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dangerz posted:Why no marching cubes?
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# ? Mar 29, 2011 11:58 |
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# ? May 13, 2024 08:51 |
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Ugg boots posted:First off, that looks awesome. Second, if you target .NET 4.0 then you get access to their ConcurrentDictionary which is a lockless dictionary. Just an FYI. .NET? so much for portability
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# ? Mar 29, 2011 12:26 |
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cultureulterior posted:Why no marching cubes? ColdPie posted:.NET? so much for portability
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# ? Mar 29, 2011 13:46 |
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ColdPie posted:.NET? so much for portability I love when peole jump on a chance to bash Microsoft products without actually reading the thread.
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# ? Mar 30, 2011 02:52 |
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I'd been thinking lately that slide decks were a really good way to present tutorials and similar information, because they break concepts up into bitesize chunks, so the reader doesn't have to absorb walls of text (which some people have an aversion to). I've also found that it helps me condense and crystalize my thoughts when I have to make them be discrete little chunks. So this Saturday I decided to sit down and make a slideshow builder/viewer in Javascript. Here it is showing my testing deck. My apologies for it being so boring -- I haven't built any "real" decks yet. The slideshow widget itself purposefully doesn't look like anything, so that it can be embedded anywhere. It's one Javascript file, with zero dependencies. It handles everything for you -- loading the slides over the network, wiring up events to the controls, etc. -- so long as you can manage to name things properly. I'm a systems/admin/backend kinda guy, so bootstrapping myself on the language and how to do things the non-lovely way was pretty fun, especially the animation and event-handling logic. I got the basic concept working in half a day, then spent a handful of hours on the next two days polishing and refactoring. Right now it works as intended and has no known bugs. Someone has pointed out that there is no way to jump to a specific slide, which is an intentional omission -- I'm thinking it would be much more useful to let individual slides declare that they begin a new "section" of a presentation, and build a control to allow jumping to those slides. This, to me, is of far greater utility than jumping to an arbitrary (unlabelled, half-remembered) slide. mdxi fucked around with this message at 13:09 on Mar 30, 2011 |
# ? Mar 30, 2011 12:57 |
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Blue Footed Booby posted:I love when peole jump on a chance to bash Microsoft products without actually reading the thread.
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# ? Mar 30, 2011 12:59 |
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ColdPie posted:.NET? so much for portability You do realize he's already using .NET, right? Dumbass. Fake Edit: Yeah yeah, I realize it's just ColdPie.
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# ? Mar 30, 2011 16:54 |
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In Monsterland, you can save anytime. Nowadays, it's a feature!
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# ? Mar 31, 2011 01:23 |
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Me and two other friends have been working on an Android game for the last 5 weeks, and today we were finally able to upload our lite version to the market today. It's a puzzle game that has you using mirrors and prisms to bounce colored lasers around to hit the corresponding checkpoints. It would be great if anybody interested would download it and tell me what you think of it. It's called Refraction and are planning on releasing the paid version in a week. Here's the market link: http://ow.ly/4q1xl
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# ? Mar 31, 2011 05:51 |
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Just sent it to my phone, it looks pretty neat
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# ? Mar 31, 2011 06:42 |
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lmao zebong posted:Me and two other friends have been working on an Android game for the last 5 weeks, and today we were finally able to upload our lite version to the market today. It's a puzzle game that has you using mirrors and prisms to bounce colored lasers around to hit the corresponding checkpoints. It would be great if anybody interested would download it and tell me what you think of it. It's called Refraction and are planning on releasing the paid version in a week. Here's the market link: This game is fun. Some things I've noticed: The handles sometimes go off the screen or overlap buttons. They're really hard to grab when they're right on the edge of the screen. It would be nice if prisms remembered their directions. This and the above combine for extra frustration. When trying to adjust a prism near the edge of the screen it's easy to pick it up by mistake and then you lose the one light beam you've already set up properly. Sometimes wormholes don't work. Its not clear what the logic is when 3 light beams hit a prism or mirror.
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# ? Mar 31, 2011 07:09 |
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# ? Mar 31, 2011 18:06 |
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lmao zebong posted:Me and two other friends have been working on an Android game for the last 5 weeks, and today we were finally able to upload our lite version to the market today. It's a puzzle game that has you using mirrors and prisms to bounce colored lasers around to hit the corresponding checkpoints. It would be great if anybody interested would download it and tell me what you think of it. It's called Refraction and are planning on releasing the paid version in a week. Here's the market link: http://ow.ly/4q1xl Responded to your reddit post. I'm the one that asked about having some kind of notification as to which laser you're adjusting. Just beat level 20.. big fan of this game. I did get a force close once and I sent that report. When I was adjusting a prism, I sent one of its beams to another prism that totally threw every single thing off. When I moved the beam, everything was thrown off and I had the forced close.
