[QUOTE=Darkwater124;49997223]Hm, should we start a thread for workspace photos?[/QUOTE]
Would probably fall under [URL="https://facepunch.com/showthread.php?t=1250038"]Post your Desk[/URL].
Any time I have to use a non mechanical keyboard it just feels [I]wrong[/I].
[QUOTE=DrDevil;49997074]Picking up coins looks really frustrating in my opinion. Maybe make them speed up a little more when they're close to the player?[/QUOTE]
It's not that bad when you're actively going for the coins. But making them speed up based on how close they are to the player doesn't sound bad.
[QUOTE=AntonioR;49997206]Look at 0:12 "money magnet", I imagine they go faster if you upgrade that.[/QUOTE]
Yeah, that increases the speed and range at which money is drawn to you. You can't buy that until you max out all your perks though and each rank of it costs 1000, which most people would rather speed on the other stats.
Here's a video showing off the coins speeding up based on distance. First with a normal player then again with a player with the Money Magnet stat maxed.
[video=youtube;-A8fsPeZoUY]http://www.youtube.com/watch?v=-A8fsPeZoUY[/video]
[QUOTE=cartman300;49997111]I used my keyboard so much, the keys started wearing out. Left shift key sometimes doesn't even recognize when you press it. Spacebar even bended. The laptop is from 2011 and i'm typing every day like a maniac.
[/QUOTE]
Color is scrapped off completely on my CTRL, ALT and right SHIFT buttons.
Wow, so I've taken up my first client work regarding game development. My tasks are to take the client's game (written using an [URL="https://bitbucket.org/MartinFelis/love-android-sdl2"]Android port of LOVE[/URL]) and implement on-demand adverts that users can choose to view for the replenishment of lives. It follows a pretty standard-sounding pattern of "x lives in a given day, hit 0? Wait or view an advert."
Luckily, given my green nature when it comes to the implementation of ads in an Android game, the project is initially just a feasibility check and I'm not obligated to agree to make it work.
Thought I'd ask here for good starting points for research and/or solutions - I've seen a few people over time face common pitfalls and overcome them; I'm not sure if the framework being used will change the problem or even make it impossible to solve.
This should be a fun rollercoaster ride of actually-getting-paid.
Hello guys, need you opinion.
If anybody remembered that 'file city' I was making, I just applied HDR effects to spruce things up.
Which one do you think will be more suitable for a 'cybery file city'?
1 - agree - no HDR
2 - disagree - little HDR
3- funny - more HDR
1 - no HDR
[IMG]http://i.imgur.com/Nl4lulb.png[/IMG]
2 - little HDR
[IMG]http://i.imgur.com/3Ht0ymX.png[/IMG]
3- more HDR
[IMG]http://i.imgur.com/WfmyoZX.png[/IMG]
[QUOTE=cartman300;49997111]I used my keyboard so much, the keys started wearing out. Left shift key sometimes doesn't even recognize when you press it. Spacebar even bended. The laptop is from 2011 and i'm typing every day like a maniac.
[thumb]http://www.carp.tk/~anon/files/WP_20160324_13_30_44_Pro.jpg[/thumb]
[editline]24th March 2016[/editline]
It's not a mechanical keyboard tho. Never used one. Wouldn't last long with my fingers.[/QUOTE]
Using this behemoth for my thesis :v:
[IMG_thumb]http://i.imgur.com/DaqIwrA.jpg[/IMG_thumb]
It's okay, bit of a weird force curve but it was the only qwerty they had. I'd prefer something that doesn't require one-finger handstand Shaolin monk-strength to type a letter though.
[Editline]25th March[/Editline]
Apparantly the "Cherry MY 3000 R/M" is great it if it's the G80 (fully mechanical), the G81 is a piece of crap though :( (which I have)
[QUOTE=Fourier;49997094]WAYWO, I am using laptop keyboard right now to program.. is mechanical keyboard any better? Experiences anyone?[/QUOTE]
Chicklet keyboards bug me to no end. I can't get a good feel for them.
Mechanical is great, but you want to study up on the differ type of switches.
(also apparently DIY keyboards are a thing, Massdrop is always selling cases and caps, and occasionally the actual PCB)
[QUOTE=hakimhakim;49997953]Hello guys, need you opinion.
If anybody remembered that 'file city' I was making, I just applied HDR effects to spruce things up.
Which one do you think will be more suitable for a 'cybery file city'?
