust is political [i]and[/i] a game.
[editline]28th May 2015[/editline]
There really doesn't seem to be anything more to Hatred other than "kill people." It's like a teenage revenge fantasy. Is there even any challenge?[/QUOTE]
We don't know. I think it might be fun.
If not, it's just a shitty game. No reason for splitting hairs, it doesn't do anything that thousands of games haven't done before. The medium is known for having gameplay, not something meaningful to say. I still can't bring myself to symphatize with "woo there's so much to this game's message" talk. That stuff's what movies are for, not things like Hatred or Super Crate Box.
[QUOTE=Drury;47834743]That stuff's what movies are for, not things like Hatred or Super Crate Box.[/QUOTE]
It's kind of hilarious to arbitrarily decide what someone else's creation is for
Now you can finally annoy survivors to the point of suicide as a majestic crow.
[vid]http://a.pomf.se/kypkwt.mp4[/vid]
That camera movement is very sluggish to recenter
Make the camera instant but the crow lag behind.
Working on the storytime system. The idea behind this is to narrate the significant events of the day from the perspective of the ships captain. Eventually I'll be adding flavourtext to this to make it narratively more interesting, but at the moment it works pretty well. At the beginning of every day, the significant events are summed up into a little description that you see in the right hand side
[IMG]https://dl.dropboxusercontent.com/u/9317774/storytime4.PNG[/IMG]
This is autogenerated - damage was applied to a battery module, and the peon (called jim) pathed over there and fixed it.
[QUOTE=Map in a box;47835213]That camera movement is very sluggish to recenter[/QUOTE]
[QUOTE=Ott;47835260]Make the camera instant but the crow lag behind.[/QUOTE]
Thanks for the input. How's this?
[vid]http://a.pomf.se/kxqonw.mp4[/vid]
[B]Bonus:[/B]
I gave this bird a helmet.
[IMG_thumb]http://i.imgur.com/nJOBWEQ.png[/IMG_thumb]
[QUOTE=sarge997;47836118]Thanks for the input. How's this?
[vid]http://a.pomf.se/kxqonw.mp4[/vid]
[B]Bonus:[/B]
I gave this bird a helmet.
[IMG_thumb]http://i.imgur.com/nJOBWEQ.png[/IMG_thumb][/QUOTE]
The camera is a great start but I don't think it is very aesthetic, you got the smooth part right but the way it follows is way too artificial-like.
Try to image your camera is a small plane or moving helicopter, when you do those sharp turns there would be a certain forces on the camera that would make it look more interesting and less robotic.
Also, if your "main object" rotates, you don't have to rotate the camera right away, it can stay fixed for a little while so it allows for a slight side view.
You can notice these type of details for instance in GTA V:
[media]http://www.youtube.com/watch?v=rz2qWsR7a1k[/media]
Hooray! Directional blood effects
[IMG]https://dl.dropboxusercontent.com/u/9317774/heylookred.PNG[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/9317774/blood2.PNG[/IMG]
I generate a 2d perlin noise map, make a triangle out of the centre of the blood effect and two projected corners away from the direction of the blood effect, then fill this area with 1s. I then recursively explore any 1s with the condition for becoming part of the blood splat being that the noise value is < a cutoff value. This means that there are no hard edges to the blood splat, it just recursively explores the noise map in the area of the triangle to explore all the blood around
It seems to work reasonably well. I need to integrate the blood system with the walls so that it can't pass through, and do something better with blood + objects
Where are the peons?
So i'm back to my unity project after having an affair with sfml. The game revolves around the idea of my unrealistic car physics, and most of the development time on this was trying to fix unity's apparent engine problems when dealing with multiple scenes that need to be related in some way.
So I have a singleton GameManager, and each level that doesn't have one will instantiate one. I found this plan to be really inefficient when I needed to debug scenes, and if I forgot to remove a GameManager there would multiple and everything would fall apart :v:
I fixed this by destroying any existing ones if coming from another level. Having this as my platform made it really easy to switch between scenes and having everything persistent. For example, a console window.
