[IMG]http://i.imgur.com/GJcqCHN.png[/IMG]
[B]v59 - September 2015[/B]
[B]Highlights from the [URL="http://facepunch.com/showthread.php?t=1479064"]previous thread[/URL]:[/B]
[b]Programming Kings:[/b]
[QUOTE=Gamerman12;48356181][vid]https://dl.dropboxusercontent.com/u/1400138/ShareX/2015/08/2015-08-02_12-55-20.webm[/vid]
im_a_programmer_not_a_sound_designer.avi[/QUOTE]
[QUOTE=Kingbob387;48359096]What I've been doing seems shit compared to everyone else lol
But I made myself a clock so my old Pi won't have no use and gather dust :v:
[vid]http://dl.dropboxusercontent.com/u/32932836/VID20150803021410.webm[/vid]
edit
wait what why won't media tag work
nvm derp it's vid[/QUOTE]
[QUOTE=Naarkie;48365571][IMG]https://i.imgur.com/oFVX6ts.png[/IMG]
[IMG]http://i.imgur.com/BXe32B1.png[/IMG]
wubwubwub[/QUOTE]
[QUOTE=proboardslol;48404911]Working on file hosting/music sharing service
[img_thumb]http://i.imgur.com/zjTnU5W.png[/img_thumb]
Upload files. Pictures max is 500kb, music (mp3) max is 8mb. upload and get link to file.
MP3 files are cataloged in mysql db with sequential ID and path of mp3 file so that the music section
[img_thumb]http://i.imgur.com/hpqP9KS.png[/img_thumb]
can use them. Music is streamed from the player when you click the link. It has volume, playlist area, play and pause
[b]todo:[/b]
* go to next song at the end of the current song in playlist
* next and previous buttons
* playlist password system
* less ugly colors[/QUOTE]
[QUOTE=WillKirkby;48412164]Added depth-of-field/bokeh to my pathtracer.
And then for fun I made it use image-based blur kernels.
DoF disabled:
[t]http://kirk.by/s/pkOZMuG[/t]
X-shaped blur kernel:
[t]http://kirk.by/s/pkOZVTu[/t]
The kernel image itself:
[img]http://kirk.by/s/pkP16rM[/img][/QUOTE]
[QUOTE=cra0kalo;48521895]So i'm back after not posting here for a while, once again working on hack stuff. Basically a sound emitter esp.
[video=youtube;X4jcVFabuiE]http://www.youtube.com/watch?v=X4jcVFabuiE[/video][/QUOTE]
[b]Winners:[/b]
[QUOTE=`impulse;48353005]Inventory/item system, check. Still have to animate it though.
[video=youtube;ErnM_-t94lY]https://www.youtube.com/watch?v=ErnM_-t94lY[/video][/QUOTE]
[QUOTE=Fixed;48374184]Been working on this multiplayer 2D space shooter game that's supposed to be a lot more complex later on.
Just showing some 1v1 clips from a game I had against my mate (the artist & game designer).
(heads up.. music)
[video=76DZ7A6eL4U]https://www.youtube.com/watch?v=76DZ7A6eL4U&feature=youtu.be[/video]
Had so much fun playing that the video became a bit long lol :)[/QUOTE]
[QUOTE=Ott;48377625][img]http://i.imgur.com/b2VOJPM.png[/img][/QUOTE]
[QUOTE=Torrunt;48381014]I've been working on the weapons for my game. Drew some new guns, added recoil, bullet/shell casing ejecting and pump animations. Planning on adding some reload animations next.
[video=youtube;1hw3qs47wqI]http://www.youtube.com/watch?v=1hw3qs47wqI[/video]
First I redrew the graphics for the 4 power-up weapons so they matched their pickups.
[img]http://i.imgur.com/pmEAZTQ.png[/img]
Then I did a little research on some guns that were around the same time as when the game is (early 1900s). I don't really care about realism, I just didn't want any guns that were too out of place. I drew up 5 new guns and modified the old double barrel shotgun.
[img]http://i.imgur.com/VS1oxv9.png[/img][/QUOTE]
[QUOTE=bunguer;48398586]some new progress! new obstacles and assets mostly.
[vid]http://webm.host/70d79/vid.webm[/vid][/QUOTE]
[QUOTE=cartman300;48407352][img]http://i.imgur.com/lPeX16U.gif[/img]
Time to actually start working on a game now.[/QUOTE]
[QUOTE=Funley;48407796]After weeks and weeks of procrastinating, I figured I'd get off my ass and do something cool. I've been tinkering with the idea of 2D "lighting" (more like a visibility effect than lighting), and after a bit of Googling I found [url=http://ncase.me/sight-and-light/]this article[/url], that explained what I wanted to do very clearly. After hours of trying to get raycasting and (crude) triangulation working, I have this.
