I'm working on a tool called Machinima Studio for Guild Wars 2.With Machinima Studio you can create in-game cinematics, move the camera around, change fog, control time of day, create a bullet time effect, etc...
[B]Here is how it looks:
[/B][URL="http://i.imgur.com/2GEaYvO.png"][IMG]http://i.imgur.com/KirW4Np.png[/IMG][/URL]
[B]And here are some videos:
[/B]
Time of day control:
[video=youtube;GdBr64_Cd-Q]https://www.youtube.com/watch?v=GdBr64_Cd-Q[/video]
Matrix bullet time effect:
[video=youtube;O-OhTKI1d6k]https://www.youtube.com/watch?v=O-OhTKI1d6k[/video]
Source code:
[url=https://github.com/noggaholic/machinima-studio]GitHub - noggaholic/machinima-studio: In-game real time machinima tool for GW2[/url]
I'm also working on the same tool for World of Warcraft: [url]https://noggaholic.github.io/[/url]
I've always wanted to start my own Arcade, but I want to make the games and cabinets myself. I figure they'd be easier to make and far cheaper than classic cabinets. A raspberry pi, some [url=https://www.aliexpress.com/item/10-pcs-factory-price-arcade-button-24mm-Round-Push-Button-Built-in-small-micro-switch-for/32789952463.html]buttons[/url], [url=https://www.aliexpress.com/item/Arcade-joystick-DIY-Joystick-Red-Ball-4-8-Way-Joystick-Fighting-Stick-Parts-for-Game-Arcade/32773402539.html]joysticks[/url], some [url=https://www.aliexpress.com/item/Plastic-Electronic-Advanced-Front-Entry-CPU-Multi-Coin-acceptors-Comparison-Coin-Selector-For-Vending-Machines-Arcade/32792591527.html?ws_ab_test=searchweb0_0,searchweb201602_4_10152_10065_10151_10068_10130_10084_10083_10080_10307_10082_10081_10110_10178_10137_10111_10060_10112_10113_10155_10114_10154_10056_10055_10054_10312_10313_10059_10314_10315_10316_100031_10099_10078_10079_10103_10073_10102_10052_10053_10142_10107_10050_10051,searchweb201603_19,ppcSwitch_5&btsid=f3067b7c-a127-40c9-9d78-63f27a7a1a74&algo_expid=5b98d465-16f8-480e-876e-d68bbebb2212-0&algo_pvid=5b98d465-16f8-480e-876e-d68bbebb2212]coin acceptors[/url], and find some LCD screens at a thrift store. the wood part would be harder since I don't know anything about woodworking but I've done some shit with wood in highschool.
[QUOTE=proboardslol;52580101]I've always wanted to start my own Arcade, but I want to make the games and cabinets myself. I figure they'd be easier to make and far cheaper than classic cabinets. A raspberry pi, some [url=https://www.aliexpress.com/item/10-pcs-factory-price-arcade-button-24mm-Round-Push-Button-Built-in-small-micro-switch-for/32789952463.html]buttons[/url], [url=https://www.aliexpress.com/item/Arcade-joystick-DIY-Joystick-Red-Ball-4-8-Way-Joystick-Fighting-Stick-Parts-for-Game-Arcade/32773402539.html]joysticks[/url], some [url=https://www.aliexpress.com/item/Plastic-Electronic-Advanced-Front-Entry-CPU-Multi-Coin-acceptors-Comparison-Coin-Selector-For-Vending-Machines-Arcade/32792591527.html?ws_ab_test=searchweb0_0,searchweb201602_4_10152_10065_10151_10068_10130_10084_10083_10080_10307_10082_10081_10110_10178_10137_10111_10060_10112_10113_10155_10114_10154_10056_10055_10054_10312_10313_10059_10314_10315_10316_100031_10099_10078_10079_10103_10073_10102_10052_10053_10142_10107_10050_10051,searchweb201603_19,ppcSwitch_5&btsid=f3067b7c-a127-40c9-9d78-63f27a7a1a74&algo_expid=5b98d465-16f8-480e-876e-d68bbebb2212-0&algo_pvid=5b98d465-16f8-480e-876e-d68bbebb2212]coin acceptors[/url], and find some LCD screens at a thrift store. the wood part would be harder since I don't know anything about woodworking but I've done some shit with wood in highschool.[/QUOTE]
Me and my friends have thought about this before and thought it would be cool. We also thought it would be nice to add games that are a little more modern as well as it seems like its always the same stuff in every arcade but I guess that's a licensing issue. Nearly impossible with the money I have though but would be awesome if someone else did it.
