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Making a browser game but I can't make graphics for poo poo. My nebula looked kinda okay though!
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# ? Mar 14, 2010 05:03 |
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# ? May 9, 2024 06:08 |
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drcru posted:
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# ? Mar 14, 2010 23:15 |
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It's an iPhone app utility for tracking how much you get paid while taking a dump (or any other retarded activity such as terrible meetings). I just submitted it to the app store. Hopefully they will allow my illustrations of butts in the UI. Here's the URL: http://crapulatorapp.com
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# ? Mar 14, 2010 23:24 |
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Currently working on a level editor for some lovely 2D Zelda-like online game. The game's map is made up of several small levels that are combined into one big map. Previously the editor only supported editing of a single level at a time, but I'm currently working on editable big maps. Using GTK with GLArea to render the level with OpenGL.
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# ? Mar 15, 2010 00:45 |
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LOLLERZ posted:Oh my god, why is your universe full of equals signs? I couldn't come up with ways to show they're connected to each other
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# ? Mar 15, 2010 03:32 |
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drcru posted:I couldn't come up with ways to show they're connected to each other
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# ? Mar 15, 2010 04:19 |
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drcru posted:I couldn't come up with ways to show they're connected to each other Well I mean it's basically a graph, right? You can travel between squares (nodes) along equals-signs (edges). If you turned it into a graph representation with little stars for each node and little hyperspace lanes for each edge, it would probably look pretty cool.
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# ? Mar 15, 2010 04:22 |
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Avenging Dentist posted:Well I mean it's basically a graph, right? You can travel between squares (nodes) along equals-signs (edges). If you turned it into a graph representation with little stars for each node and little hyperspace lanes for each edge, it would probably look pretty cool.
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# ? Mar 15, 2010 05:02 |
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LOLLERZ posted:Well I mean it's basically a sparse matrix, right? You can travel between squares (rows) along equals-signs (ones). If you turned it into a sparse matrix representation with little stars for each row and little hyperspace lanes for each column, it would probably look pretty cool. Oh, you mean it's like one of the standard implementations of a graph? Oh ok.
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# ? Mar 15, 2010 05:07 |
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Avenging Dentist posted:Well I mean it's basically a graph, right? You can travel between squares (nodes) along equals-signs (edges). If you turned it into a graph representation with little stars for each node and little hyperspace lanes for each edge, it would probably look pretty cool. It's supposed to have little space stations and crap visible there too though. Imagine there are pictures there instead: I like the hyperspace lane idea though, not sure how I can make it work yet though.
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# ? Mar 15, 2010 07:53 |
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loud-bob posted:
This is inspired.
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# ? Mar 15, 2010 11:52 |
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drcru posted:It's supposed to have little space stations and crap visible there too though. Imagine there are pictures there instead: That shouldn't be any harder, really. drcru posted:I like the hyperspace lane idea though, not sure how I can make it work yet though. The reason I suggest a graph is because there are known algorithms for graph layouts that make sure the graph looks "nice", meaning you can focus on the data for your game and not have to worry about where to put everything. Here's a paper describing some of it, with references to other papers you can look up for more detail: http://www.cs.brown.edu/~rt/papers/gd-tutorial/gd-constraints.pdf
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# ? Mar 15, 2010 13:08 |
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Avenging Dentist posted:The reason I suggest a graph is because there are known algorithms for graph layouts that make sure the graph looks "nice", meaning you can focus on the data for your game and not have to worry about where to put everything. Here's a paper describing some of it, with references to other papers you can look up for more detail: http://www.cs.brown.edu/~rt/papers/gd-tutorial/gd-constraints.pdf Jesus that document is incredible and I feel like a giant loving nerd for thinking so. I feel even worse for having thought "This is even more exciting than PEP8!"
