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Why am I jumping diagonally off cliffs, to land on another cliff? (Jump up to the left of the first head, and then try and go back down) Also, you the teleporter warps me to a place. I don't see that place inside the editor. Great work overall, this is really impressive. Is this on GitHub or something?
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# ? Aug 14, 2012 17:26 |
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# ? May 27, 2024 03:01 |
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Suspicious Dish posted:Why am I jumping diagonally off cliffs, to land on another cliff? Hah, that's just not finding the floor properly on the way down and carrying on. I didn't set up the area to block the jump far enough, it works the same way in the original lttp, they just tested their areas properly. Suspicious Dish posted:Also, you the teleporter warps me to a place. I don't see that place inside the editor. Use the dropdown box in the areas tab to see the different areas. Add new ones, and build stuff and warp between them, etc. Suspicious Dish posted:Great work overall, this is really impressive. Is this on GitHub or something? Thanks. No it's just been sitting in my wamp folder for a while and this is the first I'm posting of it, I probably will soon.
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# ? Aug 14, 2012 17:33 |
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Clavius posted:Some of yall might remember the little zelda-ish JS game engine I posted a while back. Well I kinda spent a ridiculous amount of time rebuilding it from the ground up with a crazy editor and proper zelda 3 graphics and stuff. Here's how the game looks: This is mind blowingly good. It is really impressive how much you've done with HTML5. I remember playing your original version and never expected something like this to come out of it. Thumbs up all around!
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# ? Aug 14, 2012 17:54 |
Yeah that is really sweet. What composites did you use for the layering when you go in a cave or under something? It's so disappointing seeing something like this then remembering that the audio support for browsers still sucks balls.
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# ? Aug 14, 2012 18:09 |
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Manslaughter posted:Yeah that is really sweet. What composites did you use for the layering when you go in a cave or under something? It basically uses a temp canvas when drawing each layer, then applies a black circle as a mask using destination-out if it needs to, then draws the temp canvas to the main game canvas. If a circle is cut out then set the globalAlpha of the temp context to whatever and draw the area layer over again. So I do a bit of a fade in and out by counting the frames since hitting tiles and not hitting tiles and setting the globalAlpha between 0.2 and 1. Audio is pretty lovely yeah, I think something could be made to emulate it using mp3s of samples off the top of my head. It would be easy enough to do straight music, if a bit slow loading, but not really thought about it in any detail. Clavius fucked around with this message at 18:51 on Aug 14, 2012 |
# ? Aug 14, 2012 18:45 |
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Mr. Wedenhart posted:It seems to be the map from DEFCON and everyone's nuking Australia . Yeah, its the DEFCON map. I wanted to improve it by generating it on the fly so we could do different colour schemes and whatnot, but got distracted by other things. It looks like its nuking Australia because we are a Perth ISP, so naturally all of our traffic has an endpoint or startpoint there
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# ? Aug 15, 2012 00:49 |
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Clavius posted:Some of yall might remember the little zelda-ish JS game engine I posted a while back. Well I kinda spent a ridiculous amount of time rebuilding it from the ground up with a crazy editor and proper zelda 3 graphics and stuff. Here's how the game looks: That is pretty swanky. I remember writing something similar using in c++ back in college, but your implementation is much nicer. I like the little circle mask effect you have when you go in a cave.
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# ? Aug 15, 2012 01:22 |
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_Gumby posted:I wrote this when I was bored over the weekend, it takes netflow/ipfix data, uses a geoip database to determine location of source/destination ip addresses, then draws a nice little visualisation of the data traveling. Its absolutely useless, but the higher-ups at my workplace thought it was super awesome, so that's always nice.. This is super neat, how do you go about resolving ip locations to the map?
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# ? Aug 15, 2012 01:32 |
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Tres Burritos posted:This is super neat, how do you go about resolving ip locations to the map? pass maxmind or something an IP, get a lat/lng coord?
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# ? Aug 15, 2012 07:26 |
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_Gumby posted:I wrote this when I was bored over the weekend, it takes netflow/ipfix data, uses a geoip database to determine location of source/destination ip addresses, then draws a nice little visualisation of the data traveling. Its absolutely useless, but the higher-ups at my workplace thought it was super awesome, so that's always nice.. You should put this up somewhere. I want to see it.
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# ? Aug 15, 2012 07:47 |
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_Gumby posted:I wrote this when I was bored over the weekend, it takes netflow/ipfix data, uses a geoip database to determine location of source/destination ip addresses, then draws a nice little visualisation of the data traveling. Its absolutely useless, but the higher-ups at my workplace thought it was super awesome, so that's always nice.. I made a very similar app a few yeas ago, but displayed the data on a spinning OpenGL globe. Are you using GeoIP for the IP data?