[QUOTE=Scratch.;52579025]does it work on 3d?[/QUOTE]
"3dpd = 0.75294"
I wish there was a hacking/infosec thread on here as it's the type of shit I mainly like messing around with. I just don't know if there's enough people on here who are entirely into that type of stuff like I am.
[QUOTE=MistyVermin;52582955]I wish there was a hacking/infosec thread on here as it's the type of shit I mainly like messing around with. I just don't know if there's enough people on here who are entirely into that type of stuff like I am.[/QUOTE]
Just do it.
[QUOTE=Sam Za Nemesis;52581264]They flinch like hell
[t]https://cdn.discordapp.com/attachments/164551817575792640/347456448218791936/unknown.png[/t]
[img]https://cdn.discordapp.com/attachments/267760073239953410/347455838702665728/unknown.png[/img]
[video=youtube;F9jyKa-OwL4]https://www.youtube.com/watch?v=F9jyKa-OwL4[/video][/QUOTE]
Is it source engine or UE4 ? I can't even recognize it from this video. I saw you had PBR on source some time ago. Plus the flinch, falling animations and ragdoll animation are really good ^^
Just released a new update for my game GIBZ. Lot's of [URL="http://steamcommunity.com/games/448320/announcements/detail/2767879685683099811"]new stuff and changes/fixes.[/URL] It's been in the works for quite a while. Would have been done sooner if I didn't get distracted so many times, also making a boss is pretty time consuming.
[video=youtube;MnVesw6PK7c]http://www.youtube.com/watch?v=MnVesw6PK7c[/video]
This will probably be the last major update for the game. I don't really want to work on another boss or add any more weapons.
[IMG]http://i.imgur.com/Y2tbhfl.jpg[/IMG]
Mirrors are pretty dang fun
Recursion now works (mostly) without a hitch
[QUOTE=Torrunt;52583192]Just released a new update for my game GIBZ. Lot's of [URL="http://steamcommunity.com/games/448320/announcements/detail/2767879685683099811"]new stuff and changes/fixes.[/URL] It's been in the works for quite a while. Would have been done sooner if I didn't get distracted so many times, also making a boss is pretty time consuming.
This will probably be the last major update for the game. I don't really want to work on another boss or add any more weapons.[/QUOTE]
What are you gonna be working on after this?
[QUOTE=war_man333;52583446]What are you gonna be working on after this?[/QUOTE]
No idea. I don't really want to work on a big game project by myself again though. It's too much work and not as fun as working in a team.
I've just been living at home while I finished Uni (which I did a while ago) and worked on this. Would like to get a proper Game Dev job but that's not so easy here in Western Australia. I'm thinking I might just end up getting a random programming job and just work on small game projects in my free time.
[QUOTE=phygon;52583320][IMG]http://i.imgur.com/Y2tbhfl.jpg[/IMG]
Mirrors are pretty dang fun
Recursion now works (mostly) without a hitch[/QUOTE]
Do these work by rendering out an image? If so, you could just repeat the image on the last one so it's not grey. It wouldn't look quite right with perspective, but it'd probably get the job done.
[img]http://i.imgur.com/lWm0bZQ.gif[/img]
chop dat wood, also enjoy my mouse
[QUOTE=war_man333;52584370][img]http://i.imgur.com/lWm0bZQ.gif[/img]
chop dat wood, also enjoy my mouse[/QUOTE]
That's quite an ax you got there.
[QUOTE=Sam Za Nemesis;52581264]
[video=youtube;F9jyKa-OwL4]https://www.youtube.com/watch?v=F9jyKa-OwL4[/video][/QUOTE]
I need this.
Does anyone have a good article on fully dynamic global illumination/indirect lighting? All the examples I see have zero source or are incredibly vague to figure out what's gong on.
[video=youtube;2kaD5QqJY78]https://www.youtube.com/watch?v=2kaD5QqJY78[/video]
I've been fucking around with the source engine. I made these "wretch" creatures, which were originally just reskinned fast zombies with no special abilities or anything other than doubled jumping capabilities. Yesterday I gave npc_BaseZombie the ability to use guns as a joke but once I started spawning wretches with guns I noticed that they add a really interesting dynamic to the game when armed. So I had my friend add a valvebiped right hand bone to them and I whipped up a really quick gun animation for them. Instead of trying to flank you they just go "Fuck your cover I'm jumping over that shit." I think once I'm satisfied with this it'll be a really good base for implementing the cut Alien Assassin NPC.
Now what I want to do is implement an AI schedule where they deploy a sorta lingering smoke while they run off and find cover if they take too much damage. Anybody have suggestions? I can post the code and assets if anyone can help me out with this.
