[QUOTE=fewes;48239622]Punch one-two mother fuckerrrrrrr
[img]http://puu.sh/j4685.gif[/img]
Next up: Uppercut and Shoryuken maybe[/QUOTE]
Legs look kinda strange, no? I mean the pose. Kinda like he's doing crab while punching
[vid]http://webm.host/6b135/vid.webm[/vid]
save obama
[QUOTE=Rocket;48240407]I must've missed something. What is this bot for?[/QUOTE]
It plays [URL="http://hockeyquestionmark.com"]hockey?[/URL]
Badly.
I'm thinking about organizing some sort of AI tournament, so I'm making this one as a sample program.
At the moment there's a 3 bot team set up to fill really simple roles. ForwardBot just chases the puck around, Defensebot stays on its side of the rink and rams opposing players, and goaliebot just skates to the goal mouth and spins around and hopes for the best because I haven't got around to doing the math to calculate stick angle. :v:
[QUOTE=itisjuly;48241387]Legs look kinda strange, no? I mean the pose. Kinda like he's doing crab while punching[/QUOTE]
I think making the shoulder parts rotate with the arms would help.
The legs are kinda far apart.
It's just got odd constraints with the angle of the art on the limbs.
[t]http://i.imgur.com/HyYgvea.png[/t]
[t]http://i.imgur.com/3IAYFzz.png[/t]
[t]http://i.imgur.com/MUsDLVT.png[/t]
Some screens of my multiplayer 2D action-RPG game called Sburb, based on the Homestuck universe. Characters are fully customizable, you can even use files from your computer which are not in the stock game (and yes, other players can see them too). Now there's also a level editor which also accepts images from your computer.
You can collide with all of them, you can set their scale, rotation, position, set them as rigidbodies or static objects, set their depth layer and even transform them into a light emitter, as seen in the last picture.
Oh, and there's this snazzy dynamic lighting along with the day/night cycle system.
[QUOTE=fewes;48239622]Punch one-two mother fuckerrrrrrr
[IMG]http://puu.sh/j4685.gif[/IMG]
Next up: Uppercut and Shoryuken maybe[/QUOTE]
Is [B]his right[/B] hand palm up before punching? Shouldn't both hands be palm facing inwards before attacking / idle?
[QUOTE=Karmah;48242095]Is [B]his right[/B] hand palm up before punching? Shouldn't both hands be palm facing inwards before attacking / idle?[/QUOTE]
Yes, at least if this is supposed to be boxing.
Which it really doesn't look like because the whole stance and movement is messed up.
fewes, maybe try watching martial arts matches in slow-motion.
YouTube lets you view at a quarter of the normal speed, so you can see all the movement a lot better.
Also watch instructional videos for those martial arts and gameplay of games already that include those moves to find something that is more generic and/or fun to watch.
Kinda unrelated but I wonder, has anyone ever made an AI that can program?
[QUOTE=Karmah;48242095]Is [B]his right[/B] hand palm up before punching? Shouldn't both hands be palm facing inwards before attacking / idle?[/QUOTE]
fyi in karate the fist is initially palm up
Not very game related but still code related, [URL="https://github.com/harrymilnes/OmegleDotNet"]https://github.com/harrymilnes/OmegleDotNet[/URL] - Open source API Wrapper for Omegle
[QUOTE=Karmah;48242095]Is [B]his right[/B] hand palm up before punching? Shouldn't both hands be palm facing inwards before attacking / idle?[/QUOTE]
My only personal frame of reference is Taekwondo, where the palm is indeed facing upwards at the start of a punch as you twist it into position at the very end.
Also regarding the pose on the legs I think the reason it looks a little odd is because initially I posed him like that with the torso turned the other way which had a better sense of direction but then I flipped it while setting up the skeleton as I wanted the sword in the other hand. All these animations are for testing though so in the end I'm going to redo it all with the knowledge of what works and what doesn't.
[QUOTE=fewes;48244080]My only personal frame of reference is Taekwondo, where the palm is indeed facing upwards at the start of a punch as you twist it into position at the very end.
Also regarding the pose on the legs I think the reason it looks a little odd is because initially I posed him like that with the torso turned the other way which had a better sense of direction but then I flipped it while setting up the skeleton as I wanted the sword in the other hand. All these animations are for testing though so in the end I'm going to redo it all with the knowledge of what works and what doesn't.[/QUOTE]
Hm, turns out I never really saw those so far.
The upper body moves surprisingly little in that martial art it seems.
I really wonder how (normal) martial art with (heavy) armour works though.
