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Sticky Profits posted:Not so much a screenshot as a working thing. Have been following an ML course and doing some React stuff lately and so built this: Very cool. It shows I'm underpaid, which I am. Knyteguy fucked around with this message at 14:45 on May 8, 2015 |
# ? May 8, 2015 06:10 |
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# ? Jun 13, 2024 02:16 |
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fletcher posted:What I terrible mentality to have... Thats a perfectly reasonable mentality to have if something has been working fine. Unless you are working on a large team or frequently need to work away from your internet SVN is still a decent choice for source control.
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# ? May 8, 2015 17:42 |
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working on a 'registration form replacement' for internet video game fantasies (really 50% of the reason is for integrated goonauth without having to visit yet another auth page) hoping to support at least 5-6 forums by release time
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# ? May 8, 2015 19:59 |
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Awesome, looks nice too.
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# ? May 9, 2015 01:12 |
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Worked on a little web based game where you have to guess the english phrase from the awkward backtranslated phrase and it mostly works on mobile too which is pretty surprising It's up here: http://lindseyb.github.io/phrases-machine/ if you want to play.
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# ? May 9, 2015 17:02 |
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clockwork automaton posted:Worked on a little web based game where you have to guess the english phrase from the awkward backtranslated phrase Neat. How is the prompt text generated? It's weird that it can contain a solution word: (Also the button sizing is busted in IE11) Also I seem to be able to type too fast for it some times and it'll skip letters.
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# ? May 9, 2015 18:41 |
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clockwork automaton posted:Worked on a little web based game where you have to guess the english phrase from the awkward backtranslated phrase This is super cute. I'm having trouble in Firefox with the cursor jumping multiple characters with each keystroke.
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# ? May 9, 2015 18:42 |
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Newf posted:This is super cute. I'm having trouble in Firefox with the cursor jumping multiple characters with each keystroke. Same here; also seems to be related to typing too fast like factormystic mentioned. Neat though!
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# ? May 9, 2015 19:56 |
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bobthenameless posted:Same here; also seems to be related to typing too fast like factormystic mentioned. Yeah that's a bug I'm working on. I haven't yet figured out a good fix. Edit: Luckily this shouldn't be an issue anymore. Finally figured out a solution. clockwork automaton fucked around with this message at 23:38 on May 9, 2015 |
# ? May 9, 2015 21:29 |
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Factor Mystic posted:Neat. How is the prompt text generated? It's weird that it can contain a solution word: The prompt text was generated doing some scraping magic because I didn't want to pay to use the google translate API - I went through later and set the points by hand based on the difficulty. Some of them are way easier than others.
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# ? May 9, 2015 21:30 |
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So, uh, it might not be quite as impressive as some of the other projects in here, but... Should probably crosspost this to the Coding Horrors thread.
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# ? May 9, 2015 22:00 |
Edward_Tohr posted:So, uh, it might not be quite as impressive as some of the other projects in here, but... I fully support the development of awesome text adventure games. A dying art, my friends. I doubly support it if you're making an engine so I can make my own text games, like the old Adventure Game Toolkit.
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# ? May 10, 2015 01:37 |
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Text stuff? I'm making a MUD!
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# ? May 10, 2015 02:12 |
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I use livestreamer with twitch from time to time, but tend to channel surf a bit and wanted a way to manage the streams in a VLC playlist. So, I wrote a flask app to process the URLs, interface with the livestreamer python API, and send the data over HTTP to VLC. I just add URLs to the playlist as network stream "localhost:port/w/<url>/<quality>" and can then use normal playlist management without launching new VLC/livestreamer instances. With a threaded WSGI server it works for multiple streams at a time.
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# ? May 10, 2015 19:57 |
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Helado posted:I use livestreamer with twitch from time to time, but tend to channel surf a bit and wanted a way to manage the streams in a VLC playlist. So, I wrote a flask app to process the URLs, interface with the livestreamer python API, and send the data over HTTP to VLC. Would you be willing to post the source for this? I've always wanted to do this but
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# ? May 10, 2015 23:27 |
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Helado posted:I use livestreamer with twitch from time to time, but tend to channel surf a bit and wanted a way to manage the streams in a VLC playlist. So, I wrote a flask app to process the URLs, interface with the livestreamer python API, and send the data over HTTP to VLC. Seconding the source request, also cheers on the good taste in Monstercat
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# ? May 11, 2015 00:21 |
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Uploaded to github: https://github.com/drjson/livestreamer-host src: https://github.com/drjson/livestreamer-host/blob/master/lshost.py Hopefully it works out of the box.
