• What Are You Working On? July 2015
    1,392 replies, posted
[QUOTE=No_0ne;48263437] currently spriting the chest that the player will be able to get subweapons/coins/stuff out of: [img]http://i.imgur.com/vSZEfeq.png[/img][/QUOTE] and done (ish) [img]http://i.imgur.com/QpZQnq8.gif[/img] edit: replaced gif with one with better framerate
I'm guessing the flashing isn't as irregular, but instead it's the framerate you capture at messing it up a bit?
yeah that's licecap being bad, it flashes at 30 fps when it's disappearing
[QUOTE=Funley;48276969]Of course, the corruptions often cause the ROM to not work at all, because they managed to break a vital part of the ROM.[/QUOTE] I've read that N64 (and older) code completely resides in the beginning of the ROM, and the assets follow. I guess that you only have to know where to begin corruption and games won't break. I'm not sure though.
[QUOTE=Ziks;48276048]vid Caves, day / night cycle, different block types can resist varying amounts of explosive damage.[/QUOTE]how do you get any real work done when you have so much explosive to fuck with
[QUOTE=krix;48276516]I never understood how you can corrupt things in games while still having them readable. Do you just know not to corrupt the file header or something? I really have no idea.[/QUOTE] I've reverse-engineered the structure of most of the game's files, so my corruptor actually loads each file into an object in memory, iterates through certain fields I've carefully chosen and corrupts them at random, and then saves the result back to a file. LEGO Racers is [i]very[/i] picky about the file structure, and will crash if something it's not expecting happens, so I've tailored my tool to keep the corruption within the bounds of what the game will reasonably allow. [QUOTE=Funley;48276969]The [URL="https://github.com/Rikerz/VRC"]Vinesauce ROM Corruptor[/URL] is a great tool for such. It's meant for Nintendo ROM corruption, but it can handle any file you throw at it. It uses C# and .NET's File for reading files, so it never touches any file headers.[/QUOTE] I'd be lying if I said my tool wasn't inspired by Vinny's streams :)
What used to be a little hacky solution for text rendering turned into making a full fledged 2D Transform class, which I will also use for my upcoming sprites (and you know what that means... ;) ) I made a little test case, along with some deferred rendering sexiness that I've had completed. [vid]https://d1wst0behutosd.cloudfront.net/videos/3582155-8594879.480p.mp4?Expires=1437712079&Signature=Jl-wZGF7faG5SsZXDuVyVJ~S~KYRQMj9Vp3i-rcXEhR~GP6JK9ATB7uaRms1oWgWMr5pIfN2gSE344iZt~-iLhjSZOBFGeyIXOS0~C~S-LWTZvKEXN8Ot~qNlbnt9pHHOh04FOVW81Kj7R-1DpGQ5T7IyCTTXNfSRGfpz-zUwToHjQtQiQWmm1qMoXQo8AaQZgYxqFXErQeIOA-IcW2IlHcU7Kj8~9N16wfuYCyCmgtsaO1XI2QJsnTtOkrXtw3dXrbXzX8eZTLj7kq0Ris-ofQjBYB4u8aA4TwymB0mQgdsg~VxRBRKqzGMQKxR4YrV-Nydj7mlv9-ISWPXzhYX~g__&Key-Pair-Id=APKAJJ6WELAPEP47UKWQ[/vid]
Starting a blog series called "Over-architecting a Blog through service oriented architecture." The first part in the series will describe the process of writing a simple framework ([url=https://github.com/inkadnb/Nebula]Nebula[/url]) for service oriented architecture which I'll be using to drive my [url=https://c4c.io]blog[/url]. The piece I'm currently focusing on is for making Remote Procedure Calls via HTTP. I'm utilizing JSON as the payload to encapsulate all the information required to execute the RPC on a remote service. The screenshot below shows an example of how the RemoteProcedureCall looks like when it's serialized to JSON. [img]http://i.imgur.com/rus0Fea.png[/img] I haven't decided on whether or not I'll leave the Assembly Qualified Names or not. I'm leaning towards no since it's unlikely (from a Web API perspective) that you'll have access to the Assembly Qualified Names for remote services. The FullName is probably sufficient, as