Working on porting my old text renderer to MonoGame, and I'm planning on adding in bg color support (although I probably won't ever use it outside of demos).
[t]https://dl.dropboxusercontent.com/u/52803321/to%20pilfer%20joy/2015-03-22_00003.jpg[/t]
The following is stuff that the original XNA version has:
- Full 32bit color support rendered at 80x25 res or 2000 letters on screen and alpha is just used to not have to reset the original color value later.
- Sadly, my code is completely singlethreaded
- - Even then, it runs at over 1000FPS constantly on my craptop (1.4GHz AMD A6-3400M), peaking at over 1500. [Performance will go down after BG support implemented but in cases like the image, the framerate won't have any noticeable dip)
- Obviously has a framerate limiter to prevent overheating
- 8K support too, although untested.
- Support for 21:9 resolutions.
- Multilayered music support but kept as ADPCM WAVEs.
- Multiple languages also supported if font is modded to have support for the characters (although it's a modified Fixedsys Excelsior that fixes a small bug so it should have all the common languages).
- - Modding the text is literally as easy as opening it in a text editor and modifying the config file to set it to the modded language
- Mouse support but quite wonky (cursor is at bottom right of screen), so I'll disable it when I get to porting it.
This is gonna be fun as shit.
[QUOTE=Map in a box;50107961]What's that supposed to mean?
:saddowns:[/QUOTE]
Nothing bad. I love me a good SS13 clone every now and then, and I sort-of went off the deep end with [URL="https://github.com/Somnium13/SS13"]my most recent attempt[/URL], so I can't really judge.
[QUOTE=MadParakeet;50108306]Nothing bad. I love me a good SS13 clone every now and then, and I sort-of went off the deep end with [URL="https://github.com/Somnium13/SS13"]my most recent attempt[/URL], so I can't really judge.[/QUOTE]
Well this is about a week or twos worth of work and I fully intend on all the features being from goonstation
[img]http://i.imgur.com/roAHYsJ.gif[/img]
[vid]http://i.imgur.com/Rzf55tY.webm[/vid]
quality is shite but I'm working on a flappy bird-like game where you play as trump and jump through his wall (as you mistakenly built it on the wrong side of yourself). Hillary is gonna be an unlockable head (because now you too can buy hillary), and of course hats and microtransactions
[QUOTE=hakimhakim;50107775]What kind of effect did they use for SuperHot enemies texture? Specular?
Looks like there's more to it
[IMG]http://horo-game.com/wp-content/uploads/2016/02/SUPERHOT-Start-to-DirectX-9.jpg[/IMG][/QUOTE]
Non-interpolated normals with reflection brightness mapped to a red-yellow gradient.
255,brightness,0 perhaps
[QUOTE=Map in a box;50108484]255,brightness,0 perhaps[/QUOTE]
Probably closer than my guess, but that would mean that no light would yield a solid red.
[editline]11th April 2016[/editline]
Unless the red channel is diffuse brightness, and green is specular.
unity is so convenient in so many ways but such an infinite pain in the ass in others
especially with the majority of help posts being people who don't know how to lace a shoe
[editline]11th April 2016[/editline]
also the no constructor in an OOP with anything deriving from MonoBehavior is such a fucking pain
[QUOTE=Berkin;50108497]Probably closer than my guess, but that would mean that no light would yield a solid red.
[editline]11th April 2016[/editline]
Unless the red channel is diffuse brightness, and green is specular.[/QUOTE]
it probably still respects normals kinda sorta perhaps maybe somehow for some reason?
[QUOTE=Darwin226;50107935]I've had nothing but bad experiences with subrepos. Is there a significant improvement in Hg over how git does it?[/QUOTE]
I'm not sure, but they ever only broke for me once (missing child revisions blocking history editing in the main repo) and that's fixed if you enable the [I]evolve[/I] extension.
I always define them as [code]Subrepo = ../Subrepo[/code] so I can push and pull them automatically to and from Bitbucket though, meaning my repository structure at the remote has to be flat. (Spaces become dashes in project names on Bitbucket, so I replaced those too for the path.)