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# ? May 11, 2015 02:14 |
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I finished tidying up my movie simulation game. There's a whole bunch of screenshots and a download at this thread: http://forums.somethingawful.com/showthread.php?threadid=3718656Edward_Tohr posted:So, uh, it might not be quite as impressive as some of the other projects in here, but... I've been working on a text game too, though not quite as complex. It's a wee labyrinth game a couple of days ago as well and it's come together surprisingly fast. The game generates a random maze (still need to add interface to allow the player to pick dimensions) and plops you in one corner. There's a monster that moves around the maze and will chase you if it sees you. There's no map so you have to find the exit while dodging the monster which you can hear if it's nearby. You also get encouraging messages if you're near the exit.
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# ? May 11, 2015 13:26 |
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Added some lava chunks to my explosions.
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# ? May 15, 2015 16:11 |
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Wrote a shader to re-create the appearance of a running defrag program Don't ask me why
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# ? May 15, 2015 16:36 |
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munce posted:
Also, if you want a sense of scale, probably a good idea to slow them down significantly very quickly after the explosion.
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# ? May 15, 2015 17:19 |
Spatial posted:It'll look cooler if you vary their speed. I was going to say, those globs must be moving close to the speed of light, but I guess the asteroid is too.
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# ? May 15, 2015 18:43 |
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Zaphod42 posted:Wrote a shader to re-create the appearance of a running defrag program
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# ? May 15, 2015 19:34 |
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Spatial posted:It'll look cooler if you vary their speed. Manslaughter posted:I was going to say, those globs must be moving close to the speed of light, but I guess the asteroid is too. Thanks for the feedback guys. Slowed down and varied speed on the chunks. Looks much better
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# ? May 16, 2015 02:30 |
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munce posted:Thanks for the feedback guys. Slowed down and varied speed on the chunks. Looks much better
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# ? May 16, 2015 04:21 |
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munce posted:Thanks for the feedback guys. Slowed down and varied speed on the chunks. Looks much better Are your particles accelerating opposite of the direction of the surface normal, because I think it'd be neat if the particles orbited and stuff.
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# ? May 16, 2015 05:30 |
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Voronoi Potato posted:Are your particles accelerating opposite of the direction of the surface normal, because I think it'd be neat if the particles orbited and stuff. The particles start with a random velocity away from the origin of the explosion, then they are affected by gravity. I can change the parameters to get them to go out into space then come back in again, maye even around the planet once or twice, but i found it just doesn't look good. This is 100% fake physics, so real orbital mechanics are not going to happen. Shalinor posted:Now THAT is a sexy meteor impact.
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# ? May 16, 2015 16:03 |
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munce posted:Thanks for the feedback guys. Slowed down and varied speed on the chunks. Looks much better I'm being ultra critical on this, and I know there's so much you can do with realtime graphics, but I know what I'm seeing is not what would happen. Even if it's in fast motion, particles from the explosion would look to remain almost stationary for a long time and either get ejected out of the Earth's gravity or get pulled back into orbit. Some could eventually crash back, and if they do, they'd cause long plumes of debris or ocean water and again look to remain almost stationary for a long time. Even though there's more involved to do this graphically, you could create textured cylindrical plumes for the large and smaller impacts that stretch outward and stay for a while then fade.
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# ? May 16, 2015 17:03 |
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Physically speaking, the particles would not go into orbit, or circle multiple times before crashing. They would do one of three things: suborbital velocity: crash less than one rotation around the planet orbital velocity: go around the planet exactly once and crash back where they started escape velocity: go away and never come back
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# ? May 16, 2015 17:13 |
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Dr. Stab posted:Physically speaking, the particles would not go into orbit, or circle multiple times before crashing. They would do one of three things: I would think that if some are able to reach an orbital velocity (with the right speed and inclination), then others would have be able to reach an orbital velocity that was > 1 orbit with high eccentricity that would degrade quickly after a few orbits?
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# ? May 16, 2015 17:20 |
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It doesn't matter the eccentricity. The only thing we know about their orbits is that they started out in a position that intersects the planet, so the orbit then must intersect the planet at at least that point. Modeling effects that cause orbit degredation would shrink the orbit, and make it impact sooner, not later.