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# ? Mar 15, 2010 15:54 |
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Avenging Dentist posted:The reason I suggest a graph is because there are known algorithms for graph layouts that make sure the graph looks "nice", meaning you can focus on the data for your game and not have to worry about where to put everything. Here's a paper describing some of it, with references to other papers you can look up for more detail: http://www.cs.brown.edu/~rt/papers/gd-tutorial/gd-constraints.pdf Thanks for the graph theory link. It gave me a horrible flashback to my MACM classes but it's worth a try.
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# ? Mar 15, 2010 21:55 |
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loud-bob posted:Haha, Jackson's face owns.
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# ? Mar 16, 2010 00:34 |
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loud-bob posted:This is something I've always joked about. I'm sure you'll sell a bunch. And now we'll know who plays with their phone on the shitter at work.
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# ? Mar 16, 2010 09:20 |
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Inverse Icarus posted:And now we'll know who plays with their phone on the shitter at work. Why, what do you use your phone for?
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# ? Mar 16, 2010 16:08 |
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fryzoy posted:Currently working on a level editor for some lovely 2D Zelda-like online game. Haha is this Graal?
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# ? Mar 16, 2010 17:31 |
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SuddenExpire posted:Haha is this Graal? Yup.
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# ? Mar 16, 2010 20:14 |
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Graal seriously still exists? Wow.
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# ? Mar 16, 2010 21:54 |
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Oh god not Graal. Never played it, actually. But I remember it being a competitor to the lovely 2d rpg's I played... Odyssey most notably!
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# ? Mar 17, 2010 15:46 |
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A phD student at my university is currently building a homemade 4' x 4' multitouch table, and we had to come up with a quick tool / widget that could be implemented on it. My friend and I decided to build a optical physics game where you had to manipulate mirrors to reflect a laser towards a target. The game has been done before, but we thought it could be fun to directly manipulate the mirrors using the table and add a little flavor to it (i.e moving lasers requiring you to have two players control a few mirrors each). The table uses TUIO to communicate with software, and it was surprisingly easy to incorporate it in XNA. A quick, but fun assignement. Hoping to get a few more things running on the table in the future.
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# ? Mar 18, 2010 04:35 |
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Nibelheim posted:
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# ? Mar 18, 2010 12:57 |
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Gashroom posted:I thought that was some kind of pong game with twistable paddles at first. You could probably do that as well One team actually did that. I think it's the first thing that comes to mind when you try to come up with a game for a multitouch table.
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# ? Mar 18, 2010 13:00 |
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Jesus I'm going to make myself look like an rear end with all those awesome stuff you guys do. For my part I've been working on a game clone because I wanted to get back into C++ game programming and wanted to discover SFML, I only do standard C at work and no such thing as fancy graphics etc.. I'm starting slowly and then hopefully I'll do some more interesting stuff. Also sup' satellites buddies ESA GAIA edit: I know that a grey piece over a grey background = very bad.. but I'm not much a graphic person and I did not want to spend ages on this game, it was just to get back into it.
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# ? Mar 19, 2010 13:25 |
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Just make the gray pieces white instead?
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# ? Mar 20, 2010 06:52 |
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Oh Rick you crazy graphics designer you.
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# ? Mar 20, 2010 15:58 |
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I started playing around with php, and decided to create a little forum. It's been a fun project so far.
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# ? Mar 21, 2010 00:13 |
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Perl image -> irc image converter that's about halfway to where I want it to be Compare to [own hosting] As currently implemented the color-picking algo is embarassingly bad, I'll repost when it gets better
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# ? Mar 23, 2010 00:39 |
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I'm trying to make something like Civilization, but on a real globe. Also, that's a genuine Winkel tripel projection in the corner. Hell yeah!
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# ? Mar 23, 2010 00:50 |
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Otto Skorzeny posted:Perl image -> irc image converter that's about halfway to where I want it to be That looks pretty awesome! Have you considered doing some scaling to account for the fact that the blocks of colour are rectangular, not square?
