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tripwire posted:You made dungeonminder? I've finally got around to starting on v0.9 (last version was 0.8). Assuming I don't take forever to release it, I plan to have: Different classes for the hero Different level styles (I've called the one above "Caverns") Better UI with actual menus, options, etc Several difficulty levels (maybe someone will actually win) I honestly wasn't going to work on this past the 7drl, but I wasn't expecting the amount of encouragement and positive feedback that I have been getting. It would be flattering to me if even ten other people had played my game. So if you've enjoyed it, then thank you very much!
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# ? Jul 16, 2009 11:10 |
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# ? May 9, 2024 16:03 |
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AgentF posted:'Sup, roguelike buddy? Woah, that looks great! What language and libraries are you using? I'm really curious how you made the window bigger than 80x24 (I think that was it)
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# ? Jul 16, 2009 13:29 |
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He's using libtcod
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# ? Jul 16, 2009 13:35 |
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Yeah, it's only a simulated terminal, so I won't be able to throw this game up onto an SSH server (without substantial changes). The library supplies a lot of conveniences (such as input/output handling, pathfinding, FOV calculation, BSP toolkit) and if I had to write them all myself, I probably wouldn't have finished my first release in one week. By providing a low-level platform for roguelikes, the developer is allowed to begin writing gameplay and unique mechanics immediately. One striking example is this crazy bastard, who used the library to write a fully raytraced 2.5D view for his roguelike.
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# ? Jul 16, 2009 13:52 |
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wlievens posted:I've done a couple of those too, but never went anywhere with them. What are you planning on making? Mostly just something fun while work drives me nuts, but technically a complete game engine. There are so many "this almost works" or "this is only one piece" JS game bits out there, not many (any?) complete frameworks. If I eventually end up with one that "almost works" I won't dump it on the world.
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# ? Jul 16, 2009 16:31 |
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AgentF posted:One striking example is this crazy bastard, who used the library to write a fully raytraced 2.5D view for his roguelike.
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# ? Jul 16, 2009 17:08 |
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tripwire posted:Very nice! AgentF posted:'Sup, roguelike buddy?
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# ? Jul 16, 2009 20:50 |
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A few screenshots from my current C#/XNA game, Dysnomia. It's the most ambitious game I've tried to develop yet, and I'm pretty pleased with how it's working out! Couple of vids.
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# ? Jul 17, 2009 15:52 |
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I need to shade some flat polygons, so to visualize the resulting colors I made this Phong shaded ball. I think I spent more time trying to wrap my brain around 3D rotations than the rest combined. VVV It's phong but the normals are rounded to the nearest 0.1 (without re-normalizing them, whoops) to get a flatter look. Max Facetime fucked around with this message at 20:05 on Jul 17, 2009 |
# ? Jul 17, 2009 18:52 |
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(That's flat shading, not Phong shading.)
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# ? Jul 17, 2009 18:55 |
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FatboYgw posted:
It's like old-school Duke Nukem meets Gauntlet! This makes me happy.
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# ? Jul 17, 2009 21:15 |
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Commander Keen posted:It's like old-school Duke Nukem meets Gauntlet!
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# ? Jul 17, 2009 21:33 |
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http://www.magnifeast.com Los Angeles online food delivery/carryout website - 500+ restaurants and counting! Built by myself and two other ex-videogame industry folks over the past few months. It's a blend of merb, couchdb, ruby, and some rather esoteric javascript systems on the client-side - all running on EC2. Still technically "beta", but now open to the public.
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# ? Aug 7, 2009 08:26 |
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ImDifferent posted:
Nice. If you need some ideas for where you can take it, I can recommend taking a look at Just-Eat.
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# ? Aug 7, 2009 11:41 |
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I'm making a graphics demo -- not a demoscene type demo, just poo poo I hack together. Everything except for the model is procedural which explains why the model is the only thing that isn't ugly as sin. Click here for the full 1040x614 image. This picture demonstrates my lack of ability to adjust color levels, my inability to understand the concept of anti-aliasing, and how truly bad procedural clouds can possibly look when done poorly. Click here for the full 1040x614 image. This picture shows off my closeted fetish for soft shadows, my sophomoric affection for poorly implemented bloom, what procedural materials look like when lacking a fundamental understanding of how to use them, jarring aliasing artifacts, and a complete failure to light even the simplest of scenes. Somehow, despite the fact that no new or novel ideas are presented, I managed to make this slow as molasses. Constructive criticism that doesn't cause me to jump off a bridge would be appreciated. Sex Bumbo fucked around with this message at 22:16 on Aug 13, 2009 |
# ? Aug 13, 2009 21:55 |
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Stanlo posted:Constructive criticism that doesn't cause me to jump off a bridge would be appreciated. I actually really like the marbel effect but you probably need to foul around with the noise texture a bit cause you can see the patterns repeating. As an added exercise, try to add procedurally generated normals to the marble slabs that kind of slant down near the edge of each slab. It's a fun experiment .