1 - agree - no HDR
2 - disagree - little HDR
3- funny - more HDR
1 - no HDR
[IMG]http://i.imgur.com/Nl4lulb.png[/IMG]
2 - little HDR
[IMG]http://i.imgur.com/3Ht0ymX.png[/IMG]
3- more HDR
[IMG]http://i.imgur.com/WfmyoZX.png[/IMG][/QUOTE]
What do you mean by HDR? Isn't HDR when you store colors and perform calculations with higher precision values (eg. 16-bit floating point per component instead of the usual 8-bit uint)?
That just looks like bloom.
[video=youtube;bg5NMzbbks0]https://www.youtube.com/watch?v=bg5NMzbbks0[/video]
Did a play test with some friends last night, was a lot of fun, along with one of em saying "I laughed so hard I got a six pack"
Either his abs are ripped now, or he found a case of beer. Both are good.
[QUOTE=Anven11;50001398]What do you mean by HDR? Isn't HDR when you store colors and perform calculations with higher precision values (eg. 16-bit floating point per component instead of the usual 8-bit uint)?
That just looks like bloom.[/QUOTE]
Not a pro at shading myself, so can't be sure.
Probably there's a lot of techinque on how to do HDR. The maker said this one uses bloom. Probably this is one of the simpler ones.
But it seems this one do what it's supposed to do; make bright things looks bright, and dark things looks dark.
[quote][vid]http://wyattmarks.com/screenshots/2016_03-24_10:50.webm[/vid][/quote]
What's new: Many, many bug fixes. Added the player's position to saving/loading. Refactored a LOT of the code.
I think I'm going to try and add networking (dun dun)
I've only ever tried doing it from scratch. Should I do that again, or is there a good love2d library for networking?
[QUOTE=cartman300;49997111]It's not a mechanical keyboard tho. Never used one. Wouldn't last long with my fingers.[/QUOTE]
IDK man, I have a [B]heavily[/B] used Focus FK-2001 from 1989 that still types strong today. It uses alps.tw Type T1 switches, the thing is godly.
Incorporated my old cloth physic codes into the character cloth.
It's kind of primitive though :v: , but still better than looking at static mesh of a cloth
[video=youtube_share;5uKZ6tyFWcU]http://youtu.be/5uKZ6tyFWcU[/video]
[QUOTE=hakimhakim;50002640]Incorporated my old cloth physic codes into the character cloth.
It's kind of primitive though :v: , but still better than looking at static mesh of a cloth
[/QUOTE]
I can barely see anything, maybe you should disable the wireframe.
I know I'm a little late, but this keyboard has never let me down. Amazing to type on, and my coworkers complain about the noise from down the hall :v: Buckling springs are the way to go, forget your Cherry MX's!
[url=http://www.pckeyboard.com/page/product/UNI0P4A][img]http://www.pckeyboard.com/mm5/graphics/00000001/ultra_classic_white_104_270x270.png[/img][/url]
Image links to product page.
Cool talk on programming memes like FP, OOP, ECS, refactoring, code reuse and all the good techniques that make you a good boy programmer.
[video=youtube;k56wra39lwA]http://www.youtube.com/watch?v=k56wra39lwA[/video]
[QUOTE=hakimhakim;50001729]Not a pro at shading myself, so can't be sure.
Probably there's a lot of techinque on how to do HDR. The maker said this one uses bloom. Probably this is one of the simpler ones.
But it seems this one do what it's supposed to do; make bright things looks bright, and dark things looks dark.[/QUOTE]
isn't hdr used for the exact opposite reason?
[QUOTE=Perl;50003367]isn't hdr used for the exact opposite reason?[/QUOTE]
yeah, it's supposed to make darker areas brighter and brighter darker.
[QUOTE=Perl;50003367]isn't hdr used for the exact opposite reason?[/QUOTE]
If i'm not mistaken people use HDR to prevent high contrast scene from being turn into black and white washout, while still preserving details.
If the contrast exceed the device limit, so the contrast ratio need to be toned down to prevent that.
But another aspect of HDR is that of dealing with perception of brightness. In scene like the above the bright object does not appears very bright.So bloom and flare was used to make bright object seems brighter.
In the scene above the object brightness can't exceed certain level even if I increase the emissiveness to max,so I need the bloom.
Maybe this is another facet of HDR; making low contrast scene have more contrast (I dunno lol). The concept revolves around dynamicity after all
Not sure if that shader had tone mapping or anything else HDR though, except from bloom.
[QUOTE=hakimhakim;50003449]If i'm not mistaken people use HDR to prevent high contrast scene from being turn into black and white washout, while still preserving details.
