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Clavius posted:Built myself a music reference tool that can show any scale, arpeggio, chord, or chord progression, in any key, on a fretboard, keyboard or musical staff. Could you have scale notes colored by their sequence number on the fretboard/keyboard display?
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# ¿ Feb 15, 2012 19:17 |
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# ¿ May 19, 2024 06:10 |
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Griffith86 posted:working on a POS system for a company. Is this for a touchscreen? You should make all the buttons and text as large as possible-- it will make the users' lives easier.
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# ¿ Mar 22, 2012 22:55 |
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HappyHippo posted:Not really a screenshot, but here is something I made while learning javascript/html canvas. Works best in chrome. I accidentally left this running for 17 hours
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# ¿ Mar 27, 2012 21:48 |
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Conway's game of life for 0x10c. Uses stupid tricks to pretend it has a pixel device by rendering to the character font.
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# ¿ Apr 14, 2012 23:16 |
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Internet Janitor posted:Scaevolus: That's pretty spiffy. It looks like the display tiles- is that because you don't have enough characters to fill the whole screen that way? quote:As it so happens I've also been fiddling with cellular automata. Here's a minimalist implementation of the binary "wolfram rule" 1D systems:
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# ¿ Apr 15, 2012 00:05 |
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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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shrughes posted:The king is the one wearing a dress, making it look like more of a queen to me.
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# ¿ Sep 23, 2012 10:44 |
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Suspicious Dish posted:Surprisingly, data on the Gameboy Color is hard to find. I've been going on what I've found online, and in other emulators. I can't find any information on any new CPU instructions added for it. http://nocash.emubase.de/pandocs.htm is pretty comprehensive
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# ¿ Oct 17, 2012 09:57 |
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Internet Janitor posted:Built a TinyBASIC interpreter/REPL for a class I'm teaching to middle-schoolers. I like how your complete REPL/JIT is 800 lines. Did you consider operator-precedence parsing? It might be more concise than the recursive descent parser
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# ¿ Oct 22, 2012 03:07 |
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Police Automaton posted:multithreaded A* with some caching of results
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# ¿ Dec 16, 2012 10:44 |
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Red Mike posted:As some of you might know, Ludum Dare 25 is underway and nearly over, with the theme 'You are the Villain'. I've just finished and posted my game, "A Peril of Pauline's". This would be a lot more intuitive if the junctions changed appearance instead of having a color by them.
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# ¿ Dec 16, 2012 23:47 |
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Felayga posted:Inspired by http://maximecb.github.com/Turing-Drawings/, I built a similar program. This is really cool. Loom: r5w125h125v5i2(s4i2x29y93[4m0][3m3][5m0][5m4])(s4i0x70y93[0m2][3m4][2m2][2m2]) Wipers: r100w125h125v5i2(s4i0x90y36[5m4][5m2][5m0][1m2])(s4i2x76y88[0m4][5m0][1m3][5m4]) Blight: r25w125h125v5i2(s4i3x4y19[5m2][5m4][5m4][5m4])(s4i3x123y60[1m0][5m2][1m0][1m3]) Triangles: r10w125h125v4i2(s4i1x92y50[5m0][0m1][5m2][5m1])(s4i2x91y1[5m3][4m3][5m2][0m0]) Fracture: r100w125h125v3i2(s5i3x63y22[5m0][5m1][5m2][5m1][2m2])(s5i4x19y2[0m2][4m2][5m1][5m2][0m2]) Seismograph: r100w125h125v3i2(s5i1x77y48[3m0][2m0][5m1][5m1][1m1])(s5i3x113y55[3m2][5m0][2m1][2m0][5m0])
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# ¿ Jan 17, 2013 04:47 |
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Mug posted:Just a crosspost from the Making Games Megathread with a little video I recorded showing the new blood particles I added in.
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# ¿ Jan 30, 2013 07:22 |
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Dolex posted:https://vimeo.com/65501819 If only Vimeo had an MJPEG mode-- the encoder choked pretty hard on that!
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# ¿ May 6, 2013 20:36 |
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Buttstronaut posted:All the Youtube/Google/Wikipedia stuff is done through their XML/JSON APIs (with string scraping and regex because I am very lazy and know regex pretty well) and I used this Wolfram Alpha API wrapper just to make my life a lot easier. All of the commands are just string scraping because, again, lazy. It's actually a super easy little project and if you're actually any good at planning ahead (read: not just slapping everything together as your friends give you ideas for new commands) then it'd probably be even easier. Google will start throttling you once you have much volume if you're not using API keys. Bots are fun!