long as I can do the type-resolution on the remote service. The really cool thing I'm playing with is Castle.DynamicProxy; I'm using it to intercept service calls to an interface and then pipe them remotely or run them locally, this means from the developers perspective they're calling the RPCs off of a service interface. Here's an example of a the RPC that generated the JSON above. [code] public void TestInterception() { ServiceRegistry.Instance.Register<IBogusServiceInterface, BogusService>(); var session = new Session(); var bogusTrackable = new BogusTrackable(); bogusTrackable.Test = "Test!"; session.WorkingSet.Add(bogusTrackable); var service = ServiceProxyGenerator.GetService<IBogusServiceInterface>(session); var expected = "Bogus!"; var result = service.ReturnBogusString(); // RPC Assert.True(result == expected); } [/code]
To learn C I've been trying to port the Love2D API over to 3DS Homebrew. [IMG]http://i.imgur.com/fAQshYl.png[/IMG] [URL="https://github.com/VideahGams/LovePotion"]I'm actually kinda getting somewhere.[/URL]
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Got a lot done today yay :D [video=youtube;eq5aJxPi4gM]https://www.youtube.com/watch?v=eq5aJxPi4gM[/video]
More super stealthy solid snake sneaking stuff! [vid]https://miyuki.impulsh.moe/Xy5Hod[/vid] Threw in a first person view and some crawling. I don't have any animations for said crawling so you just happily glide across the floor :v:. You're also forced into first person mode when you crawl into a vent or something similar; I'm trying to match the controls/movement from MGS1 as closely as possible. Making enemies is probably next, although I'm not too great with AI.
Anyone know much about ECS or roguelikes or roguelike development or just want to shoot the shit about designing them? I am having some troubles and it'd help to just throw some ideas at someone and see what they think. Hit me up on steam: [url]http://steamcommunity.com/id/why_y[/url]
[IMG]https://i.imgur.com/qce9YLL.gif[/IMG] there's a lot here to take in. the poop coloured square is the player, the white-ish one is a test npc/entity with it's own movement proc. tile maps are constructed from plain text files. walls are given specific art based on their neighboring walls (corners, which direction is open to allow for 'grass', all that shit). has collision, movement, etc. edit: also the actual framerate is fine it's just a baby sized gif.
Decided to play around with easing functions for the MiniLD that's running right now. Don't know if I'll get to finish my game though, don't have much free time I can spend working on it. [vid]https://d.maxfile.ro/grbnlqhisg.webm[/vid]
After the London VR Jam we wanted an HTC Vive. We got ourselves an HTC vive. [IMG]http://i.imgur.com/F9CvMS4.jpg[/IMG]
[QUOTE=`impulse;48281939]More super stealthy solid snake sneaking stuff! [vid]https://miyuki.impulsh.moe/Xy5Hod[/vid] Threw in a first person view and some crawling. I don't have any animations for said crawling so you just happily glide across the floor :v:. You're also forced into first person mode when you crawl into a vent or something similar; I'm trying to match the controls/movement from MGS1 as closely as possible. Making enemies is probably next, although I'm not too great with AI.[/QUOTE] That first person control with the arrow keys looks super satisfying for some reason.
[QUOTE=AtomiCal;48282284]After the London VR Jam we wanted an HTC Vive. We got ourselves an HTC vive. [IMG]http://i.imgur.com/F9CvMS4.jpg[/IMG][/QUOTE] Why not oculus rift? Is there any difference between dk2 and HTC vive? They seem all the same for me :/
[QUOTE=SteppuFIN;48282674]Why not oculus rift? Is there any difference between dk2 and HTC vive? They seem all the same for me :/[/QUOTE] You should check out some comparison videos and articles. The use of the lighthouse tech makes it far superior by default.
