• What Are You Working On? - June 2014
    1,596 replies, posted
So this seems to be the largest frame size my computer can handle: [thumb]https://dl.dropboxusercontent.com/u/675786/ShareX/2014-06/23_21-06-24.png[/thumb] It stutters a bit at times but who watches movies as GIFs anyways? I only transcoded (with ffmpeg) the first 5 minutes of Gravity and it spat out a 3.5GB file. If you want to try it out I uploaded binaries here. It loads from a file named input.gif. [url]https://dl.dropboxusercontent.com/u/675786/gif%20play.zip[/url]
[QUOTE=Rohans;45196484]If you want to try it out I uploaded binaries here. It loads from a file named input.gif. [url]https://dl.dropboxusercontent.com/u/675786/gif%20play.zip[/url][/QUOTE] Chrome blocks it as a malicious file
[QUOTE=ZenX2;45196453]I'm kind of surprised that it actually works but I've finished the first part of my massive function for automatically assigning an action to the appropriate limbs, if they're not currently in use. So lets say you've got an action that needs an Arm, a Hand, and a Foot. Your character also happens to have 2 left hands! So you call this function and then ~ta-daa~, the action is magically applied to some of your limbs. If you're ambidextrous then you might end up using your left arm, your first left hand, and your right foot, or maybe your right arm, your right hand, and your left foot. Who knows! But sadly it's STILL NOT DONE. And the code is already 5 pages long. This is only the first test case, where it checks if there's enough open dominant limbs. I still have to check if there's enough open non-dominant limbs, and then any open combination (equivalent to the first step if the character is ambidextrous), and then also handle interrupting actions in progress... in general this is fairly crazy. But when it's done it'll be SUPER ROBUST. And what I mean by SUPER ROBUST is that it'll be really easy to handle WAY more combinations of states and transitions between them than a finite state machine or other solutions of that type. Instead there's just a tortured and maimed version of the Command Pattern hidden under a few miles of abstraction. Edit: I forgot to mention that the way I'm implementing this has the added bonus of inherently containing the functionality to remove limbs from characters and hinder their abilities with almost no hardcoding on the logical end (although graphics and physics code would still need to handle it on their own) Edit2: I just realized that if I push the handedness filtering all the way down to where actions are applied I can significantly simplify the remaining parts of the algorithm[/QUOTE] Careful with that featurecreeping.
[QUOTE=MattJeanes;45196663]Chrome blocks it as a malicious file[/QUOTE] [img]http://i.imgur.com/feFF5ob.png[/img]
Oh now it says that, earlier it just said it was malicious and didn't have an option for keep.
Lemma is gonna be [url=http://www.twitch.tv/henley]Streamed on Monday Night Indie[/url] by a bigshot at Desura or something like that tonight. ~9:00PM PST, Evan and I will be on the stream as well.
So while people did SFML + Box2D stuff, I did SDL + Box2D. [media]http://www.youtube.com/watch?v=Z92dyfYxt7Y&feature=youtu.be[/media] Box2D is pretty fantastic. It was upside-down due to the way SDL's coordinate system works, so I just created a render target, drew everything to it, then just flipped it vertically.
[QUOTE=Umbra Fidelis;45196710]Careful with that featurecreeping.[/QUOTE] Yeah, I've actually completely removed handedness from the algorithm because although it was originally to help simplify it, it ended up making it way more complex. Other than that, this is following the exact functionality we've planned on. It's simple enough (on the frontend of the code) that you can easily control a human character's actions, and flexible enough that you can also use it control something completely inhuman (for example, a spider). Also doing stuff like simulating livers or brain tumors can be done through it
[QUOTE=Umbra Fidelis;45196710]Careful with that featurecreeping.[/QUOTE] I've been a bit worried about feature creep and abstraction with my designs. I want to write something that does one thing and does it well, but I want multiple backends and I think the solution is to just have generic code but I don't want to just have this mess of abstracting everything. I still wonder if generic code is better than abstractions. [QUOTE=geel9;45196822]Lemma is gonna be [url=http://www.twitch.tv/henley]Streamed on Monday Night Indie[/url] by a bigshot at Desura or something like that tonight. ~9:00PM PST, Evan and I will be on the stream as well.[/QUOTE] Will there be a recording? That's 7AM my time which is usually when I'm booting up my computer.
