[QUOTE=Berkin;49092350][URL="https://github.com/RantLang/Rantionary/blob/master/diseases.dic"]Okay, I started a disease table.[/URL]
If someone wants to add some more, shoot me a pull request![/QUOTE]
Some repos really do have the best commits:
[img]https://i.imgur.com/Wq8bAIq.png[/img]
[QUOTE=benjojo;49092795]Some repos really do have the best commits:
[IMG]https://i.imgur.com/Wq8bAIq.png[/IMG][/QUOTE]
I'm only being honest. V:v:V
Working on collecting data for my stocks website. I've got one script running right now that gets a csv file from an ftp server with a list of stock symbols and their companies' names, then it explodes that into an array in php and uploads it to mysql DB. It does this every day, so basically it's like:
1. Open screen
2. watch -n 86400 sh upload.sh
where upload.sh wgets the ftp server
then after that runs `php upload.php`
where upload.php truncates the table, parses that shit out of the csv and updates the db
Also, I'm working on a node.js script which will collect minute-by-minute data from yahoo finance api since yahoo doesn't offer intra-day pricing (only historical data and current data as of this minute), so I'm jacking their server to make my own intra-day database. I figure at 16 bits per asking price, plus 8 bytes for each stock symbol, that's 10 bytes of data each minute on 3100 symbols. 3100 * 10 * 1440 = 44mb generated a day. Since I don't need intra-day data the next day, I can just truncate it every day at midnight, so I'm not looking at much overhead here.
Also, the interpreter I'm writing is done with javacc/java
So I guess you can see a pattern of not picking a fucking backend consistently. I'm just choosing the first solution which comes to mind and the smartest framework for implementing that. I guess it's probably bad to run a project like that, but I'm getting a TON of exposure to different backend shit I never though I'd ever have to care about
[QUOTE=Higurashi;49092420]Quick update
[IMG]http://s9.postimg.org/ym53s0kun/poc.png[/IMG]
It's possible to assemble/dismantle lights now and also added windows, quite proud of them because they turned out better than I expected.[/QUOTE]
I love your art
I got incredibly annoyed at how fucking difficult it was to properly automate series commas in Rant. Here's how it's (awfully) done:
[code]RANT> [rs:5;\n]{[rs:[rn];,\s][before:[notfirst:[last:and\s]]]{dogs}!}
dogs!
dogs, and dogs!
dogs, dogs, and dogs!
dogs, dogs, dogs, and dogs!
dogs, dogs, dogs, dogs, and dogs![/code]
Unfortunately, it doesn't know how to handle the case with two items properly, as it adds an unnecessary comma. It is also a nightmare to configure whether or not you want an Oxford comma. You would have to write a script. Just... no.
So I wrote a feature that takes care of it for me. It adds two new overloads to [sep].
[code]RANT> [rs:5;\n]{[r:[rn]][s:,;and]{dogs}!}
dogs!
dogs and dogs!
dogs, dogs and dogs!
dogs, dogs, dogs and dogs!
dogs, dogs, dogs, dogs and dogs![/code]
Want an Oxford comma? Just another argument.
[code]RANT> [rs:5;\n]{[r:[rn]][s:,;,;and]{dogs}!}
dogs!
dogs and dogs!
dogs, dogs, and dogs!
dogs, dogs, dogs, and dogs!
dogs, dogs, dogs, dogs, and dogs![/code]
SO MUCH LESS WORK. I am very pleased.
[editline]11th November 2015[/editline]
Bonus Dr. Seuss pattern:
[code]RANT> [case:sentence][rs:5;\n]{{|no\s}[r:[rn]][s:,;{and|or|nor}]{{(5)|lovely\s}[x:_;ordered]{c|l|s}ocks}{.|!}}
No cocks.
Locks and socks!
Cocks, lovely locks and lovely socks!
Cocks, lovely locks, lovely socks or cocks.
No lovely locks, lovely socks, lovely cocks, locks or lovely socks.[/code]
added 5 melee attacks today, here's one where you block enemy hits and then when its full you discharge
[IMG]http://vgy.me/p4T0qK.gif[/IMG]
SmileBASIC has a programming contest for their 3DS BASIC interpreter. The Theme is "Ninja".
My idea is to make a ninja or samurai dude, and have him slash at the user. When he pulls the sword back, the user can see which direction he will slash his sword (if he lifts the sword over his head, his sword will come straight down). So the object is to turn the 3DS in such a way that your "sword" is parallel to his, resulting in you deflecting the blow. I'm using the gyroscope and I've got the rotation down pretty well but there are some bugs. Nothing major though. the real issue is I'm going to have to draw and rotate a samurai dude. I can't draw for fucking shit.