[QUOTE=SteppuFIN;48282674]Why not oculus rift? Is there any difference between dk2 and HTC vive? They seem all the same for me :/[/QUOTE] The Vive has vastly superior tracking tech. It can track your HMD and controllers in a ~5x5m space with sub-millimeter precision. [editline]24th July 2015[/editline] Also the resolution and frequency of the screen are slightly higher.
[QUOTE=geel9;48275808]Docker seems interesting but I'm wary of the ridiculous amount of new "web scale" technologies that come and go. Also I don't wanna have to migrate our entire stack onto docker. Seems like it'd take a fair amount of work.[/QUOTE] We use a fair amount of LXC, which is the technology docker is built on. That said docker seems to prefer a single process per container approach, whereas we use it more as a virtualisation solution containing all systems needed by an individual service.
[vid]http://files.facepunch.com/ziks/2015/July/24/2015-07-24-1434-01.mp4[/vid] I'm done
[QUOTE=Ziks;48283438][vid]http://files.facepunch.com/ziks/2015/July/24/2015-07-24-1434-01.mp4[/vid] I'm done[/QUOTE] *explosion sound*
Hey, popping back with the terrain generation: As for language, I use C#. I would keep asking about the wind, but I encountered a new issue: generating a 10,000 x 10,000 map takes around 65 minutes (Extrapolated from 12 tests). Obviously, that's too much, a player can't wait that long. So: 1) How long do you think a player would agree to waiting while the terrain generates? Keep in mind it happens in the background while he is in the lobby and can talk to his friends and stuff. 2) Is there a quicker substitute to Perlin noise? That's what takes about 99% of the generation time, not the array calculations and iterations. Thanks! EDIT: By the way, I can't generate it on the fly, as data from nearby slots affects the whole generation, so I can't generate one part without the other.
What are the best options for getting into VR? Most units are available next year, and it'd kill me to buy an unfinished dev kit if the finished version is coming out soon. Ideas?
[QUOTE=DoctorSalt;48283584]What are the best options for getting into VR? Most units are available next year, and it'd kill me to buy an unfinished dev kit if the finished version is coming out soon. Ideas?[/QUOTE] You could try experimenting with something like Google Cardboard to get your feet wet.
[QUOTE=Richy19;48283299]We use a fair amount of LXC, which is the technology docker is built on. That said docker seems to prefer a single process per container approach, whereas we use it more as a virtualisation solution containing all systems needed by an individual service.[/QUOTE] I'm not sure where this assumption comes from, but Docker doesn't prefer anything in that regard. In fact, the most ideal way to run a Docker container, is with an init system inside the container, to ensure uptime. Said init system could then easily handle things like socket activation, multiple services, and whatnot. Not an issue at all, and quite the common misconception.
[QUOTE=DoctorSalt;48283584]What are the best options for getting into VR? Most units are available next year, and it'd kill me to buy an unfinished dev kit if the finished version is coming out soon. Ideas?[/QUOTE] I think the Vive should be out later this year.
So after Garry cloned JB mod, he hires Layla for the Half Life 2 clone and now Ziks has made a Minecraft clone. What is next, Five Nights at Facepunch?
[QUOTE=Megolas;48283532]Hey, popping back with the terrain generation: As for language, I use C#. I would keep asking about the wind, but I encountered a new issue: generating a 10,000 x 10,000 map takes around 65 minutes (Extrapolated from 12 tests). Obviously, that's too much, a player can't wait that long. So: 1) How long do you think a player would agree to waiting while the terrain generates? Keep in mind it happens in the background while he is in the lobby and can talk to his friends and stuff. 2) Is there a quicker substitute to Perlin noise? That's what takes about 99% of the generation time, not the array calculations and iterations. Thanks! EDIT: By the way, I can't generate it on the fly, as data from nearby slots affects the whole generation, so I can't generate one part without the other.[/QUOTE] Simplex noise is supposed to be faster than perlin noise.
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