I saw the last two minutes of the stream, looks cool. Too bad there weren't many people watching. Also well done on the shameless scrap.tf plug.
[QUOTE=reevezy67;45197813]I saw the last two minutes of the stream, looks cool. Too bad there weren't many people watching. Also well done on the shameless scrap.tf plug.[/QUOTE] It was really useful for feedback on the gameplay, though.
This is a side-project for the week. This game has been floating around my head for a long time and the week long /agdg/ microgame jam was a good enough excuse to finally start it. It's simple enough and easy to execute, which gives me a lot of time to juice the hell out of it. All you have to do is survive the barrage of missiles for 30 seconds. This is after 2 days of work. I spent the better part of Sunday hashing out the core mechanics of the game. Today I spent a little over four hours turning all the placeholder cubes into real art. [media]http://www.youtube.com/watch?v=XryI2HYg1to[/media] The skybox and ship are from opengameart.org. The music is from Macross Frontier.
[QUOTE=geel9;45196822]Lemma is gonna be [url=http://www.twitch.tv/henley]Streamed on Monday Night Indie[/url] by a bigshot at Desura or something like that tonight. ~9:00PM PST, Evan and I will be on the stream as well.[/QUOTE] Henley is the Head Content Administrator for the Desura network :P I used to be content admin there too. Still have my permision, but no time :c Was doing it as volunteer since i talked to the guys a lot when moddb was still rather small
[QUOTE=Why485;45198111]This is a side-project for the week. This game has been floating around my head for a long time and the week long /agdg/ microgame jam was a good enough excuse to finally start it. It's simple enough and easy to execute, which gives me a lot of time to juice the hell out of it. All you have to do is survive the barrage of missiles for 30 seconds. This is after 2 days of work. I spent the better part of Sunday hashing out the core mechanics of the game. Today I spent a little over four hours turning all the placeholder cubes into real art. [media]http://www.youtube.com/watch?v=XryI2HYg1to[/media] The skybox and ship are from opengameart.org. The music is from Macross Frontier.[/QUOTE] I quite like the idea of this, it could easily become one of those super addicting types. If it were fleshed out a bit more, I could see myself paying for it. Though I do think that changing it from a 30 second run, to a see how far you can get sort of survival mode would play better. Depending on what sort of visual style you want to go with, I might be able to help with some modeling if you want.
[QUOTE=Arxae;45193909]Reminds me of Darwinia. Also, care to share how you did it? :D[/QUOTE] Sure. It all starts with a grid. [URL="http://i.imgur.com/hqCYHUg.png"][IMG]http://i.imgur.com/hqCYHUgl.png[/IMG][/URL] The white parts are where the island will be. It's generated by starting from the center tile and then walking randomly around the grid in two directions until they hit an edge. After that I extrude the shape by enabling all tiles around every already enabled tile. Then I generate a heightmap from the grid and feed it to Unitys built-in terrain engine. [URL="http://i.imgur.com/SQ5DJaX.png"][IMG]http://i.imgur.com/SQ5DJaXl.png[/IMG][/URL] The last part is to populate the island with desert and forests. [URL="http://i.imgur.com/YXdPUBU.png"][IMG]http://i.imgur.com/YXdPUBUl.png[/IMG][/URL] I do that in a similar fashion as the island shape. Instead of starting in the middle and walking in two directions, forests starts on a random empty tile and walk in all four directions (no diagonals), and instead of stopping when they hit an edge, I decrease a "health" variable each step, and stop when it reaches zero. Then I repeat that a few times all over the island. Then I fill the rest of the tiles with desert. You can also see the city in the last image. [QUOTE=Zwolf11;45194694]I love how that water looks.[/QUOTE] Thanks! I'll tell the artist. This is what the water looks like in motion. [vid]http://zippy.gfycat.com/DevotedAltruisticHyracotherium.webm[/vid]
[QUOTE=Z_guy;45198987]-explanation-[/QUOTE] Thanks!