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# ? Aug 15, 2012 12:01 |
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nrichprime posted:I made a very similar app a few yeas ago, but displayed the data on a spinning OpenGL globe. Are you using GeoIP for the IP data? Yeah, its using the maxmind free db to lookup lat/long. I actually wrote another version that uses Three.js and websockets to put the flows on a 3d spinning globe, but i thought it looked pretty naff, so didn't polish it or anything.
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# ? Aug 15, 2012 15:05 |
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Clavius posted:Some of yall might remember the little zelda-ish JS game engine I posted a while back. Well I kinda spent a ridiculous amount of time rebuilding it from the ground up with a crazy editor and proper zelda 3 graphics and stuff. Here's how the game looks: I checked it quickly in IE10 and it seems to be working fine except no user input is ever registered. The reason looks like to be the way event registration prefers attachEvent over addEventListener, but uses wrong event name for it: "mouseup" instead of "onmouseup". Here's an example: JavaScript code:
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# ? Aug 15, 2012 17:43 |
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Contains Acetone fucked around with this message at 17:50 on Jun 24, 2020 |
# ? Aug 16, 2012 02:58 |
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_Gumby posted:I wrote this when I was bored over the weekend, it takes netflow/ipfix data, uses a geoip database to determine location of source/destination ip addresses, then draws a nice little visualisation of the data traveling. Its absolutely useless, but the higher-ups at my workplace thought it was super awesome, so that's always nice.. where do you work, fellow perthie? edit: missed the last page. Cool.
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# ? Aug 16, 2012 04:01 |
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This is pretty cool, I remember you posting about it a few times before and I'm glad to see you're still working on it. I have this vague memory of you wanting to use RBMs for texture synthesis, is that still your goal? It looks like your interface doesn't allow for mixed L1 + L2 regularization, is there any particular reason why not? Why do your hidden activations look not-binary? When you do get around to making the code available you should definitely post it here. I look forward to seeing it.
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# ? Aug 16, 2012 05:57 |
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I started making a Doodle Jump clone as a way to learn Unity, but it somehow turned into this: So it's kinda like a first-person Doodle Jump, with randomly-generated levels. Still a bunch of work to do on making the content a bit more varied and interesting. Originally I had the platforms going straight up in a cylinder arrangement, but trying to look around and land on platforms at the same time just didn't work, so now it's more like a path. Actually, the cool thing I've just implemented is randomly-generated music, which you can hear in action in this video: https://www.youtube.com/watch?v=LoMn_FWKmi4
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# ? Aug 16, 2012 08:54 |
Nition posted:Actually, the cool thing I've just implemented is randomly-generated music, which you can hear in action in this video: Really, really awesome, nice work! What happens if you don't land on a platform?
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# ? Aug 16, 2012 09:28 |
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fletcher posted:Really, really awesome, nice work! What happens if you don't land on a platform? Thanks! I'm going to make a video soon giving some details on how I did the music stuff. It's not really super complicated. If you fall off a platform you lose. You can push R to end the game, or it'll end automatically once you reach the cloud layer. You can try it out if you like; I won't spam my site here but there are downloads on the DevLog I'm doing on TIGSource: http://forums.tigsource.com/index.php?topic=27227
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# ? Aug 16, 2012 09:48 |
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Nition posted:I started making a Doodle Jump clone as a way to learn Unity, but it somehow turned into this: Is it intended for you to get a little boost of speed after you reach the apex of your jump? The video makes it feel like you get as high as you possibly can and then you kind of surge forward way more than it feels like you should. Not trying to detract from some great work. Just a thought/question.
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# ? Aug 16, 2012 12:48 |
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_Gumby posted:Yeah, its the DEFCON map. I wanted to improve it by generating it on the fly so we could do different colour schemes and whatnot, but got distracted by other things. This is awesome. Could you make it work with a user defined trace route? Like in Swordfish where he shows the money moving around the place?
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# ? Aug 16, 2012 13:57 |
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After a weekend of hacking on my summer vacation and some slight polishing later on, this happened: Some of you Amiga/MS-DOS oldtimers probably remember tracker modules - this is a module player implemented in JavaScript using the Web Audio API. It only supports 4 channel Amiga Protracker and 4-32 channel PC Fast Tracker modules so far, but I'll look into adding S3M/XM/IT later. Of course, as you can see from the image - you can go and give it a try! Only Chrome 14.0+ and Safari 6.0+ run it so far - other browsers don't yet have support for Web Audio.