[vid]https://d.maxfile.ro/jwljdgrosm.mp4[/vid]
There's still a ton of things to improve, such as the previously mentioned shitty triangulation of the visibility mesh, but damn I feel good for having this work :joy:
The repo is [url=https://github.com/Spanfile/2D-Lighting-Sample]over here in GitHub[/url] if you want to take look. Don't judge my bad code, I'm working on it :v:[/QUOTE]
[QUOTE=TylerNocks;48413912][IMG]http://i.imgur.com/iNBCsgA.png?1[/IMG]
lights and shit[/QUOTE]
[QUOTE=McDunkable;48421089]For some reason I worked on this some more:
These are in manual transmission, originally I created some struggle-o joystick. I had pedals from a steering wheel and a plane joystick ( stick ) I combined those and used the stick as the shifter and the pedals as clutch and gas, no brakes where we're going...
Previously:
[video=youtube;f_XFk5L0USc]http://www.youtube.com/watch?v=f_XFk5L0USc[/video]
Now:
[video=youtube;9zxp01ANe18]http://www.youtube.com/watch?v=9zxp01ANe18[/video]
In a nutshell, I found an automobiles catalog which has detailed info on cars, such as gear ratios, redline rpm, idle rpm, gears, final drive ratio, etc... Using these and probably a couple of more values I tried to simulate a vehicle.
Also this:
[video=youtube;brs27cirATo]http://www.youtube.com/watch?v=brs27cirATo[/video][/QUOTE]
[QUOTE=OrYgin;48427167][img]http://Nebuleuse.github.io/img/logotext.png[/img]
Just released the first version of my project : [url=http://nebuleuse.github.io]Nebuleuse[/url].
This allows devs to integrate steamworks like features into their game without being on Steam. I've been working on it for the past 8 months but the idea and prototypes were already made well before that.
As I'm alone working on this I have little to no feedback about it (be it code quality, bugs, ease of use, etc) so I hope to get some criticism now.[/QUOTE]
[QUOTE=Offisir;48437834]I'm adding the finishing touches to my game, StarMaze:
[video=youtube;mLomt8utK1Y]https://www.youtube.com/watch?v=mLomt8utK1Y[/video]
I'm aiming to release either this week or next week.[/QUOTE]
[QUOTE=awcmon;48446307]They came out of nowhere.
My extermination, their sole ambition.
With unknown powers, they assault my house.
These FUCKING [i]ants[/i] holy COCK, I leave one little bit of food in the sink and in an hour its just swarming with these god damned ants. Like it's not like I left an entire hamburger chilling in there either, this was a tiny scrap of vegetable you'd never notice. There's no fucking trail half the time either. They just appear out of nowhere and wreck havok. I swear, it's like the CIA is feeding them information of where to strike next and boom, I got another coup d'etat right in my kitchen.
These ants have seen some shit.
These ants have been Highway of Death'd countless times. They don't even give a fuck.
One time they invaded my freezer when I was on vacation and it was as if they had invaded Russia. There was a giant black wall stretching across the entire width of my freezer built purely from the corpses of the millions of dead ants who had tried to invade my freezer and died trying. I'm talking a wall of ants 3.5 inches high and across a freezer with the width of 2.4 feet. How so many even managed to squeeze in there, I will never know.
And yet they still come.
My death bot chassis parts are going to take like, a whole month to ship from Japan or some shit, which isn't optimal.
Uhhh, here's a pic from the 2001 era webcam that the death bot might use.
[img]https://dl.dropboxusercontent.com/u/13397008/RaspPi2%20WebCamPics%2008.12.15/image25.png[/img]
Working as intended.
[img]https://dl.dropboxusercontent.com/u/13397008/RaspPi2%20WebCamPics%2008.12.15/image8.png[/img]
This one was pretty cool though actually.
I'm considering getting an actual pi camera though.[/QUOTE]
[QUOTE=Silentfood;48448044]Four weeks into this project and I finally managed to get a stable play test, Fallout with multiplayer sync. Only currently does player position, rotation and cell management but the majority of the netcode is done.
[sp]sorry for shit video quality[/sp]
[media]https://www.youtube.com/watch?v=p_fxbYpCAqQ[/media]
My friend was boxing the guy on the right at the start and NPC sync isn't implemented.[/QUOTE]
[QUOTE=WillKirkby;48456870]I realised this morning that Conway's Game Of Life is [url=https://en.wikipedia.org/wiki/Embarrassingly_parallel]embarrassingly parallel[/url], so I set out to implement it in a pixel shader.
I take the initial state as an input texture, and output the new state to a rendertarget. Then I draw that rendertarget to the screen, and use it as the input for the next frame.
If I disable XNA's vsync, a 512x512 grid runs at ~400fps on my machine. Dropping it to 256x256 bumps the framerate to ~1300fps.
I'm pretty happy with that.
[video=youtube;MGnqVkRVvdM]https://www.youtube.com/watch?v=MGnqVkRVvdM[/video][/QUOTE]
[QUOTE=ruarai;48462806]Been working on dynamic mesh adjustment. After a few days of tedious debugging, I finally got interesting results:
Without:
[img]http://i.imgur.com/m1hfy27.png[/img]
With:
[img]http://i.imgur.com/zQqR6Cg.png[/img]
And hey, it only increases compression time by a factor of like 10000.[/QUOTE]
[QUOTE=Wave160;48464458][vid]https://zippy.gfycat.com/BogusSlimAiredale.webm[/vid]
[vid]https://zippy.gfycat.com/BonyFairHind.webm[/vid]
[URL="http://www.peterchrjoergensen.dk/files/EndlessRunner.zip"]Download demo.[/URL]
Not that much progress since last. I've been busy with other stuff.[/QUOTE]
[QUOTE=Akacopman;48480179]3DS Homebrew Exploits came out today, so I managed to get [URL="https://github.com/VideahGams/LovePotion"]LövePotion[/URL] up and running on my 3DS!