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# ? May 16, 2015 17:41 |
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LP0 ON FIRE posted:I'm being ultra critical on this, and I know there's so much you can do with realtime graphics, but I know what I'm seeing is not what would happen. Even if it's in fast motion, particles from the explosion would look to remain almost stationary for a long time and either get ejected out of the Earth's gravity or get pulled back into orbit. Some could eventually crash back, and if they do, they'd cause long plumes of debris or ocean water and again look to remain almost stationary for a long time. Even though there's more involved to do this graphically, you could create textured cylindrical plumes for the large and smaller impacts that stretch outward and stay for a while then fade. thank you for the criticism. the idea with is is to make a cool looking explosion for a game, not a realistic simuation. i am sure there are many more graphical effects i could add on to enhance the appearance, but the behaviour you describe, as far as i can model it, just does not look cool. and that decides what goes into my game. Dr. Stab posted:It doesn't matter the eccentricity. The only thing we know about their orbits is that they started out in a position that intersects the planet, so the orbit then must intersect the planet at at least that point. Modeling effects that cause orbit degredation would shrink the orbit, and make it impact sooner, not later. kayakyakr posted:I would think that if some are able to reach an orbital velocity (with the right speed and inclination), then others would have be able to reach an orbital velocity that was > 1 orbit with high eccentricity that would degrade quickly after a few orbits?
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# ? May 16, 2015 18:31 |
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munce posted:as i said to the guy above, this has nothing to do with realism and everything to do with looks. Sorry, we were nerding out over something that had very little to do with your animation. Dr. Stab posted:It doesn't matter the eccentricity. The only thing we know about their orbits is that they started out in a position that intersects the planet, so the orbit then must intersect the planet at at least that point. Modeling effects that cause orbit degredation would shrink the orbit, and make it impact sooner, not later. Yes, but there's a fair gap in velocities between a velocity required for escape and a velocity that is required for orbit, no? So the orbital velocity that has debris going around exactly once is significantly less than the escape velocity which has debris leaving orbit entirely. I'm questioning what happens to the debris that's in that middle ground.
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# ? May 16, 2015 18:53 |
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Do not anger the sun god
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# ? May 16, 2015 18:56 |
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kayakyakr posted:Sorry, we were nerding out over something that had very little to do with your animation. It goes around once, but goes higher and takes longer.
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# ? May 16, 2015 20:07 |
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Weather today will be sunny with high UV.
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# ? May 17, 2015 07:53 |
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kayakyakr posted:Sorry, we were nerding out over something that had very little to do with your animation. It's just in a more eccentric orbit. Things operating purely under the effects of gravity don't spiral towards or away from things. In a simple two body system, the only shapes you can make are an ellipse, a parabola or a hyperbola.
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# ? May 17, 2015 08:08 |
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quote:I got the initial alpha release of the ROM manager finished. Here's a new UI (which is limited to mostly the functional stuff now), with a few new enhancements thanks to drasticactions Pre-launching And here's the very beginning of a game playing on the big screen via streaming: https://www.youtube.com/watch?v=LmCZeIQ83Ow As far as I'm aware this is the only way to play ROMs with game streaming technology at the moment. The white noise isn't coming from the screen it's for our baby. Bad demo I know but it works as a proof of concept. Release page for anyone interested: https://github.com/Noppadet/Emulation-Manager/releases/tag/v0.5.0 homepage: http://www.hometheatertablet.com/tritium-emulation-manager-steam/ I've only had time to configure the controller with PCSX 2, which is the .lily file there. So if you're interested in streaming non-PS2 games this isn't there yet. It should work great for any desktop use though. So if you want to just launch emus and roms from Steam you shouldn't need more than this. Knyteguy fucked around with this message at 07:51 on May 19, 2015 |
# ? May 19, 2015 07:28 |
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munce posted:
I'm enjoying these screenshots but it seems like this game will end two minutes in when the entire earth is destroyed.
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# ? May 19, 2015 15:15 |
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# ? Jun 13, 2024 02:16 |
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munce posted:thank you for the criticism. the idea with is is to make a cool looking explosion for a game, not a realistic simuation. i am sure there are many more graphical effects i could add on to enhance the appearance, but the behaviour you describe, as far as i can model it, just does not look cool. and that decides what goes into my game. I think it would look cool, but okay. I think it's pretty neat, but to avoid it making it look like little balls of cheese magnetically attaching itself to the earth, make them have some sort of small impact effects when they do that.
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# ? May 19, 2015 20:01 |