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# ? Aug 16, 2012 14:53 |
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Not really visual but this is my foray into learning Python and doing some text mining. It takes text inputted from the user and tells you whether it looks insulting.
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# ? Aug 16, 2012 15:13 |
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firehawk posted:Of course, as you can see from the image - you can go and give it a try! Your link to the "VGA version" doesn't work on the page - http://mod.haxor.fi/Captain/vga
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# ? Aug 16, 2012 15:24 |
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Contains Acetone fucked around with this message at 17:50 on Jun 24, 2020 |
# ? Aug 16, 2012 16:00 |
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Grawl posted:Your link to the "VGA version" doesn't work on the page - http://mod.haxor.fi/Captain/vga
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# ? Aug 16, 2012 16:15 |
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Took a break from the procedural generation stuff on the roguelike/dungeon crawler game I've been working on and implemented some simple collision detection and started playing with the Krypton lighting engine. Hard to show it off with screenshots, so here's a video: https://www.youtube.com/watch?v=zWX1SUNPdEM Gotta love those Oryx sprites!
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# ? Aug 16, 2012 18:11 |
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_Gumby posted:Yeah, its using the maxmind free db to lookup lat/long. Hah, I did exactly that recently. I ended up deciding that the flatmap is more useful unless the traffic is centered around a specific geographic area.
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# ? Aug 16, 2012 19:33 |
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firehawk posted:After a weekend of hacking on my summer vacation and some slight polishing later on, this happened: Gonna try this out tomorrow, I just wanted to say that it looks sweet!
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# ? Aug 16, 2012 20:09 |
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Some kid never heard of Wolfenstein 3D posted:
I feel older than a necron.
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# ? Aug 16, 2012 21:05 |
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TJChap2840 posted:Is it intended for you to get a little boost of speed after you reach the apex of your jump? The video makes it feel like you get as high as you possibly can and then you kind of surge forward way more than it feels like you should. The horizontal movement isn't all imparted from the jump; I think you're just seeing the player controlling it. You can control your horizontal movement while in the air, although acceleration is fairly slow.
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# ? Aug 17, 2012 00:20 |
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thegasman2000 posted:This is awesome. Could you make it work with a user defined trace route? Like in Swordfish where he shows the money moving around the place? Probably could do, i guess the main thing stopping me is that getting traceroute data is slow, and I wanted it reasonably live. Thinking about it now though, if it takes a few seconds of buffering to get the traceroute, that probably wouldnt matter. ~Coxy posted:where do you work, fellow perthie? I'm at Zetta
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# ? Aug 17, 2012 07:03 |
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Quick and dirty marching tetrahedrons.
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# ? Aug 17, 2012 13:43 |
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Unity development is more fun than I expected. Definitely not fine-tuned for procedurally generating objects, but that's okay.
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# ? Aug 18, 2012 15:48 |
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Sub Par posted:Not really visual but this is my foray into learning Python and doing some text mining. It takes text inputted from the user and tells you whether it looks insulting. Do me a favor. What's the output for: "I don't know half of you half as well as I should like, and I like less than half of you half as well as you deserve." ?
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# ? Aug 19, 2012 18:32 |
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Red Mike posted:Unity development is more fun than I expected. Definitely not fine-tuned for procedurally generating objects, but that's okay. Ha, my whole (Unity) game is procedurally generated objects.
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# ? Aug 19, 2012 23:07 |
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Nition posted:Thanks! I'm going to make a video soon giving some details on how I did the music stuff. It's not really super complicated. Just to follow up on this, if anyone's interested, I made the video. Might be interesting to someone. Edit: Oops, would have just edited my previous post if I'd realised it was still the latest.
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# ? Aug 20, 2012 06:34 |
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_Gumby posted:I wrote this when I was bored over the weekend, it takes netflow/ipfix data, uses a geoip database to determine location of source/destination ip addresses, then draws a nice little visualisation of the data traveling. Its absolutely useless, but the higher-ups at my workplace thought it was super awesome, so that's always nice.. This is pretty cool. The one change I would make is centering Australia (have Europe on the left edge, America on the right), so the routes are approximately accurate.
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# ? Aug 20, 2012 08:02 |
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I would make Madagascar flash red every time a line overlays it, with the word 'QUARANTINE' flashing above it.
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# ? Aug 20, 2012 22:10 |
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# ? May 27, 2024 03:01 |
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Contains Acetone fucked around with this message at 17:49 on Jun 24, 2020 |
# ? Aug 21, 2012 05:07 |