Occasionally I make little tools to help me do small tasks I do often. Since I had some time today I thought I would put a couple of them up on GitHub.
I read a lot of digital Manga (and sometimes Comics) and I use CDisplayEx to read them. So I deal with cbz files a lot and to make it faster and easier to make them I made [URL="https://github.com/Torrunt/MakeCBZ"]MakeCBZ[/URL].
With it I can just right-click a folder -> Send to -> CBZ and it makes an uncompressed cbz file. I can also use to on existing cbz/zip and cbr/rar files to convert them to uncompressed cbz files. They're uncompressed so CDisplayEx can open them faster, the file size is never that different anyway so it's generally worth it.
Another one is an [URL="https://github.com/Torrunt/IconSetter"]Icon Setter[/URL] which let's me easily give icons to folders in Windows. It makes browsing my Media (such as Manga and Comics) more pleasant.
For example this is what my Manga folder looks like in Windows Explorer:
[IMG]http://i.imgur.com/2ydvunc.jpg[/IMG]
The program has a User Interface (winforms) with drag and drop. It can also auto-match icons to the folders if you drop multiple .ico files into it (or a folder of them).
Tomb Raider streams are still destroying me with dumbest ideas, so when I get to Chronicles it's gonna have this
[media]https://twitter.com/suxinjke/status/898779395082645504[/media]
Who loves AI?
Things that work:
1. The AI will scout, explore, and expand into explored systems if it has the resources, exploiting resources present
2. The AI knows approximately how many ships it should keep to defend a system, more ships for more valuable systems
3. Ships can be requested and/or built from other systems and/or mobile resource ships if they are needed, eg for colonisation, scouting, defence, or mining
4. Scouts will get auto built to explore the galaxy, or as a probe before invasion
5. The AI can assess whether or not to invade an empire.. and invade specific systems, constructing appropriate ships as necessary. It will also attempt to colonise a captured system after taking it over
6. That's pretty much it
So basically the AI empires have a basic ability to explore, expand, exploit resources, and to a limited degree exterminate folks they don't like. I think that's all 4x's. This is pretty sweet because now it means there's an actual basic game to this game now! :)
Unlike most of the crap I make this is actually pretty ok looking, so I've got a subreddit where I'm posting dev logs to populate it with content until its in the game is in a good enough state to get more people on board
[url]https://www.reddit.com/r/4xSpace/[/url]
Edit:
Implemented random star sizes in the galaxy map, yay! Gradually trying to make areas of it more recognisable to aid in gameplay
No fog of war
[IMG]https://i.imgur.com/arUexlB.png[/IMG]
Fog of war
[IMG]https://i.imgur.com/F4QmdfI.png[/IMG]
[vid]https://my.mixtape.moe/qsxnmo.mp4[/vid]
I have to figure out how to fix that pathfinding soon. Needs to be sharp as hell.
also I want characters to space out so they're not all standing in the same position when attacking, so implementing 'circular spacing'?
[img]http://i.imgur.com/uT200UY.gif[/img]
[IMG]https://i0.wp.com/floatlands.net/wp-content/uploads/2017/08/dropship_landing_lowpoly_floatlands.gif[/IMG]
A bit of flying ship physics. Might need a bit of improvement but so far it's quite stable and smooth and sexy.
Recently found out about a new algorithm for achieving real time raytracing using 1 ray per pixel but filtering the noisy image taking into account the previous frames.
[media]https://www.youtube.com/watch?v=HSmm_vEVs10[/media]
It supposedly splits the process into 2: direct and indirect lighting, and takes on average 10ms per frame at 1920x1080
I don't fully understand this yet and if this works for multiple lights at the same time or just for one. Might try my hand at implementing the indirect lighting portion of this (assuming it only takes half the time), because my current GI sucks
[QUOTE=Karmah;52594306][...]
I don't fully understand this yet and if this works for multiple lights at the same time or just for one. Might try my hand at implementing the indirect lighting portion of this (assuming it only takes half the time), because my current GI sucks[/QUOTE]
If I'm not mistaken, it's arbitrarily many lights. The main thing (for just having a quick glance) appears to be that direct and indirect light is extracted from the image information based on the target colour (taken from a rasterised but iinm unlit image) and then smoothed across surfaces (separately) and reconstructed.
The applied temporal antialiasing helps to reduce noise, but it produces a lag in reflections that you can see it the video I think.
You could say it's a 'fake' technique to some extent, due to that. Still, the results are good enough for practical purposes. Figure 2 and 3 should give you a good idea of how it works.