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# ? Mar 23, 2010 00:52 |
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Jonnty posted:That looks pretty awesome! Have you considered doing some scaling to account for the fact that the blocks of colour are rectangular, not square? I considered it, but I haven't started doing it yet. I'm using a Perl interface to Imlib2 that provides a fair amount of scaling options so it's doable without much trouble, but preliminary results squashing the image ~25-33% in Paint.Net before passing it to my converter tended to eat detail badly - I limit output to 80 "pixels" wide, which is difficult enough to produce something legible with even without correcting for pixel shape. If I can improve the output enough that I can get consistently good results before correction though, I'll certainly look into applying it.
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# ? Mar 23, 2010 01:00 |
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Otto Skorzeny posted:I considered it, but I haven't started doing it yet. I'm using a Perl interface to Imlib2 that provides a fair amount of scaling options so it's doable without much trouble, but preliminary results squashing the image ~25-33% in Paint.Net before passing it to my converter tended to eat detail badly - I limit output to 80 "pixels" wide, which is difficult enough to produce something legible with even without correcting for pixel shape. If I can improve the output enough that I can get consistently good results before correction though, I'll certainly look into applying it. Cool. Do let us know when it's ready, I'd love to try it out when it's done.
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# ? Mar 23, 2010 01:54 |
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A way to get more square-ish blocks is by using a half block character and setting the background colour.
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# ? Mar 23, 2010 01:58 |
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Otto Skorzeny posted:Perl image -> irc image converter that's about halfway to where I want it to be I made a similar thing for my bot, but didn't do the image scaling, I think I'll be stealing that. My color picking looked for the smallest value on: abs(imagered - ircred) + abs(imagegreen - ircgreen) + abs(imageblue - ircblue) imagex would be the pixel values from the image, and ircx would be the pixel values for each of the possible IRC colors
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# ? Mar 23, 2010 02:00 |
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Have you guys looked at any of the source to the old GIF/PCX to ANSI converters? They should be in Pascal which is pretty easy to understand.
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# ? Mar 23, 2010 04:56 |
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HappyHippo posted:
Cool! I've been thinking about something along those lines lately myself. How did you map the hexes to a sphere? My thinking was to basically have two hex circles, and overlap them at the equator.
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# ? Mar 25, 2010 02:53 |
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Hubis posted:Cool! I've been thinking about something along those lines lately myself. How did you map the hexes to a sphere? My thinking was to basically have two hex circles, and overlap them at the equator. Good question. In actuality there are 12 pentagons, and the rest of the tiles are hexes. I started by making a geodesic sphere. The basic idea is that you start with a icosahedron, a figure with 20 triangles. You take each triangle and divide it into four sub-triangles (by placing a point in the center of each edge), and then take the newly created vertices and move them to the surface of the sphere. Do this several times until you have a sufficient number of tiles. Now this gives you a surface made of triangles. In order to make one of hexes, you must take the dual of what you just made. To do that, you simply take the vertices and treat them as the center of your tiles. You can see the dual of a geodesic sphere on that wikipedia page. Most of the vertices end up having six neighbors, and so they become the centers of hexagons, but the 12 original vertices of the icosahedron only have 5 neighbors, and so they become pentagons. I'm hoping those pentagons don't affect game play too much. In any case, they're only 12 out of ~10000 tiles, so it can't be too bad. Plus I've set it up so that there's one each at the poles, which is the most unimportant area in the game.
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# ? Mar 25, 2010 03:40 |
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HappyHippo posted:
Did you use multiple octave perlin noise with a threshold? Neat! I've been trying something similar, but I want a RISK-style map... in other words, vetors rather than tiles. This is an absolute pain in the rear end around the antemeridian :-(
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# ? Mar 25, 2010 10:42 |
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# ? May 9, 2024 06:08 |
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wlievens posted:Did you use multiple octave perlin noise with a threshold? Neat! I assume you are talking about the random map generator. I didn't use that method but looking online it seems interesting. Instead I threw something together by having "paintbrushes" of various sizes move around randomly, painting land onto the initially all-water map, and then adding ice caps. It came out pretty good but I was planning on improving it later (once I have a semblance of a game working). Perlin noise looks like a good start, thanks for the tip.
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# ? Mar 25, 2010 17:37 |