[t]http://i.imgur.com/OszEFAZ.png[/t]
I have a persistent canvas that you can put Unity UI guff on and it will persistent between levels easily. But you know who the fuck cares about that... [B]I HAVE GUNS[/B]:
[vid]https://dl.dropboxusercontent.com/u/357850863/ShareX/2015/05/2015-05-29_23-39-36.mp4[/vid]
sort of
Today I've done several things:
-Item selection is now based on both a ray-line intersection of an object's mesh as well as a proximity check for the ray to the closest edge of the object, to determine which object is the closest, in event of multiple objects laying underneath the mouse.
-It is now possible to draw a selection box, and said box is derived from the entity class allowing it to easily check for collisions of itself among the remaining level objects
-Selection box is 3D since volumetric selection was wanted, but viewports may be 2D, so the selection box fills in the third dimension with the size of the last object to be selected.
Although I just realized that the selection box doesn't have to be 3D, but it is going to be multi-purposed for creating geometry, by "filling it in".
I now have only 3 things left to do:
-fix semi-rare issues relating to undo/redo
-fix issues with draggable vertices
-make final UI changes
Then, I start the process of diverging the editor engine into a separate "game" engine. This shouldn't be hard, all entities can be reused. In fact, entities that won't appear "in-game" like logic/sounds/lights but appear in the editor only differ in a single component - a renderable component.
I look forward to the day I start working on that - but I don't look forward to having to figure out physics and collision
[URL="http://a.pomf.se/vftjhv.mp4"]Here's a video of some of my recent work[/URL]. It just shows some examples of basic functions like undo/redo of objects spawning/deleting, moving, retexturing, and all of that to groups, selection boxes, flipping between tool modes, and objects applying their own ambient color within a level which has its own ambient and solar lighting.
Working on some OpenGL model editor/viewer thingy for school
[IMG]http://puu.sh/i5HD8.png[/IMG]
I got a van and hired a guy to drive it around, but he's kinda bad at it. Driving on the sidewalk, not following the road properly, speeding like a madman :v:
[vid]https://a.pomf.se/ubojhd.mp4[/vid]
Sorry for the large video :)
[QUOTE=Funley;47838016]I got a van and hired a guy to drive it around, but he's kinda bad at it. Driving on the sidewalk, not following the road properly, speeding like a madman :v:
[vid]https://a.pomf.se/ubojhd.mp4[/vid]
Sorry for the large video :)[/QUOTE]
Apparently he also loves ignoring which side of the road to drive on.
[QUOTE=Funley;47838016]I got a van and hired a guy to drive it around, but he's kinda bad at it. Driving on the sidewalk, not following the road properly, speeding like a madman :v:
[t]http://i.imgur.com/NcxBv9C.jpg[/t]
Sorry for the large video :)[/QUOTE]
That tile pack would be great for something like an advance war clone.
Lots of refactoring, lots of code clean up.
(purposely slowed down the bolt's action for the video)
[vid]http://blackwatch-int.com/programming_stuff/2015-05-30_06-23-09.mp4[/vid]
Some notes:
- The charging handle is animated properly now, and animates when you cock the weapon.
- The charging handle doesn't fly back when you shoot. That'd be silly.
- Bursts will continue even if you let go of the trigger.
- Guns can fire as fast as the bolt can reset now. I'll have a lot of fun tying that together with recoil.
- Automatic fire is also supported, not shown in video though.
Lil details.
[QUOTE=P1raten;47838294]Apparently he also loves ignoring which side of the road to drive on.[/QUOTE]
You should make an animation when the level starts up and have all the tiles fly down from the sky and bounce. That'd look so cool.
Unrelated, but can someone way more wise than me explain what's going on here?
[img]http://puu.sh/i5XEX/c7f5c7621f.png[/img]
"tada" is highlighted in the url
[img]http://puu.sh/i5XFi/8351f93d20.png[/img]
After resizing, "tada" is no longer highlighted
If you resize the width of the steam chat to break a line after a link, sometimes it'll highlight the next word (but not actually include it in the URL when you click on it). I'm kinda blown away how this even happened.