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# ? Aug 13, 2009 23:19 |
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I couldn't figure out how to procedurally generate marble tiles that had high frequency detail and also rendered at high resolutions at 60fps so I plunked them into a 12 layer texture array and spat them out like that. So yeah, there's only 12 different tiles, I guess I could pump out more since I'm only using about 16 megs of vram to store them but my laptop has been crying to me about memory issues already. I've also been meaning to randomly flip and rotate the tiles but I still have other dumb ideas to add that I think would improve the scene more. I guess another low effort improvement would be to make sure identical tiles are never adjacent or close to each other. I couldn't figure out how to antialias the edges, especially in the grazing angle-far away case, soooooo I render each tile as a quad and rely on multisampling to give me the worst antialiasing possible. Any ideas? I couldn't come up with any fancy pixel shader tricks that didn't cause atrocious swimming artifacts. Also, I get lighting artifacts on the column where there's high frequency geometry data. More/better MSAA helps but doesn't solve it at all. I'm thinking selective SSAA might work? If I do that I might throw out MSAA altogether, it's kind of a pain. I wanted the tiles to look perfectly flat, sounds like laziness but I was aiming for a "clean and smooth" look and feel. Thanks. Sex Bumbo fucked around with this message at 23:40 on Aug 13, 2009 |
# ? Aug 13, 2009 23:35 |
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Stanlo posted:I couldn't figure out how to procedurally generate marble tiles that had high frequency detail and also rendered at high resolutions at 60fps so I plunked them into a 12 layer texture array and spat them out like that. So yeah, there's only 12 different tiles, I guess I could pump out more since I'm only using about 16 megs of vram to store them but my laptop has been crying to me about memory issues already. I've also been meaning to randomly flip and rotate the tiles but I still have other dumb ideas to add that I think would improve the scene more. I guess another low effort improvement would be to make sure identical tiles are never adjacent or close to each other. Use one noise texture, make the resolution large-ish and just index it differently per-tile (shift coords around, shift x/z factors etc). quote:I couldn't figure out how to antialias the edges, especially in the grazing angle-far away case, soooooo I render each tile as a quad and rely on multisampling to give me the worst antialiasing possible. Any ideas? I couldn't come up with any fancy pixel shader tricks that didn't cause atrocious swimming artifacts.
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# ? Aug 14, 2009 00:37 |
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Yeah, that sounds like a good solution. I was lured in by the benefits of mipmapping and anisotropic filtering by baking them though. Do you know of good ways to do LOD on noisy textures? I can reduce the number of octaves but that doesn't solve swimming problems like mips do. In the attachment, I'm doing 4x/0q MSAA. Anything higher kills perf at high resolutions : (. Additionally, if I were to procedurally evaluate the tile textures every frame, what would be a good way to reconcile edge discontinuities? Sex Bumbo fucked around with this message at 02:49 on Aug 14, 2009 |
# ? Aug 14, 2009 02:46 |
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I spent the weekend redoing my website's homepage. Lots of javascript stuff and you'll need a good machine to run it.
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# ? Aug 16, 2009 09:25 |
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N.Z.'s Champion posted:I spent the weekend redoing my website's homepage. Lots of javascript stuff and you'll need a good machine to run it. You put so much work into it and then you have the links on the bottom blue and don't set the font so they show up as times new roman (in my browser). why?
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# ? Aug 17, 2009 02:13 |
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clockwork automaton posted:why? Because i'm an idiot. Good point, I'll fix that in a few hours. edit fixed! N.Z.'s Champion fucked around with this message at 03:08 on Aug 17, 2009 |
# ? Aug 17, 2009 02:28 |
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N.Z.'s Champion posted:Because i'm an idiot.
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# ? Aug 17, 2009 08:12 |
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Sweeper posted:I'm not sure if you meant to do this but there is a large amount of ground under neath everything, I can scroll down to see a wall of dirt It's a continually shrinking wall of dirt, for some reason. Also the clouds stop every couple seconds. EDIT: Oh my god you use Whitesmith braces what in the name of all that is good and pure is wrong with you Avenging Dentist fucked around with this message at 08:23 on Aug 17, 2009 |
# ? Aug 17, 2009 08:20 |
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Avenging Dentist posted:EDIT: Oh my god you use Whitesmith braces what in the name of all that is good and pure is wrong with you ~*Javascript tutorials*~
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# ? Aug 17, 2009 08:48 |
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Avenging Dentist posted:It's a continually shrinking wall of dirt, for some reason. The clouds slowing to a halt every few seconds is intentional, but the shrinking wall of dirt isn't. Avenging Dentist posted:EDIT: Oh my god you use Whitesmith braces what in the name of all that is good and pure is wrong with you Edit: Fixed the bracing, I think. /*~ Javascript Tutorials ~*/ N.Z.'s Champion fucked around with this message at 11:34 on Aug 17, 2009 |
# ? Aug 17, 2009 09:08 |
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N.Z.'s Champion posted:What browser are you using? It works for me in FF/Safari/Chrome. FF 3.5.2 (it works now, incidentally, but this may be because the time is different).