In Hg all you have to do to make them is insert a line into the .hgsub file, and at least TortoiseHg will create them automatically once you add that or refresh.
It's still a little clunky compared to a single repository, but HgVS supports them well and it pays off if you have a significant amount of reused in-development libraries.
[editline]11th April 2016[/editline]
[QUOTE=Berkin;50108477]Non-interpolated normals with reflection brightness mapped to a red-yellow gradient.[/QUOTE]
The yellow is for "wounds" only afaict.
[QUOTE=Map in a box;50106848]Well, Unity and UE4 both don't have Lua APIs. And UE4 is a pain to use on the C++ side(and the editor doesn't run on my laptop very well). I'm not a fan of C#.
Thus I write my engines entirely in Lua. Because Raisins.[/QUOTE]
C#, C++, and Lua are not the only three languages used in game development :v: Try JavaScript with Unity if that's your only beef.
[QUOTE=zeaga;50110082]C#, C++, and Lua are not the only three languages used in game development :v: Try JavaScript with Unity if that's your only beef.[/QUOTE]
Well, unity is partially the reason I dislike C# :v:
And well, I despite Javascript so definitely no.
[editline]11th April 2016[/editline]
I used to gamedev in Java as well.
i like javascript
is that weird
[QUOTE=gooooooooooogle;50110164]i like javascript
is that weird[/QUOTE]
Extremely.
This probably not the best place to ask, but trying any way.
My photoshop skills has went to shit in the last couple of years, as I haven't used it.
Would anyone be interested in making some images for Google Play store for my app? I have little fear for that Google might for some stupid ass reason, suspend the app because of "Impersonation" or because some user is having an avatar from a copyrighted show/game and is used in the images.
The images doesn't even have to contain images from the app, they just have to look nice, and highlight some of the thing the app can do.
I really hope my request makes sense.
[QUOTE=tisseman890;50110191]This probably not the best place to ask, but trying any way.
My photoshop skills has went to shit in the last couple of years, as I haven't used it.
Would anyone be interested in making some images for Google Play store for my app? I have little fear for that Google might for some stupid ass reason, suspend the app because of "Impersonation" or because some user is having an avatar from a copyrighted show/game and is used in the images.
The images doesn't even have to contain images from the app, they just have to look nice, and highlight some of the thing the app can do.
I really hope my request makes sense.[/QUOTE]
If you're refering to the facepunch app, you might just take the facepunch logo and add some twists to it? In any case, if you intend to make a paid version, I also suggest asking garry about using a "remixed" version of the logo, if you end up doing that. I'm sure he'll be fine with it, but it's always better to be ahead :)
[QUOTE=mastersrp;50110253]If you're refering to the facepunch app, you might just take the facepunch logo and add some twists to it? In any case, if you intend to make a paid version, I also suggest asking garry about using a "remixed" version of the logo, if you end up doing that. I'm sure he'll be fine with it, but it's always better to be ahead :)[/QUOTE]
I have scraped the paid app completely, and going donation only.
I just want to be completely sure that the app won't be pulled from Google play.
I was just hoping that someone would help me making some new images for Google Play. :v:
[QUOTE=foszor;50106497]I envy people who can sit down and read a book about stuff like this. I can't learn from books or tutorials, I just skim through them and find code and break it apart and figure out how it works. It works for me but I lose out on the complex maths behind a lot of the operations which is a handicap in the long run.[/QUOTE]
Do it slowly. I was reading one video game linear algebra 6 months, which is quite slow but I really learned a lot.
[QUOTE=hakimhakim;50107775]What kind of effect did they use for SuperHot enemies texture? Specular?
Looks like there's more to it
[IMG]http://horo-game.com/wp-content/uploads/2016/02/SUPERHOT-Start-to-DirectX-9.jpg[/IMG][/QUOTE]
I accidentally made a similar effect by shoving this into the bump of a material I was working on, although in their case I'm pretty sure it's a per-vertex effect:
[t]http://i.imgur.com/HfWpwAp.png[/t]
don't know if this was already posted here, it's genius
[URL]https://github.com/nvbn/thefuck[/URL]
[IMG]https://raw.githubusercontent.com/nvbn/thefuck/master/example.gif[/IMG]
Looks like easy way to lose your job =D
Is there [B]any[/B] [B]managed [/B]framework on top of OpenTK/SharpDX for doing basic text/ui/bitmap/debug/image/model/sound/math stuff.