For a while now I've been trying to think of a nice solution to change floor levels in the room editor, I think this is a really nice solution that doesn't require any UI to do it.
[vid]http://files.facepunch.com/layla/2015/May/30/2015-05-30_15-15-59.mp4[/vid]
Big file size sorry.
[QUOTE=layla;47838940]For a while now I've been trying to think of a nice solution to change floor levels in the room editor, I think this is a really nice solution that doesn't require any UI to do it.
[vid]http://files.facepunch.com/layla/2015/May/30/2015-05-30_15-15-59.mp4[/vid]
Big file size sorry.[/QUOTE]
I fucking love it!
it's a start
[t]http://i.imgur.com/oO7blZp.png[/t]
I have a massive music library ([url=http://scrnsht.me/u/Tc/raw]this[/url], I find it massive), however, there are a lot of duplicates. I used to buy a lot of CDs back in the days, they'd come out monthly, quarterly, but I bought multiple series of them. So I imported all those back in the days, but they share some songs. Also with music I got from other people and what not, I got to a library where I could possibly have a song 10 times, but there are slight difference.
I'm now going to write myself a program that will scan my old music folder, then show me 1 song at a time, show the filename, quality (kbps), length, ID3 tags and such. When prompted a file, I want to properly name it (the ID3 tags, artist and song name) and group it in a category, such as "Sample", "Acapella", "Full track", "Instrumental", so I can compile a new music library. This alone isn't such a bad problem, however, I want to see if there is an easier way to deal with duplicates, it'd save me a lot of time.
What I plan on doing:
1. Keep a list / database of ALL songs I have on my PC, including an "already checked" state and full path
2. Create another list / database of songs I already checked / formatted, my "new library"
Once I save a song, it's set to "already checked" on the first database, so once I import yet another CD, it'll get added to the list as new songs, without me having to completely redo my entire database.
Once I have time to update my music database, I want to show some information, and an indicator showing that the file (the sound) has similarity with a song in the list of the "new library". I want to be able to compare the song length, quality and such.
Would anyone be able to use something like this too, and, does anyone have a suggestion for the comparing of songs? There's some difficult part though, some CDs I have have "radio edits" of songs, some have "extended mixes", I still want these songs to appear as "the same", so that I'm manually able to check which version of the song it is, and name it properly.
[QUOTE=Ott;47836733]Where are the peons?[/QUOTE]
The little grey blobs are the peons. Yes their art is terrible, but they're temporary until i can get some real art for them (no idea how I'm going to manage that)
[IMG]https://dl.dropboxusercontent.com/u/9317774/bloodpeon.PNG[/IMG]
On the plus side, blood now no longer goes through walls and gets confined to a room
A while ago I posted about an engine\viewer thingy for the early top-down GTA games.
[url=http://imgur.com/aK1HnOB][img]http://i.imgur.com/aK1HnOBl.jpg[/img][/url]
[url=http://imgur.com/uTTu5tF][img]http://i.imgur.com/uTTu5tFl.jpg[/img][/url]
I've worked on it some more and put it all up on GitHub now that I'm done with it: [url]https://github.com/GitExl/GTAViewer[/url]
[QUOTE=Cyberuben;47839458]I have a massive music library ([url=http://scrnsht.me/u/Tc/raw]this[/url], I find it massive), however, there are a lot of duplicates. I used to buy a lot of CDs back in the days, they'd come out monthly, quarterly, but I bought multiple series of them. So I imported all those back in the days, but they share some songs. Also with music I got from other people and what not, I got to a library where I could possibly have a song 10 times, but there are slight difference.
I'm now going to write myself a program that will scan my old music folder, then show me 1 song at a time, show the filename, quality (kbps), length, ID3 tags and such. When prompted a file, I want to properly name it (the ID3 tags, artist and song name) and group it in a category, such as "Sample", "Acapella", "Full track", "Instrumental", so I can compile a new music library. This alone isn't such a bad problem, however, I want to see if there is an easier way to deal with duplicates, it'd save me a lot of time.