[IMG_THUMB]http://i.imgur.com/BqqBdaD.jpg[/IMG_THUMB][/QUOTE]
[QUOTE=No_0ne;48481258][img]http://i.imgur.com/wdNPKWq.gif[/img]
today i made a boss[/QUOTE]
[QUOTE=Garb;48492117]randomly generated guns
[vid]http://scnggames.com/2015-08-19_04-23-12.webm[/vid]
[editline]19th August 2015[/editline]
also I made some shooting animations that are still very rough and are not in the game!
[vid]http://scnggames.com/2015-08-19_04-12-34.webm[/vid][/QUOTE]
[QUOTE=ruarai;48492323]Been working on improving the error minimization code. It's annoyingly difficult to optimise, but I think there might be some threading left to do.
Another comparison, 75,000 samples.
Without (2.55 avg error):
[IMG]http://i.imgur.com/2na8Wgg.jpg[/IMG]
With (1.5 avg error, after 8 iterations of 5 resamples):
[IMG]http://i.imgur.com/wiYWEv8.jpg[/IMG]
I'm surprised by how well it works, honestly. The code is still available at [URL]https://github.com/ruarai/Trigrad[/URL] if you are a masochist who likes messing with research-grade code.[/QUOTE]
[QUOTE=Goz3rr;48497596]Here at ihavenofuckingideawhatimdoing studios, we aim to release TGT before blizzard :v:
[img]http://i.imgur.com/YCfq5Y2.jpg[/img][/QUOTE]
[QUOTE=boomer678;48515275][vid]http://www.kevinmurphy.me/2015-08-22-0333-25_1.mp4[/vid]
New main menu map for my game[/QUOTE]
[QUOTE=ace13;48516621]Doing a Ludum Dare entry in C++, and there's something very satisfying about getting A* into a hex-grid layout.
[vid]https://my.mixtape.moe/gaaxqd.mp4[/vid][/QUOTE]
[QUOTE=takua108;48518415]I'm making a game called [b]crrsh[/b]. It takes places in the early 90s. An international organization has put a research base on the moon and sent seven scientists up there to live there and do research and stuff for six months. One month in, suddenly communications with the base ceases, and nobody knows why. After some effort, you finally manage to patch a remote connection to the research base's mainframe through, and now you must explore the corrupted computer systems of the research base to figure out what happened, determine if anyone is alive, and assist those who are.
The game takes place in an alternate-past type thing where [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool]for some reason[/url] vector-based displays advanced more quickly than raster display technology. It doesn't make a lot of sense in real life but just suspend your disbelief for a sec, okay? The computer you're using is a fancy new terminal with a CRT monitor, but it can also switch to the nearly-obsolete vector display mode, too.
Instead of ranting more about the story and crap, here's some stuff you can actually look at:
[img]http://40.media.tumblr.com/1bef67d842e0dcf49e6ee4eb77c77518/tumblr_nsxir1bdoU1qcytw0o1_1280.png[/img]
This is the raster text rendering system. This is what I've been working on most recently; nailing the look of a Windows 95-era BIOS took effort, but I think it just needs some logos (and actual plot-relevant text that I didn't just copy from a real-life photo of a POST screen) and it should be good.
[img]http://33.media.tumblr.com/9274c68f988e451fc7e0c0498da8929a/tumblr_nqx8q45LD61qcytw0o1_1280.gif[/img]
Most of the game uses the "vector mode" of your "monitor". The first thing I did on the project was to figure out how to make this work. I ended up making my own system of rendering lines using the relatively amazing Vectrosity plugin, which included "making my own font".
[img]http://40.media.tumblr.com/e8af9ba2c4d1a848a3df02cbc8142ef9/tumblr_nsxir1bdoU1qcytw0o2_1280.png[/img]
Then, I made a simulated computer system, complete with filesystem and so forth, and even an API for me to write the in-universe programs in.
These screenshots don't really do it justice, though, so [url=http://rezich.com/crrsh/demo/][b]here's an older build[/b][/url] to play in your browser. There's not a ton to do in the demo; you can type "help" to view all commands, and you can "login" as "repair" (password "asdf") and then log back into "root" ("letmein") just to prove that pausing execution of the virtual programs to accept input totally works (thanks, Unity coroutines!)
I'm kind of hitting a wall in development because of real-life issues, but this is one of two main projects I've been working on in the past few months.[/QUOTE]
[QUOTE=AntonioR;48528908]This is a demonstration of iforce2d's buoyancy physics which I added to my engine. I use Clipper library to find intersection areas between the fixtures, and I made a class which keeps track of all the fixtures inside the water. I added this in July 2014, but never showed it.
There are some problems when you throw objects into water with great speed. They can start spinning rapidly or even fly out of the water. This happens when lift is turned on. The problem is probably in force parameters which I haven't tweaked properly.
You can download the demo on my blog.