To me it seems like it would be slower and/or end up hurting or tiring out the user.
Probably not exciting enough for a video game :v:
(Imo punching while having a sword really makes little sense, unless you implement weapon lockups(?) you can combo into this.
The animation would have to be matched with the enemy one though.)
[QUOTE=Tamschi;48244139](Imo punching while having a sword really makes little sense, unless you implement weapon lockups(?)[/QUOTE]
Reason for this is cause I love alternatives in games like Bayonetta/DMC/MGR. If you are playing a game where you are wielding a sword and you can just sheathe it and instead punch you way through the entire game that lends itself very well to replayability.
(also it is easier to animate but shush that's totally not the main reason)
[QUOTE=SpaceCadet_;48244002]Not very game related but still code related, [URL="https://github.com/harrymilnes/OmegleDotNet"]https://github.com/harrymilnes/OmegleDotNet[/URL] - Open source API Wrapper for Omegle[/QUOTE]
[URL="https://github.com/Naarkie/dot-omegle"]Back off[/URL], bub.
[QUOTE=fewes;48239622]Punch one-two mother fuckerrrrrrr
Next up: Uppercut and Shoryuken maybe[/QUOTE]
A tip would be to try and do the pose yourself before animating something. If you were to try and stand like he does, especially the left leg. Your knee would pop out of its socket.
[t]http://i.imgur.com/u6GzvAw.png[/t]
Arkanoid clone #52722 is a go. Doesn't have superfluous features like winning and losing yet.
Haven't used C++ for anything more advanced than some basic console stuff before and that was months ago so gamedev in SFML was a big learning curve. Apart from annoying subtle differences from C# (why do foreach loops make copies, spent like an hour debugging update code to find out it wasn't the fucking problem) it was pretty enjoyable. I did completely underestimate the amount of maths that goes into something as simple as this however.
[QUOTE=CommanderPT;48244818]A tip would be to try and do the pose yourself before animating something. If you were to try and stand like he does, especially the left leg. Your knee would pop out of its socket.[/QUOTE]
I sorted out some orientation issues with the torso, imo it looks a lot more natural now:
[img]http://puu.sh/j4WpU.jpg[/img]
This past week I've been developing a [url=https://c4c.io]blog[/url] from the ground up in ASP.NET. It's coming well so far. Yesterday I hit a milestone and made my first post that's related to development.
[quote]
Unit testing should not take precedence over design.
I realize this may be a controversial topic for some, unit testing is not something I typically have any issues with, but I do think some methodologies surrounding it can be taken too literally. It's important to note that many methodologies encompass idealistic scenarios, or what we'd like to strive for so applying them directly is generally ill-suited.
A very concerning trend I've been witnessing lately is one in which unit testing takes precedence over design. Perhaps it's a numbers game, developers like to see their metrics increase across code-coverage, number of tests, etc and they feel satisfied. However, I think this gives a false sense of security. Unit testing does not address issues of your architecture being a huge ball of mud; you can still trend towards an unmaintanable mess.
It's a particulary touchy subject because architectural changes are generally not friendly to existing code lesser so unit tests. Of things to break your Unit Tests, I'd argue that major architecural changes are some of the most likely to break your Unit Tests. As such, developers are less inclined to embrace architectural changes if all their hard work on writing their tests will break. Even though the changes are for the good and necessary you will ultimately be met with resistance.
[quote]"But Jonathan, your Unit Tests should be decoupled from your architecture and you should be testing your domain through interfaces!"[/quote]
you say. Ah, [b][i]you're right[/i][/b] but we're not there! Instead in this imaginary scenario, your unit tests are coupled to your architecture, hell maybe your tests are split across two non-ideal architectures or more; you're dealing exclusively with concrete objects. Lovely scenario, eh? It's a place you don't want to be but you're there.
Some people could argue that converting to the new architecture is a [i]refactor[/i]. I'd say [i]maybe[/i] but usually major architectural changes introduce a large amount of breaking changes, you might as well call it a rewrite. In the scenario I describe above, it's a rewrite.
So lets say you're currently in this bad spot, your architecture is in shambles, there's not enough separation of concerns. Your Unit Tests themselves are coupled to a specific architecture, so... not portable. What do you do?
1. Do you continue writing a bunch of tests before you change to a better architecture?
2. Conversely, do you wait until the new architecture is in place and then port your code and tests?
3. What if you have _no_ existing tests, do you start writing some against the old architecture, or wait?
This is one of those situations where you're in a bad place and there's no silver-bullet. Regardless, design decisions should never take a back seat to Unit Testing.