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# ¿ Nov 27, 2013 20:09 |
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Jewel posted:Ah neat! Yeah the only way to make my algorithm better would be an educated guess when it has no definite moves instead of random. Stuff like not picking a cell near a cluster of numbers and instead pick one furthest away from the most numbers. But even then it's still all completely chance. I should finish up my Nurikabe solver sometime-- writing good heuristics for NP-complete problems is interesting. Scaevolus fucked around with this message at 23:15 on Dec 5, 2013 |
# ¿ Dec 5, 2013 21:54 |
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hendersa posted:Mushroom platforms (seen in World 4-3, for example): This is really cool and I'm looking forward to the final result. I could see people implementing this in more common NES emulators and annotating lots more games. For outlined sprites, it might look better if you stretched an adjacent non-black pixel along the depth edge than the outline. But the pipe top would be better black, and that requires even more sprite annotations... It looks like there's some z-fighting in that render. Are you doing repeated floating point additions when generating vertex coordinates for each trixel? Multiplication might be more accurate. I hope you convinced them to go with less ridiculous capes clipart. Scaevolus fucked around with this message at 07:26 on Dec 18, 2013 |
# ¿ Dec 18, 2013 06:00 |
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Suspicious Dish posted:This really isn't a screenshot, but I just published an article today about X11. Isn't XCB the sane subset of X11 features? The stipple pattern is hard to see on high density displays like phones, but it's crazy that it even runs on phones.
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# ¿ Dec 30, 2013 06:59 |
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DeathBySpoon posted:
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# ¿ Feb 16, 2014 21:27 |
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Megaman posted:How difficult would this be to write it in c++? I've been thinking very hard about getting into solo independent game design with c++, or least just for my own learning. I develop scripts in Python every day, so do you know how hard this transition would be? Garbage collection and memory safety saves a lot of developer time. Some performance is sacrificed, but you don't need to squeeze every ounce of it out of a system like an AAA game does. Many indie developers choose to use Java or C# because they represent a good balance between development effort and performance. Scaevolus fucked around with this message at 02:19 on Feb 21, 2014 |
# ¿ Feb 21, 2014 02:15 |
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hendersa posted:I've been banging away with gprof to generate timing info for callgraphs of various emulators. In most cases, I've gotten things running about 15% faster after some hand-tuning. You'd be surprised how much you can improve performance by rearranging code, moving variables outside of loops, moving variables inside of loops, and lots of other really counter-intuitive stuff. But, if you move something, profile, and see an improvement, it is a good exercise to sit down and figure out exactly why that is the case and how you can use the same trick elsewhere.
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# ¿ Apr 2, 2014 07:54 |
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quote:Goddamn it. And I was quite happy with Minus too. I guess I'll use attachments until I find a better host that doesn't mess with my pixels.
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# ¿ Apr 26, 2014 00:17 |
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HappyHippo posted:I take it back, the naive algorithm I used to shuffle the player order is biased. I've replaced it with the correct one now, so that should be more fair. Good catch!
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# ¿ Apr 27, 2014 19:31 |
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hendersa posted:- Using the "register" keyword all over the place.
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# ¿ Nov 26, 2014 23:01 |
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Blotto Skorzany posted:Besides the gcc extension that hendersa is talking about, the standard 'register' keyword (though probably ignored by the optimizer) isn't a complete no-op - it makes it an error to take the address of the variable. Not in C++!
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# ¿ Nov 27, 2014 01:02 |
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# ¿ May 19, 2024 06:10 |
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Shalinor posted:I don't suppose they're planning another edition or anything? It seems like a ridiculous oversight. Comments from the creator: Max Thrun posted:The start and select buttons are handled with Up+A+B=Start and Down+A+B=Select which works okay. The other buttons for other systems are not being handled. The lack of start and select are both a result of oversight and lack of room to fit them. I originally only planned on playing gameboy + nes on this so the other systems are just extra. This project was totally designed and built in 6 weeks so there wasn't a whole lot of design time up front. If I were to ever try to actually make a product out of this I would definitely add a dedicated start and select and maybe even shoulder buttons up top. 6 weeks isn't enough time to figure out that two buttons isn't really enough
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# ¿ Jan 21, 2015 08:02 |