[QUOTE=Rocket;49092203]They apparently believe there's enough legal evidence to threaten a case against them.[/QUOTE]
that's kinda naive isn't it? bulling people into submission when the law isn't actually on their side is a pretty common tactic these days and it shouldn't be stood for
[QUOTE=Berkin;49094932]Slowly coming together...
[img]http://i.imgur.com/0wOPuaA.png[/img][/QUOTE]
I can't help reading these in [url=https://www.youtube.com/watch?v=d6s994jOFuY]Brian Butterfield[/url]'s voice.
Currently working on a pirate 2D game. We're in alpha stage, we just need better graphics as we're using placeholder graphic at the moment. Anyone who's interested in doing some artwork?
[IMG]http://i.imgur.com/gCAWo0W.png[/IMG]
Working on animation blending for an ARPG style game:
[vid]https://zippy.gfycat.com/DizzyWigglyAtlanticridleyturtle.webm[/vid]
And some target on/target off blending:
[vid]https://zippy.gfycat.com/ColossalCarelessIberiannase.webm[/vid]
[This post is a general dump of what I've been working on for a while]
Hooray! Procedurally generated explosions
[IMG]https://dl.dropboxusercontent.com/u/9317774/pretty2.PNG[/IMG]
Not the most exciting thing in the entire universe. What's that lassie? I also built a functional 5v5 multiplayer swordfighting game with component based damage, directional blocking, directional attacks, absurd normal mapping, feints that aren't broken, directional sound effects, fully procedural IK based animations and attacks, and gpu accelerated physics driven capes that flap in the wind? The combat system is 'realtime' in the same way that chivalry medieval warfare is, except its not broken and actually works
[IMG]https://dl.dropboxusercontent.com/u/9317774/gaem2.PNG[/IMG]
(earlier pre-cape nightclub aesthetic)
[IMG]https://dl.dropboxusercontent.com/u/9317774/graphics.PNG[/IMG]
I then watched the martian and decided to build a super realistic simulation of trying to survive on mars
[IMG]https://dl.dropboxusercontent.com/u/9317774/madness.PNG[/IMG]
The whole atmosphere there is simulated on a pixel scale in 2d (currently only diffusion, but advection is not too hard), modelling all the various gases present. I went a bit overboard with the atmospheric modelling - the player attempts to breath in 1 unit of gas, then processes the required amount of oxygen converting it into c02, and then breathes it back out again. Thats the top left two readouts
The player is also wearing an environmental suit (atmosphere displayed to the left of the suit) that has its own local atmosphere that the play can breathe from (if they're wearing it), with backup supplies of resources to maintain the local atmosphere. Ie itll absorb any excess c02, and produce o2 and nitrogen to try and match an ideal atmosphere (similar to earth, but 80% nitrogen 20% o2). The filling is done on partial pressures - so if there's no nitrogen in reserve but plenty of o2, itll fill up the local atmosphere with the correct pressure of o2, not 1 atmopshere. The outside environment is displayed to the right of the player
Then there's a whole bunch of storage containers for different gases in the world (nitrogen/o2 etc), solar panels to produce electricity, an oxygenator which absorbs c02 from the martain atmosphere and turns it into stored o2, and an environmental regular to absorb co2 and release stored o2 and nitrogen in the same way as the suit, but to the general environment instead
And then there's the awesome music, eg when you're low on o2
[url=https://dl.dropboxusercontent.com/u/9317774/Sam_Berrow%20-%20THE%20EMPLOYMENT%20TAPES%20%28PART%20II%29%20-%2007%20Run%21.flac]link[/url]
You can construct buildings out of walls (which require materials to build), which block atmosphere escaping and player movement
[IMG]https://dl.dropboxusercontent.com/u/9317774/build.PNG[/IMG]
Showing partially constructed walls
This is a better picture showing a constructed base, with an airlock. The room is red because nitrogen is displayed in red, oxygen in blue, and c02 in green, and nitrogen is the majority gas in an earth atmosphere enviornment
[IMG]https://dl.dropboxusercontent.com/u/9317774/smallbase.PNG[/IMG]
Source for the swordfighting game is here (its a horrible clusterfuck):
[url]https://github.com/20k/SwordFight[/url]
(source for the particles is under swordfight/particles for some reason)
And the source for the fun mars space game is here:
[url]https://github.com/20k/MarsSpace[/url]
[QUOTE=Gamerman12;49095126][vid]https://dl.dropboxusercontent.com/u/1400138/ShareX/2015/11/2015-11-11_01-38-17.mp4[/vid]
muh aesthetic[/QUOTE]
It feels like the player controller reacts way too fast to direction changes.
DICE had their player controller for Mirrors Edge be based on momentum, or did you purposefully avoid that?
[QUOTE=Gamerman12;49095126][vid]https://dl.dropboxusercontent.com/u/1400138/ShareX/2015/11/2015-11-11_01-38-17.mp4[/vid]
muh aesthetic[/QUOTE]
Is there a way to edit the values set by sliders directly?