remember to not bully [IMG]http://puu.sh/9HQlM/5c67b993f7.gif[/IMG]
I sure wish I wasn't a lazy piece of shit that felt like everything in OpenGL was too super duper complicated to finish displaying "Hello world" from a bitmap font. Oh hey, that steam game finished downloading...:v:
More boxes! I changed the way objects are created again so creating special objects would be easier. Like conveyors. Also you can set the object angle. [t]https://dl.dropboxusercontent.com/u/43546107/photos/Screenshot 2014-06-24 14.45.04.png[/t]
On a small note, I discovered [URL="http://tox.im"]Tox[/URL], as well as SharpTox (a .NET wrapper) and spent a good two hours last night writing this: [IMG]http://i.imgur.com/7Jx8r4f.png[/IMG] And it actually works, which is something :D
[QUOTE=Sidneys1;45199605]On a small note, I discovered [URL="http://tox.im"]Tox[/URL], as well as SharpTox (a .NET wrapper) and spent a good two hours last night writing this: [IMG]http://i.imgur.com/7Jx8r4f.png[/IMG] And it actually works, which is something :D[/QUOTE] Wow, the timing of this. I myself rediscovered the Tox project a few days ago and started sketching on the concept for a Tox bot that does server status reporting. [B]Edit:[/B] Oh no, not page king. Emergency content, deploy; [img]http://ace.haxalot.com/pictures/random/zscreen/Saga_About_You_2014-06-24_02-18-25.png[/img]
After watching excalibur yesterday, I have decided to make a game where you play as a meddling wizard; abducting babies, putting swords into stone, mysteriously trapsing through forests and generally being a pretty gigantic troll The most important aspect of the game is interfering with other characters' goals - to this extent, I've created a character needs/desires system [IMG]https://dl.dropboxusercontent.com/u/9317774/example_run.PNG[/IMG] This is an example two turns of a king - here you can see the scores for events (essentially how far away from their base ideals - lower is better). Kings want to run kingdoms, own land, have men be loyal to them, war, peace, and a few other things as well. These are the desires that will drive the character's decision making. Complementary to this is the event system - there's a list of available actions that a character can undertake - founding a kingdom, declaring war, requesting peace, pledging fealty, adventuring_afield, farming food, and simply doing nothing. At the moment, I've only implemented founding a kingdom, and doing fuck all. Characters pick the action that most fulfils their desires - eg, a king wants to found a kingdom rather a lot, and the found kingdom action completely fills that desire, so that's what he does. Events are also restricted to certain people - eg a peasant won't attempt to found a kingdom, though I may remove this when the desires system gets more fully fleshed out Currently only founding a kingdom is implemented to any degree, but essentially it'll be set as a characters current task and he'll attempt to accomplish it when I stick in the 2D game aspect There are also modifiers that affect the base 'wants' that a character has - eg having a high military strength makes a king want to declare war more than he might otherwise. Events get added to this modifiers list, eg declaring war satisfies the need for war. At the moment this is purely on a high level simulation-y side of things. After I flesh this out a bit more, Ill work on the 2D game aspect of characters actually [i]doing[/i] these things
Actually seems like a fun project. You mind if i steal the idea a bit? :P
Made some screen space reflections based on a Simon Schreibt article [t]http://i.imgur.com/PfpX76O.jpg[/t] [url]http://simonschreibt.de/gat/sacred-2-crystal-reflexion/[/url]
[QUOTE=Jacen;45198524]I quite like the idea of this, it could easily become one of those super addicting types. If it were fleshed out a bit more, I could see myself paying for it. Though I do think that changing it from a 30 second run, to a see how far you can get sort of survival mode would play better. Depending on what sort of visual style you want to go with, I might be able to help with some modeling if you want.[/QUOTE] It's as simple and short as possible for the sake of the game jam, but I've had this idea floating around in my head for a long time. It's not unlikely that I would revisit this after I'm done and flesh it out into a real game. The jam version is more or less the prototype. That the missiles are interesting to look at and fly against is my biggest priority. That's a combination of special effects and programming for the missiles, both things I know I can do. As for the rest of the world and its modeling/textures, ideally it'd look similar to Macross but I'm pretty flexible. I can do models and texturing, but I'm pretty rusty and I'd rather my own time be spent on the programming. What did you have in mind for models? [t]https://0-media-cdn.foolz.us/ffuuka/board/m/image/1348/25/1348251835160.gif[/t]
Is this purely a programming related waywo? I am workiing on an interface for a battery controller and moniter for an electric car, using Java (Not best idea)
[QUOTE=Aircraft;45201460]Is this purely a programming related waywo? I am workiing on an interface for a battery controller and moniter for an electric car, using Java (Not best idea)[/QUOTE] Well that counts as programming too.