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# ? Mar 31, 2011 18:29 |
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Thanks for the feedback guys. The wormhole issue along with some others should be cleared up with an update I just published (1.02), so if you download that it should go away. We've also discussed the issue of a prism on the edge of the grid, but haven't really come up with a decent solution as how to deal with that situation unfortunately. We came into this game with the idea to have a easy to use UI, so any suggestions as how we could make this game better are much appreciated. We're planning on releasing a paid version with 120 total different levels, and I would be interested in what you guys, after playing this game, would think is an appropriate price point.
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# ? Mar 31, 2011 20:35 |
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lmao zebong posted:Me and two other friends have been working on an Android game for the last 5 weeks, and today we were finally able to upload our lite version to the market today. It's a puzzle game that has you using mirrors and prisms to bounce colored lasers around to hit the corresponding checkpoints. It would be great if anybody interested would download it and tell me what you think of it. It's called Refraction and are planning on releasing the paid version in a week. Here's the market link: http://ow.ly/4q1xl Quite enjoying this - one thing I would say is that with as these types of puzzles get more complex, it's quite fun to examine your handiwork for a few seconds after you're finished, and the system you use doesn't allow that. I don't know how you'd make the "mission complete" message less invasive though. e: yeah, I'm getting the wormholes thing too, it sometimes takes a few tries to get them or work properly Jonnty fucked around with this message at 21:32 on Mar 31, 2011 |
# ? Mar 31, 2011 21:19 |
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lmao zebong posted:Thanks for the feedback guys. The wormhole issue along with some others should be cleared up with an update I just published (1.02), so if you download that it should go away. We've also discussed the issue of a prism on the edge of the grid, but haven't really come up with a decent solution as how to deal with that situation unfortunately. We came into this game with the idea to have a easy to use UI, so any suggestions as how we could make this game better are much appreciated.
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# ? Apr 1, 2011 13:52 |
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Yeah, it turned out our fix for wormholes dealt with one issue but not another. Unfortunately the publishing section of the market was down so we couldn't push the update that fixes it (1.0.3) for over 5 hours we already got a lot of comments about wormholes not working, but thankfully no bad reviews over it. I've tested wormholes extensively in 1.0.3 and they seem to be working fine. Thank you all for the extensive bug and feature reporting, it's really helping! This game turned out to be a hell of a lot more complex than we though it was initially going to be. dangerz, I believe your issue stems from the complex situation that arises every once in a while where you manage to have a laser somehow alter one of it's parent laser instances, and that just sends the whole chain for a crazy loop. We've managed to find and fix a lot of these situations, but just the way the system is set up it's hard to effectively deal with them all. Although the laser staying put coming out of the wormhole should hopefully be fixed with 1.0.3 Jonnty, if you actually press the back button when the completion box appears, it will dismiss the completion screen and you can sit back and admire your handiwork we specifically set that up so you would be able to do that (since we do it all the time), but from letting it out into the wild shows that most people are not aware you can cancel dialogue boxes with the back button. We might add a neutral "back" option to the completion screen in the future. It's very encouraging to see people in this thread enjoying our game we saw the current sad state of the Android game market and really just wanted to make products that look nice, control easily and are fun to play.
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# ? Apr 1, 2011 18:31 |
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lmao zebong posted:We've also discussed the issue of a prism on the edge of the grid, but haven't really come up with a decent solution as how to deal with that situation unfortunately. When a prism is placed near the edge of the grid have the default outward beam positions be somewhere on the screen.
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# ? Apr 2, 2011 01:44 |
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Blue Footed Booby posted:I love when peole jump on a chance to bash Microsoft products without actually reading the thread. Ugg boots posted:You do realize he's already using .NET, right? Dumbass. In my defense, I was responding to using .NET in general, not specifically to your suggestion to target .NET4. So I did read the thread, and then jumped in to (rightfully) bash MS products.