[video=youtube;-2CzcHcjdSo]https://www.youtube.com/watch?v=-2CzcHcjdSo[/video][/QUOTE]
[QUOTE=PelPix123;48536521]I'm making a piano VST. The current ones are all garbage. There are lots of synths that SOUND like pianos, but not that many that FEEL like pianos. Pianoteq is a good start, but it kind of sounds like shit.
[VID]http://www.pelpix.info/rhapsodyinblue.mp3[/VID]
It needs samples to start off and figure out how to sound but is mostly modeled. Right now it's trained to and using Piano in Blue samples. This is not your mother's Piano in Blue.
Limited features from adapting other samples:
CONTINUOUS ALL PEDALS. Halfpedal? Quarterpedal? No problem!
Physically modeled resonance! Not sampled!
Fully accurate pedal and damper behavior--damper materials and kinetic energy of individual strings included!
DESTROYS DPBSD, only digital piano on earth with progressive multiple repedal.
Planned features when I can record my own piano:
no velocity layers
infinite round robin/repetition variation
more realistic attack[/QUOTE]
[QUOTE=KaPow!;48567956]That feeling when you spend 2 days thinking about the best way to implement, and implementing something, only for the final result to be worse than the old thing and you have to trash it...
You guys remember my Console engine right? this one:
[thumb]http://i.imgur.com/Vnkou18.png[/thumb]
Well by default there's only 16 available colors, you can change the palette but you can always only have 16 at a time so this is the color space:
[IMG]http://i.imgur.com/5CGn2VS.png[/IMG]
I wanted to increase the color depth, theres a character, ▓ 178 that is a grid so by combining foreground and background colors I could do a sort of dithering to get more colors, I was pretty excited and it looked good at first:
[IMG]http://i.imgur.com/0I9VhbT.png[/IMG]
In total it gave me 118 unique colors with the default dispersed hue palette, pretty good improvement, I had 5 shades for each of the initial colors and a bunch more of new colors like orange and purple:
[IMG]http://i.imgur.com/h1iW2YQ.png[/IMG]
So I rewrote a lot of code in the engine to use this, made a thing that converted a RGB color to the closest foreground/background combination, aaaand 5 shades was too little for good lighting, I was hoping this would allow me to have colored lighting, but it looked bad.
Not all hope was lost, I could still use it to improve the black and white lighting, with the greyscale palette it gave me 31 unique grey shades, better than 16.
And yeah it gave me better quality lighting but I really don't like how it looks, you can notice the grid like pattern:
[vid]http://dl.dropboxusercontent.com/u/25639311/ShareX/2015/08/2015-08-28_22-51-04.mp4[/vid]
And since there is no half ▓ block I lose half of the vertical resolution...
It also runs a lot slower:
[vid]http://dl.dropboxusercontent.com/u/25639311/ShareX/2015/08/2015-08-28_22-54-22.mp4[/vid]
Although I know how to speed it up, I'll just stop here and go back to the old ▄ and ▀ blocks, at least I improved the engine code a little, part of the reason it took so long was because the engine wasn't really flexible enough to implement this without too many changes.
Oh well, it pains me to get rid of so much code but I guess it's for the better.
Also, bonus shot:
[vid]http://dl.dropboxusercontent.com/u/25639311/ShareX/2015/08/2015-08-28_22-59-18.mp4[/vid]
This is one of the smallest font sizes possible. There's lots of bugs with the font at such small sizes, notice the blue, despite blue not being in the palette lol:
[IMG]http://i.imgur.com/XNTd4Zg.png[/IMG][/QUOTE]
[QUOTE=Ziks;48591977][vid]http://files.facepunch.com/ziks/2015/September/01/2015-09-01-1139-27.mp4[/vid]
Wrote a quick roller coaster building plugin to test out the scripting system for my VR minecraft thing.[/QUOTE]
[b]Artists:[/b]
[QUOTE=polkm;48358060]Stilllll working on this shit, who knew trees would be so god damn finicky
[t]http://i.imgur.com/uWtPOCI.png[/t]
[editline].[/editline]
[t]http://i.imgur.com/E31MEDQ.png[/t]
Leaves are just tree-grass right?[/QUOTE]
[QUOTE=KmartSqrl;48359479]I learned a [I]tiny[/I] bit of 3d modeling today and figured out how to get things in to Unity. Now I can use something other than bastardized primitives in the prototypes I've been dicking around with on the weekend.
[img]http://i.imgur.com/zcGeYyE.png[/img]
(the little crate with the glowy green bits is the model)[/QUOTE]
[QUOTE=Vbits;48359813]I've been working on interacting between python and OpenSCAD.
This is just a little test using scipy and shapely to render a Voronoi diagram in OpenSCAD.
[IMG]https://vbitz.com/public/voronoiRenderedWithOpenSCAD.png[/IMG][/QUOTE]
[QUOTE=AtomiCal;48383795]FML I need to do something or I'll go crazy
[vid]https://imgrush.com/DBNMIDHZPEVT.mp4[/vid][/QUOTE]
[QUOTE=sarge997;48393989]Just a little render I whipped up.