Oh ok. Currently is going very slow. Everything I need to scout with a listener, record, and recode in the java. It hurts, but its fun somehow.
Just finished the game I posted progress on earlier, Fruity Bat. For those who don't know, it's basically iCopter meets Flappy Bird meets Minecraft: [IMG]http://i.imgur.com/cr7OsF3.jpg[/IMG] Play store link for those interested: [url]https://play.google.com/store/apps/details?id=com.nicktikhonov.fruitybat[/url]
Not sure if this fitted in WebDev or here, but there's no frontend design, and it isn't only web related, but here goes. I decided it would be a fun little run to use Tup for my build system, and just have it run in the background as a constant monitor. What this means is that everytime a related file changes, the relevant steps are progressed in order to bring the system to it's pristine stage. It is, in essence, a file-based dependency resolution application that performs action that require file input and provide file output, although they may be omitted (if they read/write no files at all). Then I decided on going with TinyCC because it, at least for my development environment, is fast as hell. If I have 50 or so files, it takes a mere few seconds if that to chuck through them. In a few tests I've ran with compiling discount, lua, sqlite3, and a tiny application, they all (combined) took between 4.5 seconds and less than 8 seconds in all runs. Pretty darn fast if you ask me. This is on my netbook too, and when I used GCC it turns out that at least 29 seconds was spent on compiling the whole shabang, and of that AT LEAST 25 seconds on SQLite3. I would like to point out that while the TinyCC binary may not have great performance, it did output binaries that passed my tests and I would consider them to be at least functional to what they were designed to do. On to the point though, as I hinted I compiled discount, lua, and sqlite3. All of those were compiled into libraries (libmarkdown.a, liblua.a, sqlite3.o) and linked/compiled in with my custom binary that utilizes these libraries. It was essentially just a single binary with lua scripting support that allow lua scripts to interface with SQLite3 databases and parse markdown files to HTML. Very useful in case you're doing that specialized task, which I happened to be. But running a binary file with lua scripts and so on so forth could easily be a daunting task, I discovered, especially when my web server used mod_cgi which I intended on using. I mean, I could easily get it working, but in the end, I found something which I liked more. So I set all cgi files to be executed by /bin/sh to have shell script routing. What I ended up with was this: [code] # router.cgi or index.cgi case " $(GET) " in *\ page\ *) header "Content-Type: text/html" lua-ext "page.lua" "$(GET page)" ;; *) header "Content-Type: text/plain" echo "No page found!" ;; esac exit 0 [/code] [code] # page.lua local page = args[1] -- $(GET page) local pagefile = io.open( page, "r" ) local sql = "SELECT * FROM pages WHERE page == " .. page .. ";" local db = sqlite.open( "db" ) sql = sqlite.exec( db, sql ) sqlite.close( db ) markdown.parse( pagefile:read() ) [/code] I mean obviously my production code was a bit bigger than this, but I guess you get the idea of how this worked. These were just some tiny snippets of what could be done, and I thought it was a fun experiment to play around with.
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