What I plan on doing:
1. Keep a list / database of ALL songs I have on my PC, including an "already checked" state and full path
2. Create another list / database of songs I already checked / formatted, my "new library"
Once I save a song, it's set to "already checked" on the first database, so once I import yet another CD, it'll get added to the list as new songs, without me having to completely redo my entire database.
Once I have time to update my music database, I want to show some information, and an indicator showing that the file (the sound) has similarity with a song in the list of the "new library". I want to be able to compare the song length, quality and such.
Would anyone be able to use something like this too, and, does anyone have a suggestion for the comparing of songs? There's some difficult part though, some CDs I have have "radio edits" of songs, some have "extended mixes", I still want these songs to appear as "the same", so that I'm manually able to check which version of the song it is, and name it properly.[/QUOTE]
This would be useful to me and probably a lot of others, but I have a feeling a similar program already exists. If you do go ahead with making this put it up on github so people can submit patches and help out.
[editline]30th May 2015[/editline]
I made a Cyrillizator userscript. It's my first userscript in a while and it only took like an hour.
[url]https://github.com/niobium93/Cyrillizator[/url]
[img]http://files.1337upload.net/________ot-4ad319.png[/img]
[editline]30th May 2015[/editline]
I plan to use it to help me learn the Russian alphabet and eventually the language.
[QUOTE=DeadKiller987;47840210]
I plan to use it to help me learn the Russian alphabet and eventually the language.[/QUOTE]
Dude play DotA2 or CS:GO, you будет учить so fast русский, Я никогда не верил, что я мог говорить по-русски , где я играл только DotA 2.
I've started to rip out my placeholder models and started to build out the city (WIP of course):
[IMG]http://i.imgur.com/ANJZVwi.png[/IMG]
[QUOTE=Cyberuben;47839458]I have a massive music library ([url=http://scrnsht.me/u/Tc/raw]this[/url], I find it massive), however, there are a lot of duplicates. I used to buy a lot of CDs back in the days, they'd come out monthly, quarterly, but I bought multiple series of them. So I imported all those back in the days, but they share some songs. Also with music I got from other people and what not, I got to a library where I could possibly have a song 10 times, but there are slight difference.
I'm now going to write myself a program that will scan my old music folder, then show me 1 song at a time, show the filename, quality (kbps), length, ID3 tags and such. When prompted a file, I want to properly name it (the ID3 tags, artist and song name) and group it in a category, such as "Sample", "Acapella", "Full track", "Instrumental", so I can compile a new music library. This alone isn't such a bad problem, however, I want to see if there is an easier way to deal with duplicates, it'd save me a lot of time.
What I plan on doing:
1. Keep a list / database of ALL songs I have on my PC, including an "already checked" state and full path
2. Create another list / database of songs I already checked / formatted, my "new library"
Once I save a song, it's set to "already checked" on the first database, so once I import yet another CD, it'll get added to the list as new songs, without me having to completely redo my entire database.
Once I have time to update my music database, I want to show some information, and an indicator showing that the file (the sound) has similarity with a song in the list of the "new library". I want to be able to compare the song length, quality and such.
Would anyone be able to use something like this too, and, does anyone have a suggestion for the comparing of songs? There's some difficult part though, some CDs I have have "radio edits" of songs, some have "extended mixes", I still want these songs to appear as "the same", so that I'm manually able to check which version of the song it is, and name it properly.[/QUOTE]
This already exists but it costs money if you want to process large volumes of songs at once. It's also not that accurate in the free version.
[url]http://www.similarityapp.com/[/url]
There's also this program written in C# and open source on github. The article explaining the whole business is an added bonus.
[url]http://www.codeproject.com/Articles/206507/Duplicates-detector-via-audio-fingerprinting[/url]
Octree voxel chunks y/n?
Pros: Free LoD (I hope), optimized collision detection
Cons: too much data
Sorry, you need to Log In to post a reply to this thread.