-July 19, 2015 12:15 AM[/quote]
I hope to talk a lot about software design and other technical details. I don't see a lot of blogs comparing and contrasting design methodologies and real-world scenarios so I'll likely cover that area.
Working on stash stuff
[t]http://i.imgur.com/gf6Sonz.png[/t]
It sorts by height when there is nothing else to go by
[QUOTE=polkm;48245581]Working on stash stuff
[t]http://i.imgur.com/gf6Sonz.png[/t]
It sorts by height when there is nothing else to go by[/QUOTE]
I've been trying to do shadows like this in love, whats the secret to skewing them?
[QUOTE=polkm;48245581]Working on stash stuff[/QUOTE]
This is pretty minor but can you try doubling the size of the tile textures in that room? I think it might help deal with the clutter
[QUOTE=Garb;48246528]I've been trying to do shadows like this in love, whats the secret to skewing them?[/QUOTE]
pretty sure its a hard sprite
[QUOTE=Garb;48246528]I've been trying to do shadows like this in love, whats the secret to skewing them?[/QUOTE]
It's called "Shearing factor" in the documentation [URL]https://love2d.org/wiki/love.graphics.draw[/URL] set kx to -0.65
[QUOTE=wizard`;48246643]This is pretty minor but can you try doubling the size of the tile textures in that room? I think it might help deal with the clutter[/QUOTE]
Maybe a different texture altogether?
[t]http://i.imgur.com/11z968p.png[/t]
Better?
Console.Beep() is destroying my productivity.
I started off writing a function to calculate the puck's trajectory, and ended up making the puck hum at higher frequencies depending on how close it is to you.
[QUOTE=polkm;48247123]It's called "Shearing factor" in the documentation [URL]https://love2d.org/wiki/love.graphics.draw[/URL] set kx to -0.65
Maybe a different texture altogether?
[t]http://i.imgur.com/11z968p.png[/t]
Better?[/QUOTE]
If you feel like being super nit picky, on the tridents/polearms near the top of the room the shadow is continuous onto the wall but shouldn't it angle up more vertically (parallel with the item itself) once it hits the wall? I'm sure it would be a crazy amount of work and perhaps be resource intensive but it would be a nice little touch.
[QUOTE=Guzbone;48247369]If you feel like being super nit picky, on the tridents/polearms near the top of the room the shadow is continuous onto the wall but shouldn't it angle up more vertically (parallel with the item itself) once it hits the wall? I'm sure it would be a crazy amount of work and perhaps be resource intensive but it would be a nice little touch.[/QUOTE]
Wouldn't that just be fixed by checking the size of the shadow and calculating the distance between origin of shadow and the wall and skew it more if it hits the wall? Shouldn't be [U]that[/U] resource intensive, right?
[QUOTE=laserpanda;48247332]Console.Beep() is destroying my productivity.
I started off writing a function to calculate the puck's trajectory, and ended up making the puck hum at higher frequencies depending on how close it is to you.[/QUOTE]
Great, now I'm distracted! [video=youtube;c5OK_5-5KWc]http://www.youtube.com/watch?v=c5OK_5-5KWc[/video]
[QUOTE=Guzbone;48247369]If you feel like being super nit picky, on the tridents/polearms near the top of the room the shadow is continuous onto the wall but shouldn't it angle up more vertically (parallel with the item itself) once it hits the wall? I'm sure it would be a crazy amount of work and perhaps be resource intensive but it would be a nice little touch.[/QUOTE]
I might be able to fake it with a shader, but the engine can't afford it atm. I need to optimise more first
[QUOTE=blakeguy25;48247623]Great, now I'm distracted! [video=youtube;c5OK_5-5KWc]http://www.youtube.com/watch?v=c5OK_5-5KWc[/video][/QUOTE]
This makes me want to play around with oscillators (again).
I probably won't though considering I just dug up my UI system.
(It's not that good yet but I think I figured out how I can make it more generic to render text properly.)
[editline]20th July 2015[/editline]
[QUOTE=polkm;48247817]I might be able to fake it with a shader, but the engine can't afford it atm. I need to optimise more first[/QUOTE]
You already have the depth data of the underlying geometry, right?
That's likely enough to shift the sampling into the true correct position since you also have the shear origin('s true and/or screen-space locations).
It would probably also result in correct shadows on grass and other objects, which would be awesome.
I'm pretty sure it wouldn't cause additional CPU load either, but I'm not completely certain about this part.
[t]http://i.imgur.com/g5xMHKd.png[/t]
Added textures to Arkanoid clone #52722.
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