If the contrast exceed the device limit, so the contrast ratio need to be toned down to prevent that.
But another aspect of HDR is that of dealing with perception of brightness. In scene like the above the bright object does not appears very bright.So bloom and flare was used to make bright object seems brighter.
In the scene above the object brightness can't exceed certain level even if I increase the emissiveness to max,so I need the bloom.
Maybe this is another facet of HDR; making low contrast scene have more contrast (I dunno lol). The concept revolves around dynamicity after all
Not sure if that shader had tone mapping or anything else HDR though, except from bloom.[/QUOTE]
HDR is basically an exposure slider that changes to best represent the scene. When something bright comes into view, everything else gets darker.
[QUOTE=Ott;50003617]HDR is basically an exposure slider that changes to best represent the scene. When something bright comes into view, everything else gets darker.[/QUOTE]
HDR makes eye-adaption [I]possible[/I] by representing color components outside the 0..1 range. If colors are represented within an 0..10 range, for example, the eye adaption will be able to calculate the light contribution to the scene, and place the 0..1 range along a section of the 0..10 range accordingly. The values that are outside the 0..1 range will automatically become pitch black/white.
[code]
|--| 0..1 range.
|--------------------| High dynamic range.
[/code]
[QUOTE=adnzzzzZ;50003353]Cool talk on programming memes like FP, OOP, ECS, refactoring, code reuse and all the good techniques that make you a good boy programmer.[/QUOTE]
Do you deliberately post these to start flame wars?
[QUOTE=Anven11;50003689]HDR makes eye-adaption [I]possible[/I] by representing color components outside the 0..1 range. If colors are represented within an 0..10 range, for example, the eye adaption will be able to calculate the light contribution to the scene, and place the 0..1 range along a section of the 0..10 range accordingly. The values that are outside the 0..1 range will automatically become pitch black/white.
[code]
|--| 0..1 range.
|--------------------| High dynamic range.
[/code][/QUOTE]
Though in high-contrast scene, we want to prevent the colours from becoming too black or too white by using HDR.
In general, we want to preventthe colours from going to the extreme side (pitch black or white-outs).
From wiki:
[I]One of the primary advantages of HDR rendering is that details in a scene with a large contrast ratio are preserved. Without HDR, areas that are too dark are clipped to black and areas that are too bright are clipped to white.[/I]
[I]Graphics processor company Nvidia summarizes the motivation for HDRR in three points: bright things can be really bright, dark things can be really dark, and details can be seen in both.[/I]
In compensation, bright areas which colours was toned down by HDR can simulate its 'brightness' by bloom and flares
In unrelated notes, anybody knows what effects should I use to simulate 'vivid' scene, like in the morning? (I don't really know how to describe it)
[IMG]http://i.imgur.com/VHckdM9.jpg[/IMG]
[QUOTE=adnzzzzZ;50003353]Cool talk on programming memes like FP, OOP, ECS, refactoring, code reuse and all the good techniques that make you a good boy programmer.
[video=youtube;k56wra39lwA]http://www.youtube.com/watch?v=k56wra39lwA[/video][/QUOTE]
Why are you constantly trying to be such a dick
yo can we not derail the thread a hundredth time tia
[editline]25th March 2016[/editline]
use pms if you want to fight something out so bad
[QUOTE=geel9;50004061]Why are you constantly trying to be such a dick[/QUOTE]
I'm on your side, but let's not start this again. You know how this ends up every time.
[QUOTE=hakimhakim;50003927]In unrelated notes, anybody knows what effects should I use to simulate 'vivid' scene, like in the morning? (I don't really know how to describe it)
[/QUOTE]
High saturation in your materials, bright env lights, and a very blue skybox. Also pay attention to how much GI is on the buildings -- they reflect a lot of light and add quite a bit to the scene.
[QUOTE=Foda;50004189]High saturation in your materials, bright env lights, and a very blue skybox. Also pay attention to how much GI is on the buildings -- they reflect a lot of light and add quite a bit to the scene.[/QUOTE]
Sounds expensive
If possible, I want to prevent the game from using advanced lighting.
So for brightness, I just upped the ambient light.
Skybox brightness can be altered in imaging softwares
Also, how do I increase saturation? Usually, it's categorized under what effect? Is there another name for it?
try saturating your textures directly
[editline]25th March 2016[/editline]
then hack the pentagon
Working on a trailer for Chunks, so I've been testing out recording timelapses:
[vid]https://files.facepunch.com/ziks/2016/March/25/output.mp4[/vid]
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