Like, if I wanted my FOV to be 90, do I have to use the slider to set it to 90 or is it possible to just type 90 in?
Fixed the animation snapping, looks p smooth now
[vid]https://zippy.gfycat.com/GenerousIckyIndochinahogdeer.webm[/vid]
[QUOTE=Berkin;49094932]Slowly coming together...
[img]http://i.imgur.com/0wOPuaA.png[/img][/QUOTE]
This is awesome.
The game Elite Dangerous could totally use this - that game has shit all for mission dialogue and all that changes between them is a few words, but something like this would drastically improve them
Implementing animations should be easy now, also hit detection is based on the weapon held rather than an invisible forward cone.
[VID]https://dl.dropboxusercontent.com/u/24357560/750.webm[/VID]
Update with my life:
I've been building [I]tons[/I] of cool stuff, but it's all for work so I can't post anything.
As soon as things are public I'm spamming you all with content. Just you wait :weeb:
[QUOTE=chimitos;49097558]Update with my life:
I've been building [I]tons[/I] of cool stuff, but it's all for work so I can't post anything.
As soon as things are public I'm spamming you all with content. Just you wait :weeb:[/QUOTE]
:toxx:?
Someone, make something cool with this! I don't have time to :(
[URL="http://projectoxford.ai"]Microsoft's Project Oxford[/URL]
[video=youtube;_1jqgP7ZRtE]https://www.youtube.com/watch?v=_1jqgP7ZRtE[/video]
I have been saying "aaaaaah" into my microphone for an hour or so.
This is because I'm using my own voice to create the glottal pulse train for my TTS engine. I got sick of trying to do it algorithmically and getting speaker-igniting results, so I'm sampling a single phase of [I]f0[/I] from the real thing and plugging it into the program as an embedded resource. That's one way to bake data, I guess.
[t]http://i.imgur.com/0iMcHO6.png[/t]
I may try this with other voices (female? old man?) or just mod my own if this works.
[QUOTE=Sidneys1;49097966]Someone, make something cool with this! I don't have time to :(
[URL="http://projectoxford.ai"]Microsoft's Project Oxford[/URL]
[video=youtube;_1jqgP7ZRtE]https://www.youtube.com/watch?v=_1jqgP7ZRtE[/video][/QUOTE]
Very cool, though since it's (I assume) all online, it comes with a bunch of privacy issues.
IT WORKS!
Here are a few vowels:
[B]ɛ[/B]
[vid]https://my.mixtape.moe/tmwikp.wav[/vid]
[B]a[/B]
[vid]https://my.mixtape.moe/ykorjs.wav[/vid]
[B]i[/B]
[vid]https://my.mixtape.moe/lghumz.wav[/vid]
[B]ɒ[/B]
[vid]https://my.mixtape.moe/eacowf.wav[/vid]
Robotic, but recognizable!
[QUOTE=FalconKrunch;49095645]It feels like the player controller reacts way too fast to direction changes.
DICE had their player controller for Mirrors Edge be based on momentum, or did you purposefully avoid that?[/QUOTE]
for now i've purposefully avoided it, because adding more weight has kinda ruined the gameplay I'm reaching for. later on when i have a better solution i might think about it, but trying to implement such a system with the character controller in unity is weird, because unity does it based off of vectors.
when testing, if i make the player's speed just a bit slower to accelerate, people notice and hate it, but then there's too fast sometimes. i'm trying to find a happy medium.
[QUOTE=HumbleTH;49095966]Is there a way to edit the values set by sliders directly?
Like, if I wanted my FOV to be 90, do I have to use the slider to set it to 90 or is it possible to just type 90 in?[/QUOTE]
i could implement that, hmm. but not for now, that'd be a lot more work than i'm willing to put in right now.
Prototype for my entry for the SmileBASIC Ogiri
[media]https://www.youtube.com/watch?v=KS8bnPvuLSQ[/media]
Got the gyroscope down pretty well. The idea is that the enemy there (may change the sprite later) will have a sword. She swings it at you at a certain angle, and you have to turn the 3DS so that your shovel is perpendicular to her slash-zone. slashes get quicker with added difficulty
[QUOTE=proboardslol;49100668]Prototype for my entry for the SmileBASIC Ogiri
:snip:
Got the gyroscope down pretty well. The idea is that the enemy there (may change the sprite later) will have a sword. She swings it at you at a certain angle, and you have to turn the 3DS so that your shovel is perpendicular to her slash-zone. slashes get quicker with added difficulty[/QUOTE]
The video is private.
Try again
Made a skate-ramp for the Marble Maze game.
...it took some time to make in SketchUp.
I think UV-mapping this would be a nightmare :v:
[img]http://i.imgur.com/NYnAMWB.jpg[/img]
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