You know the kind of shit that you'd expect from SDL or SFML, only without having to deal with mixed C++/C# and shitty bindings.
[QUOTE=Cold;50110559]Is there [B]any[/B] [B]managed [/B]framework on top of OpenTK/SharpDX for doing basic text/ui/bitmap/debug/image/model/sound/math load stuff.
You know the kind of shit that you'd expect from SDL or SFML, only without having to deal with mixed C++/C# and shitty bindings.[/QUOTE]
No, none that I know of (or I'd be using them). I've written incomplete versions of half of these though, so if you have questions about how to make something like this I may be able to help.
[QUOTE=gooooooooooogle;50110164]i like javascript
is that weird[/QUOTE]
I love JavaScript.
Fight me naysayers.
(But please don't I'm not very strong and my opinions are usually wrong)
Or alternatively feel free to explain why you're a naysayer and learn me something, as I've never seen a more robust argument than "it's bad and I don't like it."
[editline]11th April 2016[/editline]
Ok so just did a bunch of reading both subjective and objective and I can see why people might really hate JS. I've actually found a couple of solutions to ProtoGL problems in doing this research yay
[QUOTE=jonnopon3000;50110898]I love JavaScript.
Fight me naysayers.
(But please don't I'm not very strong and my opinions are usually wrong)[/QUOTE]
JavaScript is fine as long it stays within where it belongs, the internet browsers.
I'm fine with JS as long I don't have to work with it.
[QUOTE=Dromlexer;50110917]JavaScript is fine as long it stays within where it belongs, the internet browsers.
I'm fine with JS as long I don't have to work with it.[/QUOTE]
JS is fine for lots of stuff, it's fast and easy to understand. But for serious projects you need static typing or you basically die slowly like lemon peeled by ungrateful human.
Gave it a shot in GIMP. :v:
[thumb]http://i.imgur.com/3QhA6hu.jpg[/thumb][thumb]http://i.imgur.com/tCJtWjk.jpg[/thumb]
[QUOTE=hakimhakim;50107775]What kind of effect did they use for SuperHot enemies texture? Specular?
Looks like there's more to it
[IMG]http://horo-game.com/wp-content/uploads/2016/02/SUPERHOT-Start-to-DirectX-9.jpg[/IMG][/QUOTE]
Just decompile the assets and read the shader code, I remember reading it a little when I created my mod for it as I need to change shader properties. Pretty sure it was just flat shadeing with chrome.
-EDIT-
Opps page king, Have this. I wanted to make myself interactive backgrounds but didnt want to pay shity prices for un-optimised and limited shit so I though I would make my own. The main feature I want is to be able to have a glsl shader as my desktop. As you can see in the video it works, But is pretty basic right now.
[video=youtube;AYcp4OAfy0A]http://www.youtube.com/watch?v=AYcp4OAfy0A[/video]
[QUOTE=0V3RR1D3;50111431]Just decompile the assets and read the shader code, I remember reading it a little when I created my mod for it as I need to change shader properties. Pretty sure it was just flat shadeing with chrome.
-EDIT-
Opps page king, Have this. I wanted to make myself interactive backgrounds but didnt want to pay shity prices for un-optimised and limited shit so I though I would make my own. The main feature I want is to be able to have a glsl shader as my desktop. As you can see in the video it works, But is pretty basic right now.
[video=youtube;AYcp4OAfy0A]http://www.youtube.com/watch?v=AYcp4OAfy0A[/video][/QUOTE]
How'd you do this? I've approached this problem from what feels like 20 different angles, and no matter what I couldn't seem to find a way to draw to the background without erasing the icons. Do you have a repository somewhere I can take a look at?
[QUOTE=0V3RR1D3;50111431]
[video=youtube;AYcp4OAfy0A]http://www.youtube.com/watch?v=AYcp4OAfy0A[/video][/QUOTE]
is that incredible explorer.exe lag caused by rendering to the desktop?
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