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# ? Aug 17, 2009 17:36 |
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N.Z.'s Champion posted:The clouds slowing to a halt every few seconds is intentional, but the shrinking wall of dirt isn't. When it's paused, the sun/moon stops but the clouds don't. Not sure if that's intentional, but it's not intuitive. Also any plans to have that page like... do more stuff? Or is it just basically a portal page for the links in the corner?
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# ? Aug 18, 2009 02:13 |
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N.Z.'s Champion posted:What browser are you using? It works for me in FF/Safari/Chrome. The clouds slowing to a halt looks kind of odd. I know it's a design decision on your part, but it would almost better if they slowed but never did stop entirely. Clouds don't just stop moving it looks sorta odd to go from fairly quick moving clouds to no motion at all.
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# ? Aug 18, 2009 03:23 |
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Avenging Dentist posted:FF 3.5.2 (it works now, incidentally, but this may be because the time is different). Supervillin posted:When it's paused, the sun/moon stops but the clouds don't. Not sure if that's intentional, but it's not intuitive. clockwork automaton posted:The clouds slowing to a halt looks kind of odd. The clouds are now tied into the position of the drag bar, but it doesn't yet accelerate and decelerate as it probably should. Supervillin posted:Also any plans to have that page like... do more stuff? Or is it just basically a portal page for the links in the corner? N.Z.'s Champion fucked around with this message at 07:48 on Aug 18, 2009 |
# ? Aug 18, 2009 07:43 |
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Factor Mystic's Default Programs Editor made it onto Lifehacker: http://lifehacker.com/5339059/default-programs-editor-changes-file-associations-with-ease
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# ? Aug 18, 2009 07:58 |
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Belgarath posted:Factor Mystic's Default Programs Editor made it onto Lifehacker: http://lifehacker.com/5339059/default-programs-editor-changes-file-associations-with-ease quote:It's a powerful, slick utility that probably should have been included in Windows by default.
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# ? Aug 18, 2009 11:00 |
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king_kilr posted:A webbased IRC client I did for the DjangoDash competition (48 hours with 2 other people). This is the only screenshot I have at this second. This looks awesome. Are you open for testers yet? I use Chromium full-time because I roll like that, but was missing a lot of the greasemonkey features that the SALR Firefox extension gave the site. So I'm banging the features I like out myself (quote highlighting is implemented but not shown): Click here for the full 1135x720 image. Still a little more work to go, but it's pretty much where I want it to be.
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# ? Aug 19, 2009 23:24 |
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Ferg posted:This looks awesome. Are you open for testers yet? It was up at leafychat.com, however we had to take it down because it was negatively affecting some of the other apps that were running on the server
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# ? Aug 19, 2009 23:50 |
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Scaevolus posted:Okay, Factor Mystic, I'll stop making fun of you for your earlier abomination. ~*^best palz^*~
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# ? Aug 20, 2009 00:59 |
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www.fontcapture.com I just launched fontcapture.com, which is a website that lets you create a custom handwriting font. Hardly unique, but the other sites like this cost money to use, and I plan to add a few unique features in the future, such as the ability to make small adjustments to your font (character spacing, vertical alignment etc). The front end is built on Django, which I must say has been a joy to work with. I'm using PIL for image processing, plus some custom code for detecting the location and orientation of the font template (this was probably the hardest part of the whole thing, as I've never touched image recognition algorithms before). The actual TrueType font is generated using the FontForge Python extension. FontForge itself is a decent but pretty weird open source font editor, but the Python extension is nice enough to work with. It's a little rough around the edges still, but I think it's quite usable. I definitely need to clean up some of the language on the site, currently it's pretty obvious that English isn't my native language. Id4ever fucked around with this message at 23:23 on Aug 25, 2009 |
# ? Aug 25, 2009 20:18 |
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Id4ever posted:www.fontcapture.com Hello new Eclipse font
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# ? Aug 25, 2009 21:37 |
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Id4ever posted:I just launched fontcapture.com, I just broke fontcapture.com. It may be the 60mb PNG I tried to upload (1200dpi). I tried again with a 4.6MB PNG at 1/4 of the resolution and got code:
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# ? Aug 25, 2009 21:52 |
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Zakalwe posted:I just broke fontcapture.com. It may be the 60mb PNG I tried to upload (1200dpi). I tried again with a 4.6MB PNG at 1/4 of the resolution and got ... Thanks. The image size limit is 14 megapixels. An error message that is a bit more user friendly was supposed to inform you of that, of course the code responsible for rendering that message contained a syntax error, so you just got the standard 500 error page Fixed now. CoasterMaster posted:Hello new Eclipse font Haha, brilliant.
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# ? Aug 25, 2009 22:06 |
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# ? May 9, 2024 16:03 |
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Id4ever posted:
Beautiful. Thanks for the new font!
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# ? Aug 25, 2009 22:08 |