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# ? Apr 2, 2011 02:34 |
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A bot system for Bejeweled-style games. So far supporting Puzzle Quest: CotW, Bejeweled Blitz, and to a lesser extent Bejeweled 3. Screenshots are pointless so here's a video of it playing Blitz. The logic that determines what moves to make is pretty good, but the image "recognition" (color averaging) isn't that great and can result in the bot getting stuck. But I haven't come up with a better method yet.
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# ? Apr 2, 2011 04:43 |
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Aleksei Vasiliev posted:A bot system for Bejeweled-style games. So far supporting Puzzle Quest: CotW, Bejeweled Blitz, and to a lesser extent Bejeweled 3. Ahaha this is awesome.
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# ? Apr 2, 2011 06:26 |
I'm peeved that DNF and Deus Ex: Human Revolution are so far away. I decided to start (or restart, depending on how much code I use from Devil Gear Solid) and make a 2D stealth game. Hoping to have a decent demo by the end of the weekend. I suck at drawing sprites. Jo fucked around with this message at 08:07 on Apr 16, 2011 |
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# ? Apr 2, 2011 06:52 |
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Aleksei Vasiliev posted:The logic that determines what moves to make is pretty good, but the image "recognition" (color averaging) isn't that great and can result in the bot getting stuck. But I haven't come up with a better method yet. Is the problem that the averaging itself is somewhat inaccurate, or that it has to "recognize" quickly so it can make a fast move? If it's the latter, maybe you can figure out in advance which jewels will change and cut down on the screen locations you care about? Excellent work so far, by the by.
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# ? Apr 2, 2011 07:35 |
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pokeyman posted:Is the problem that the averaging itself is somewhat inaccurate, or that it has to "recognize" quickly so it can make a fast move? If it's the latter, maybe you can figure out in advance which jewels will change and cut down on the screen locations you care about? It's not so bad with Puzzle Quest, the first game I implemented, because there are only nine gems and they are almost all significantly different colors. But Blitz has seven gems, each of which can be changed into one of two power gem types (both of which will modify its color differently), or have a multiplier (1-8x) applied on top of it. Which makes recognizing them just by their color kind of a bitch. And thanks! At some point I'll be releasing this code, but I have the curse of perfectionism. Malloc Voidstar fucked around with this message at 08:27 on Apr 2, 2011 |
# ? Apr 2, 2011 08:14 |
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ColdPie posted:In my defense, I was responding to using .NET in general, not specifically to your suggestion to target .NET4.
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# ? Apr 2, 2011 20:36 |
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lmao zebong posted:Me and two other friends have been working on an Android game for the last 5 weeks, and today we were finally able to upload our lite version to the market today. It's a puzzle game that has you using mirrors and prisms to bounce colored lasers around to hit the corresponding checkpoints. It would be great if anybody interested would download it and tell me what you think of it. It's called Refraction and are planning on releasing the paid version in a week. Here's the market link: http://ow.ly/4q1xl
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# ? Apr 3, 2011 02:59 |
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lmao zebong posted:Jonnty, if you actually press the back button when the completion box appears, it will dismiss the completion screen and you can sit back and admire your handiwork we specifically set that up so you would be able to do that (since we do it all the time), but from letting it out into the wild shows that most people are not aware you can cancel dialogue boxes with the back button. We might add a neutral "back" option to the completion screen in the future. Sweet. Might be worth adding a "next level" button somewhere when you've completed it so you don't have to go back and select the level from the menu but that's just a niggle. Also, given that with these games it's quite fun to try completing it with the lowest usage of "resources" possible, it might be worth saving people's solutions to levels so you can go back and try and make it better later? Even if it just remembered the most recent arrangement and you just pressed "reset" to try it again. Also, some sort of "high score" type thing where the lowest number of each thing used is recorded might be fun I guess? Again, just enhancements that might end up cluttering the game unnecessarily for most people. I'm still getting force closes sometimes when fiddling with lasers, though it's not clear what the common factor is other than (I think) rotating a prism in the middle of a chain (though that obviously doesn't always cause a crash). Also, there's sometimes conflicts where a prism is splitting a single beam and really you want it to combine two which are pointing at it, and it's not always intuitive how to make it do what you want. If that's not very helpful I'll play around a bit and see if I can work out when these things happen a bit better. Despite those two slight annoyances (though a force close, meaning you have to redo everything, can sometimes be quite a blessing!) I've completed all the levels and found it really fun and challenging. I'm hooked - I'd probably pay something like £2-4 for the 120 extra levels, definitely. Jonnty fucked around with this message at 18:09 on Apr 3, 2011 |
# ? Apr 3, 2011 18:06 |
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i cloned a game: http://secretvolcanobase.org/~tef/cave.html imgur is down and it's hard to get a shot of it in action
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# ? Apr 4, 2011 12:23 |
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tef posted:i cloned a game: http://secretvolcanobase.org/~tef/cave.html imgur is down and it's hard to get a shot of it in action That is loving awesome tef!