[IMG_thumb]http://i.imgur.com/0piyf9k.jpg[/IMG_thumb][/QUOTE]
[QUOTE=ruarai;48399163][IMG]http://i.imgur.com/AFl72Lu.png[/IMG]
Tried a different 'path' for my pixel sorter. Anyone know of a good spiral rasterizer?[/QUOTE]
[QUOTE=WillKirkby;48410607]Playing around with shadertoy's audio stuff :)
[url]https://www.shadertoy.com/view/MlsSRl[/url]
[img]http://kirk.by/s/pkO0hZO[/img][/QUOTE]
[QUOTE=ruarai;48415602]Made a little vector field test and let some 'particles' flow through it. Using different functions for the x axis strength had interesting results.
[IMG]http://i.imgur.com/gkCu1sk.png[/IMG]
[IMG]http://i.imgur.com/LJ91uZM.png[/IMG]
[IMG]http://i.imgur.com/MuzRfdV.png[/IMG]
[IMG]http://i.imgur.com/e4u7LkG.png[/IMG]
[IMG]http://i.imgur.com/bihEgly.png[/IMG][/QUOTE]
[QUOTE=ruarai;48422038][vid]http://zippy.gfycat.com/IllAdmiredHarrier.webm[/vid]
This is terrifying but I like it[/QUOTE]
[QUOTE=polkm;48438312]Playing around with other iso things to make my iso thing stronger
[t]http://i.imgur.com/sz8kwgO.png[/t]
[t]http://i.imgur.com/Ojm3Csi.png[/t]
[t]http://i.imgur.com/1tYiny5.png[/t]
1920x1080:
[t]http://i.imgur.com/nmhc8Kw.png[/t]
[t]http://i.imgur.com/gdfRJZh.jpg[/t][/QUOTE]
[QUOTE=TylerNocks;48442273][IMG]http://i.imgur.com/4AajpjZ.png?1[/IMG]
More UE4 X Manga things, quote from Madoka Magica. 3D modeling inspired by some background I found online.[/QUOTE]
[QUOTE=Foda;48479740]testing friendly turret item, and someone found a bug with the cooldown. whoops.
[img]https://pbs.twimg.com/media/CMjURvyWwAEvc25.jpg:large[/img][/QUOTE]
[QUOTE=Asthenia;48482300]Most galleries force images into little squares, which don't respect the aspect ratios and are totally lame. Having seen a few examples of it done better ([url="www.pixiv.net"]pixiv's[/url] intro page for new users, for one), I decided to try to come up with some code to arrange them nicely.
[img]http://i.imgur.com/lHUIBQr.jpg[/img]
Currently it can handle an arbitrary number of images and arrange them as evenly as possible between rows. Theoretically it should be able to divide into rows of any power of 2 with my current method, but it's set at 4 until I can figure out how to flatten an arbitrary number of nested tuples into a list.
I can understand why this isn't more common, it's pretty convoluted. In a web context it introduces some problems, for instance you can't be sure what size the thumbnails will be so creating them ahead of time could be tricky, and I haven't found to way to make it react well to changing resolutions.[/QUOTE]
[QUOTE=takua108;48523865]Here's another thing I've been fiddling with during [DEL]f[/DEL]unemployment: [B]Rain Game (working title)[/B]. After not having touched Game Maker in years, I decided to go back and mess around with it when my roommate started to use it to learn programming. I had just spent two years working on programming game engines for school, and I really wanted to just make something with a cool aesthetic first, gameplay second.
This is the result:
[IMG]http://img.itch.io/aW1hZ2UvMjgxNDkvMTE2MDc3LnBuZw==/original/MLgXhX.png[/IMG]
Animated GIF with the older, less warm color scheme (and, now that I look at it, no vignette effect):
[IMG]http://38.media.tumblr.com/587a1958fa48ff53f3878c047d75a602/tumblr_non00cLUDx1qcytw0o1_1280.gif[/IMG]
Animated GIF of the bar interior I was working on like a month ago (these colors and effects are how the game looks now):
[IMG]http://38.media.tumblr.com/ec8ee0bb5ba94746e08e25a7068fc27c/tumblr_ns6iu2bBxl1qcytw0o1_1280.gif[/IMG]
It's a barely interactive walking-and-examining simulator right now, but maybe I'll do something more with it? Implementing [URL="http://i.imgur.com/Gh78PjF.png"]a "scripting language" in GML to script out cutscenes[/URL] ([url=http://i.imgur.com/AiaqFJa.png]"documentation"[/url]) took some thought, but now that it's in, maybe I could do something with it? Like think of a cool story? Or more mechanics that aren't just walking around in a slow as fuck yet atmospheric way? Who knows!
All I know is I'm absolutely in love with the way it looks (160x120 and three shades of gray), and want to do more with it, but don't yet know what.
[URL="http://adamrezich.itch.io/rain-game"][B]Rain Game on itch.io[/B][/URL] (free download)
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=437765214"][B]Rain Game on Steam Workshop[/B][/URL] (so you can download and play it in Game Maker)[/QUOTE]
[QUOTE=Why485;48530762]Getting closer and closer to a releasable state for my missile assets. I'm pretty happy with how this is turning out.
Last night I put together a more robust demo scene to test some more use cases. I added some turrets and super, super simple flying AI to shoot at each other. Looks a lot cooler when it's not just me test shooting stuff.