More UI tools to make it easier to see what's going on in the universe view. I've finished the major systems, so before I start seeing if anyone is interested in the game I'm now in a loop of playing the game -> correcting major issues
One major issue that immediately cropped up is that while exploring you constantly have to click on every single system, count the number of planets and asteroids, and then figure out if you want to colonise it. Then you had to remember all that because there was no ui support for wtf was going on
Now the UI view tells you how many planets and resource asteroids there are, as well as if they're colonised, and if the person who colonised them is hostile, neutral, allied, or you (blue)
No info warfare/fog of war:
[IMG]https://i.imgur.com/BeOdaQf.png[/IMG]
Info warfare/fog of war
[IMG]https://i.imgur.com/u0Ag8XL.pngp[/IMG]
Galaxy rendering is really coming together, its pretty awesome. Next up is either naming regions of space (needs voronoi diagrams ergh), or displaying system names (can be very cluttered). Either way, this is a massive step forward to figuring out wtf is going on
Got the slicer nearly 100% functional, almost exactly 12 months after I opened this project as a "hello world" blank slate.
[vid]http://foxcock.me/web/2017-08-16_14-26-56.mp4[/vid]
I've still got a large todo list, but its mostly fixes and subtle improvements vs major features and functionality. Feels good. Should be starting new work as a full-timer in about two weeks, so that's exciting. Looking forward to something new: as someone who used to flit from project to project after [I]days[/I] at most, I'm fairly proud of my hard work in maintaining investment and interest in this project for a year.
Now back to fixing extremely odd bugs that appear in the interactions between my frontend and backend for this thing ;~;
[editline]edit[/editline]
as far as I know, no slicer can match mine in terms of speed. that video was recorded in release mode, just with no optimizations enabled since I'm still tracking a few odd bugs (as mentioned). With optimization, even slicing a complex model and using a complex infill function is nearly instant.
[editline]22nd August 2017[/editline]
fix'd shitty google drive embed, pay no attention to that domain name lol
Ship UI change excitement (I'm exaggerating)
Previously it looked like this:
[IMG]https://i.imgur.com/ZXsk07I.png[/IMG]
[IMG]https://i.imgur.com/DmaTGsd.png[/IMG]
Two problems here:
1. It makes the windows annoying to stack side by side as it takes up a lot more space than it should, and none of the windows tessellate nicely
2. Closing the popout window is a different place to opening it
New design
[IMG]https://i.imgur.com/cNy11bQ.png[/IMG]
[IMG]https://i.imgur.com/sXR5K2U.png[/IMG]
This solves both of these, at the expense of slightly more vertical space. This is fine though as reducing visual clutter is much more important
New particle effect:
[IMG]https://i.imgur.com/y81LWdt.png[/IMG]
New battle hover info
[IMG]https://i.imgur.com/P5JVjGu.png[/IMG]
New battle window
[IMG]https://i.imgur.com/cFmTUXj.png[/IMG]
Yaay!
[IMG]https://i.imgur.com/LqQhPO8.png[/IMG]
Edit 2:
Haha! I killed the bloody ImGui minimise triangle. There's no option to disable it but keep window resizing, so I had to extract bits of imgui's source and tinker around with its internals
Luckily this is super super easy
[IMG]https://i.imgur.com/SErpMco.png[/IMG]
Edit 3:
A square close button with rounded corners to match the window? Heresy!
[IMG]https://i.imgur.com/PunMZYs.png[/IMG]
Edit:
Or you fucks can join my subreddit [url]https://www.reddit.com/r/4xSpace/[/url] where I do much more detailed blogposts every day (except this weekend because dungeons and dragons rocks)
I hit some hiccups that were unexpected, but I'm continuing near completion on these Unity recursing mirrors
[IMG]http://i.imgur.com/ctzaZNp.jpg[/IMG]
[IMG]http://i.imgur.com/X8XrHtB.jpg[/IMG]
[QUOTE=phygon;52606934]I hit some hiccups that were unexpected, but I'm continuing near completion on these Unity recursing mirrors
[url]http://i.imgur.com/ctzaZNp.jpg[/url]
[url]http://i.imgur.com/X8XrHtB.jpg[/url][/QUOTE]
That shit is vaporwave as fuck
[img]http://i.imgur.com/Um8oCNd.gif[/img]
A* path-finding is interesting to set up, still haven't figured out if I'm doing it right or not. Maybe I should read the manual more thoroughly.
I like this result but the code is a mess. Making AI isn't super easy without resulting to some gross if/else stuff. Any tips?
I have my NPC which is the 'brain', and then I separated lumberjackin' stuff into its own class for now.
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