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# ? Apr 4, 2011 17:14 |
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So i've been having an absolute whirl making a 3D software renderer in flash with the idea of making a late 80s era 'first ever' 3D game in the vein of Carrier Command and I, Robot. Thanks to help from the flash thread and the cobol IRC channel i've managed to get it to run at a reasonable fillrate and now it loads models from VRML/X3D files! You can have a look at it here: http://dl.dropbox.com/u/6564397/3dr/3DRenderer.html edit: Now with spaceships!! brian fucked around with this message at 03:20 on Apr 6, 2011 |
# ? Apr 5, 2011 02:46 |
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tef posted:i cloned a game: http://secretvolcanobase.org/~tef/cave.html imgur is down and it's hard to get a shot of it in action One thing that's always confused me about browser games such as this is that they take up 100% CPU. Obviously that game should be taking a fraction of a percent on any hardware in the past two decades. Is there a way to limit the framerate to something reasonable so that doesn't happen? If so, why does no one do it? If not, why not?
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# ? Apr 5, 2011 12:26 |
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Working on a retro game. You play a villain in the Silent Film Era. NTSC Filter included for retrolicious goodness. There's also a video of just basic movement and the NTSC filter here: http://www.youtube.com/watch?v=g5lVnS5mUMw There will be fiendish moustache twiddling. DrMelon fucked around with this message at 13:02 on Apr 5, 2011 |
# ? Apr 5, 2011 12:54 |
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ColdPie posted:One thing that's always confused me about browser games such as this is that they take up 100% CPU. Obviously that game should be taking a fraction of a percent on any hardware in the past two decades. Is there a way to limit the framerate to something reasonable so that doesn't happen? If so, why does no one do it? If not, why not? I found it ran very choppy in Firefox, not at all in IE7 and ran like a dream in Chrome.
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# ? Apr 5, 2011 13:07 |
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If it's written in JS which it looks like it is, it'll probably run better in FF4, also. I can't get it to run on this netbook at any kind of playable framerate even in chrome so I'll have to try it again when I get home.
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# ? Apr 5, 2011 19:46 |
UraniumAnchor posted:If it's written in JS which it looks like it is, it'll probably run better in FF4, also. It runs extremely choppy on FF4 for me, basically unplayable. Smooth as butter in Chrome though.
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# ? Apr 5, 2011 20:04 |
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UraniumAnchor posted:I can't get it to run on this netbook at any kind of playable framerate even in chrome so I'll have to try it again when I get home. My point is, your netbook can play this game. It's the overhead of the technology that's too huge to be playable. Why is that? Why hasn't that been fixed yet?
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# ? Apr 5, 2011 22:44 |
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Actually, once I closed the tab in Firefox it ran quite smoothly in Chrome.
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# ? Apr 5, 2011 23:00 |
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It looks like Firefox doesn't like big paths. At the first loop in loop(), over ceil, I moved the ctx.beginPath/ctx.stroke() from outside the loop inside, and I commented out the unnecessary ctx.beginPath() before the second loop, over blocks. That improved performance substantially, making the average frame rate reasonable. Unfortunately, the game is still unplayable because it can't handle any pauses and Firefox stutters all the time (and that's Firefox's fault, not technology overhead).
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# ? Apr 6, 2011 02:02 |
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https://github.com/tef/cave fwiw if you fancy hacking on it. it was the product of a lazy morning and I have been too lazy to use other browsers beyond chrome to test it. the 100% cpu thing is because I don't turn off the rendering loop MEAT TREAT posted:That is loving awesome tef! thanks tef fucked around with this message at 14:38 on Apr 6, 2011 |
# ? Apr 6, 2011 14:34 |
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# ? May 13, 2024 08:51 |
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dangerz posted:Making lots of progress on my minecraft-style game. I have a lot more updates at http://dangerz.blogspot.com as I've been using that as a developer diary. Here are the latest screenshots: Hey this is cool. Don't really have much else to say since your developer diary does a good job of answering questions about the process. Keep up the good work. Any feelings about sharing the source somewhere?
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# ? Apr 7, 2011 19:59 |