[media]https://www.youtube.com/watch?v=hlTC93HxEgo[/media][/QUOTE]
[QUOTE=takua108;48586086][URL="http://facepunch.com/showthread.php?t=1479064&p=48518415&viewfull=1#post48518415"][I]crrsh[/I][/URL] now begins with an incredibly legit-looking old PC POST screen. I need to change the text from being real to being in-lore and relevant to the fake 1994 it takes place in. I also need to add logos. Other than that, though; I’m really happy with how it turned out.
[video=youtube;htzp2_L-x0o]https://www.youtube.com/watch?v=htzp2_L-x0o[/video]
(You can tell it's a thing I made and not just, like, me turning on an old computer, because of the Unity splash screen :v:)
(And yes, I know that it was incredibly lazy to just point my phone at my monitor but I promise I'll do real screen capturing once I have something actually worthwhile to show off.)
Also I have to add support for colored text, "background color", and more, because I'm going to do some more stuff with this part of the game in the future.
EDIT: By the way, this is an incredibly specific question, but can anyone think of any other games that have POST screens in them, other than [URL="https://www.youtube.com/watch?v=QTD2FQZpv4I"][I]Mega Man X[/I][/URL]?[/QUOTE]
[b]Comedians:[/b]
[QUOTE=Fourier;48367959]C++ > Python in terms of performance
Python > C++ in terms of development speed
[editline]4th August 2015[/editline]
C for low level hacking
C# for making money
[editline]4th August 2015[/editline]
C++ for game engines and realtime critical stuff
[editline]4th August 2015[/editline]
Visual Basic for peasants
[editline]4th August 2015[/editline]
Javascript for people who like to live dangerously[/QUOTE]
[QUOTE=`impulse;48369526]Wouldn't be the full MGS experience without the same repetitive grunt when trying to suffocate someone.
[media]https://www.youtube.com/watch?v=AC1u7XGorZY[/media]
Also, this fantastic bug:
[vid]https://miyuki.impulsh.moe/wj47BC[/vid][/QUOTE]
[QUOTE=polkm;48372710][t]http://i.imgur.com/JoIYLWc.png[/t]
:v:[/QUOTE]
[QUOTE=cartman300;48379333][img]http://i.imgur.com/WkHhEcG.gif[/img]
It's getting smaller! Why is it getting smaller? Aaaah! :suicide:
[editline]5th August 2015[/editline]
[img]http://i.imgur.com/vgr6KcF.png[/img]
Hey guys, i can't decide what to put here. Spinning cubes look lame, this ASCII atom thing looks lame, everything looks lame. I need ideas.[/QUOTE]
[QUOTE=MuffinZerg;48390407]Not really programming, but still.
The bot has been public for 2 hours, but there are already 13 year olds arguing in chat.
[img]https://i.gyazo.com/2ff6b02458709a337a2cd918bbb75d64.png[/img]
I have also seen one guy say that "Players like X ruin the game".
Waiting for these sweet "The game used to be better before the update" responses.
Also getting some ridicolous PMs:
[img]https://i.gyazo.com/f57f3a87fef4c774864cbb8dac90f3be.png[/img][/QUOTE]
[QUOTE=awcmon;48424218]my house has been under attack by insects for far too long
there is a crawlspace underneath my house that houses millions of critters chewing away at my internet cables and leading viking raids all over the place causing me to wake up with a hundred little ants crawling all over me. even as I type, some ants are crawling on me.
their incursions have been dealt with one by one as they came, but it's time for a change
[i]its time i take the fight to the enemy[/i]
'cept they live in a place i hope i will never have to crawl through personally
a friend of mine gave me a random ass raspberry pi a while back and i found an old 640x480 webcam for Win98 II/2000/ME/XP. I tried to find a date on it, but 32MB RAM system requirements and recommended screen resolution of 800x600 with 24 bit colors says enough.
I plan to buy a Taimya tracked chassis with dual gearboxes and shit, arm it with a spraycan and pray to god i wired the damn thing right
I will either come out of this with the knowledge of how to build a deathbot or i will have completely blew 30 bucks. it's a risk worth taking i feel. its some serious funding, but i think i can make it without a kickstarter
so far i've gotten the webcam to work. sure as fuck not buying a picamera for 30 USD fuck that, this ancient relic works well enough and i got a box of em. some of the pictures are hilariously mutated and it's generally either too dark or it has more bloom than the shitty pictures i would take in gmod years ago
i would post pictures but they're stuck on the pi and i'm too lazy to take em out
death to insects
they may take my sanity but they will never take my freedom[/QUOTE]
[QUOTE=Trebgarta;48456983]My glorious T34 that I loaded from an obj file
[img]http://i.imgur.com/rlKwJMI.png[/img]
That is line polygon mode
I don't even know how those lines go to eternity[/QUOTE]
[QUOTE=Funley;48522373]I think there's a bug in it, the payload's already active...
[t]http://i.imgur.com/7OF8r5K.png[/t][/QUOTE]
[IMG]http://i.cubeupload.com/KK0MIG.png[/IMG]
[B]
v58: [URL]http://facepunch.com/showthread.php?t=1479064[/URL]
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Don't really feel like I deserved my place on this month's highlights since I meant to post it in Web dev, but thank you kind sir!
[url=http://AlsoBecauseImARoyal.Cunt/][/url]
Started work on a [Url=http://pastebin.com/ge69S4fB]python twitch bot[/url] for an art installation:
You use it like this:
[code]
irc = twitchchat("drluke4", "oauth:oauthtokenhere, "#drluke4")
irc.addcommand(print, "test")
while(1):
irc.parse(bytes.decode(irc.recv()))[/code]
Whenever a valid command is detected, the callback function (in this case it's 'print') gets called with a list containing a list with the call arguments aswell as the user who wrote the command.
Example output for "!test Hello Waywo! anotherargument"
[cpp]drluke@kyaa aoys % python3 irc.py [1]
drluke4 in #drluke4 wrote: !test Hello Waywo! anotherargument
[['!test', 'Hello', 'Waywo!', 'anotherargument'], 'drluke4']
[/cpp]
It's incredibly easy to interface with the twitch chat, as it's just an IRC server. Some simple regex-parsing gets you all you need.
[QUOTE=DrDevil;48596481]Started work on a [Url=http://pastebin.com/ge69S4fB]python twitch bot[/url] for an art installation:
You use it like this:
[code]
irc = twitchchat("drluke4", "oauth:oauthtokenhere, "#drluke4")
irc.addcommand(print, "test")
while(1):
irc.parse(bytes.decode(irc.recv()))[/code]
Whenever a valid command is detected, the callback function (in this case it's 'print') gets called with a list containing a list with the call arguments aswell as the user who wrote the command.
Example output for "!test Hello Waywo! anotherargument"
[cpp]drluke@kyaa aoys % python3 irc.py [1]
drluke4 in #drluke4 wrote: !test Hello Waywo! anotherargument
[['!test', 'Hello', 'Waywo!', 'anotherargument'], 'drluke4']
[/cpp]
It's incredibly easy to interface with the twitch chat, as it's just an IRC server. Some simple regex-parsing gets you all you need.[/QUOTE]
An art installation that interfaces with Twitch chat? That's just [I]begging[/I] for trouble. :v:
[QUOTE=Berkin;48596609]An art installation that interfaces with Twitch chat? That's just [I]begging[/I] for trouble. :v:[/QUOTE]
It will be a printer that uses a pen to draw stuff on paper. It'll be an unfiltered outpouring of internet culture into the pyhsical world, so I hope I get a lot of offensive stuff like swastikas or "niggerniggernigger". Artists love shit like that.
[QUOTE=PelPix123;48596456]It's still really functional and I bet it's gonna look great too.[/QUOTE]
Well it's already "finished" (the code is kinda crap, but it sorta works). Here's how it ended up looking
[img_thumb]http://i.imgur.com/TMPmp0h.png[/img_thumb]
I'nm gonna revisit it and fix it (someday)
[QUOTE=DrDevil;48596637]It will be a printer that uses a pen to draw stuff on paper. It'll be an unfiltered outpouring of internet culture into the pyhsical world, so I hope I get a lot of offensive stuff like swastikas or "niggerniggernigger". Artists love shit like that.[/QUOTE]
You're going to deplete the world's supply of ink and paper by printing more Lenny Faces than there are grains of sand.
[editline]2nd September 2015[/editline]
And I love that.
[QUOTE=Berkin;48596669]You're going to deplete the world's supply of ink and paper by printing more Lenny Faces than there are grains of sand.
[editline]2nd September 2015[/editline]
And I love that.[/QUOTE]
Depending on the traffic this will receive I have multiple modes of operation planned, including a r9k-esque mode where any given image can only be printed once to prevent spamming of the same image.
[QUOTE=DrDevil;48596687]Depending on the traffic this will receive I have multiple modes of operation planned, including a r9k-esque mode where any given image can only be printed once to prevent spamming of the same image.[/QUOTE]
Just note that last time someone hooked a printer up to "The Internet" he took it offline after someone used it to print some less than legal material.
Though since yours uses a pen the quality might be garbage enough to not let anything but memes through in a recognisable manner.
[QUOTE=Tamschi;48596766]Just note that last time someone hooked a printer up to "The Internet" he took it offline after someone used it to print some less than legal material.
Though since yours uses a pen the quality might be garbage enough to not let anything but memes through in a recognisable manner.[/QUOTE]
Thanks for your confidence in my printer engineering skills
I thought it would be fun to program in DOS. This program displays a bitmap file using a VGA card.
[url]http://pastebin.com/UmZsbytW[/url]
[img]http://i.imgur.com/Zru0SNt.png[/img]
[QUOTE=DrDevil;48596785]Thanks for your confidence in my printer engineering skills[/QUOTE]
I was talking more about it using a single colour and presumably not having very fine gradients... if it can do more than dither roughly I'm very impressed.
[QUOTE=Tamschi;48596766]Just note that last time someone hooked a printer up to "The Internet" he took it offline after someone used it to print some less than legal material.
Though since yours uses a pen the quality might be garbage enough to not let anything but memes through in a recognisable manner.[/QUOTE]
Wouldn't drawing the less than legal stuff turn legal because of the printer drawing with pen?
Thanks for the new thread Berkin!
[img]http://i.imgur.com/hjR0iLy.png[/img]
Runtime P/Invoke for when you don't know the name of the dll.
[url]https://github.com/cartman300/RuntimePInvoke[/url]
Look at the implementation and you're gonna vomit! :joy:
[t]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xfl1/v/t1.0-9/11952999_1019967544702563_4559954050545337898_n.jpg?oh=236b408c78f4d3f4d5a808d9584e15b0&oe=5661506F&__gda__=1450542122_4a64c98f9c52c44856826564d148ab48[/t]
Airplanes, small capsule-people, I love making shitty 3D art with unity primitives
I have successfully simulated the human voice.
[vid]https://my.mixtape.moe/ycyjns.webm[/vid]
[sp]Maybe not quite.[/sp]
[QUOTE=Berkin;48597798]I have successfully simulated the human voice.
[vid]https://my.mixtape.moe/ycyjns.webm[/vid]
[sp]Maybe not quite.[/sp][/QUOTE]
woooooOOOOooooww wooOOOOOOOOOOOoow wooow WOOOOOOOW
That's one word down at least.
[QUOTE=Karmah;48597961]woooooOOOOooooww wooOOOOOOOOOOOoow wooow WOOOOOOOW
That's one word down at least.[/QUOTE]
now you just need the that's some good shit part
Heh, I came across this video from when I was working at someplace a while ago, thought all you might enjoy:
[vid]http://kateadams.eu:81/help.webm[/vid]
Put together a Shop where you can buy items to increase the chance of mini-games appearing on the map, items that revive bosses (so you can fight them again for loot) and other stuff. Was also thinking about making the shop have a random weapon or hat.
[video=youtube;kISk8i2IEJ8]http://www.youtube.com/watch?v=kISk8i2IEJ8[/video]
[QUOTE=Berkin;48597798]I have successfully simulated the human voice.
[/QUOTE]
It's R2D2!
"I am Iran" got into highlights.
Really?
Working on a dungeon generator
[vid]http://s1.webmshare.com/4WKd6.webm[/vid]
Dang, I made the highlights 3 times? Noice.
In other news, I got a job! Junior engine programmer at a pretty notable UK game studio, starting later this month :)
[QUOTE=COBRAa;48598622]Heh, I came across this video from when I was working at someplace a while ago, thought all you might enjoy:
[vid]http://kateadams.eu:81/help.webm[/vid][/QUOTE]
I just inherited a project from a senior developer who had this issue. Over 1000+ warnings. It took me two days to go through it and refactor/remove the warnings. I don't even think he knows how to code well at this point because it looks like it has gone through a garbage disposal. He still hasn't said anything about the warnings being magically gone which makes me think he compiles in command line and uses notepad.
[QUOTE=WillKirkby;48600350]Dang, I made the highlights 3 times? Noice.
In other news, I got a job! Junior engine programmer at a pretty notable UK game studio, starting later this month :)[/QUOTE]
Your shader work impressed me, it's only fair.
Congrats on the job!
Slightly off-topic but I recently rediscovered that three years ago or so I was working on making a Dotabuff competitor called "Dotabutt" (bought the domain and everything [it points to Dotabuff now]).
I made it:
- 25% because Dotabuff isn't that great (it was worse at the time) and I thought "I could do better"
- 10% as an excuse to learn node.js and keep up with you kids these days
- 15% as an excuse to do any project at all (was very bored and working as a cashier at Walmart at the time)
- 50% because of the logo I made:
[IMG]https://pbs.twimg.com/profile_images/3717234230/88ae861f35e90abc023fd6a5e6fa0127.png[/IMG]
Eventually I stopped working on it because to do what I wanted to do (i.e. what Dotabuff does [scrape every match ever and store it in a database because the API sucks]), I would need Actual Financial Investment (more hard drives, separate database servers, etc.). Also, Dotabuff doesn't even use the API, last I heard, they have a fake Dota 2 client scrape match data that way, or something.
The Dota 2 API was a fucking headache. Does anyone know if it's better now? Back then you'd get, like, sometimes the Radiant and Dire tower/rax data would be swapped. Randomly. Sometimes. Sometimes you'd get no response, not even an error code. Just a HTTP 200 and blank response. Sometimes.
EDIT: [url=https://github.com/adamrezich/dotabutt]GitHub repo if anyone cares, it's probably a mess and there's probably nothing to be learned from it.[/url]
Working on a MYSQL enabled backend dialect of BASIC. I'm using C and Yacc and the 1984 "The UNIX Programming environment" by Kernighan and Rob Pike shall be my guide. My server will simply do something like this:
[code]
void callback(){
system("beb " + requestedFile +">tmp");
//send compiled tmp file to client
system("rm tmp");
}
[/code]
But more complex obviously. Beg stands for backend basic but I should find a better name for it
I guess starting to play TIS-100 counts, although I'm not all that good yet (solved 10 so far with varying degrees of optimization)
Also, can we get to the next page so I don't have to load the highlights every single time
[editline]2nd September 2015[/editline]
Although finally getting a segment to function properly and watching it chew through through all the inputs is probably the most satisfied I've ever been in a puzzle game
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