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Yeah, screenshot of code, real exciting: It uses active record (on its own) to migrate a database schema from MS SQL Server to Postgresql and then builds up a mass of insert queries to insert the data.
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# ¿ Jun 26, 2013 20:53 |
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# ¿ May 2, 2024 08:21 |
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lord funk posted:I'm getting a strong Tranquility vibe from this. I wonder what the game would be like if it was made today. I love the "alternatives to" section of that link about Tranquility. "Here's this Euphoria-inducing game, it'll make you happy. Alternatively, you could play GTA, COD4 or The Walking Dead"
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# ¿ Jul 4, 2013 04:32 |
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Working on a "business" website which is going to be a banner with the business name, services, a few links to projects and github and contact. The rest of it will be what is effectively ski free but with a kayak: phase 1, fun times.
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# ¿ Jul 6, 2013 21:49 |
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lord funk posted:You can check out a video of it's sibling app, TC-11 here: https://vimeo.com/66472167 I don't have a video of this one yet; still a ways to go. That's pretty incredible.
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# ¿ Sep 9, 2013 23:15 |
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Orzo posted:yo here's a bunch of poo poo hiding inside bushes, my only regret is not demoing bushes inside bushes. A recursive bush would have been really cool. You could also have your player character pop out of the bush. That'd be pretty trippy: open a bush and all of a sudden you realize you were in the bush all along! Or let the character hide in a bush? Sorry, I dunno what it is about hiding in bushes today, that's creepy.
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# ¿ Nov 13, 2013 06:49 |
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Jewel posted:My last post on the subject. If anyone cares, I'm finished with that program I was making. It generates this on the fly very cool stuff. nicely implemented.
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# ¿ Jan 6, 2014 16:16 |
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AAAAAaaaaaahhhh!! The best hockey.
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# ¿ Feb 11, 2014 08:04 |
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From Earth posted:I had to look up Carnage Heart on YouTube, but it looks far more complex than what I'm planning to make. My idea boils down to, program a number of robots using the board shown in the GIF, hit play, watch the robots solve a puzzle and/or walk into the nearest wall. I'm basing it more on SpaceChem than anything else. Sounds like robo rally. a competitive game mode with a limited set of tiles (that you draw) and use, would be pretty cool. Robo rally was a fun board game (spinnaz gonna spin).
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# ¿ Feb 16, 2014 06:24 |
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This discussion is fascinating, but it decidedly lacks screenshots. Though I will use this as a place to say that the size and age of the game development megathread has scared me away. And also that Javascript is probably the best for beginner game devs that want to make money and don't want to deal with porting.
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# ¿ Feb 22, 2014 23:13 |
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Internet Janitor posted:I've been making some good progress on my new game, which will be an adventure/puzzle game that teaches programming with Logo. This is awesome! Please keep us up on the progress!
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# ¿ Mar 12, 2014 03:23 |
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Xik posted:
hey, did ya know that in javascript, you can also use ++?
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# ¿ Mar 15, 2014 17:46 |
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crockford is a crock. don't pollute the global namespace, don't make spaghetti code, keep things reasonably object oriented and you're doing better than 90% of javascript programmers.
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# ¿ Mar 16, 2014 02:47 |
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Bruegels Fuckbooks posted:You have to be super careful when flinging terms like "object oriented" around with javascript - it has a lot of features that simulate those you'd find in an object oriented language, but the combination of dynamic typing, lack of "interface" construct and poor exception handling make it a poor choice for large scale projects. Stuff like Dart, Typescript and the Google Closure compiler make an attempt at mitigating these issues, but the language inherently is weak for OOP. Which is why I say, "reasonably object oriented". There are a bunch of ways you can do this from attaching things to objects to node-style module exports. Personally, I like doing prototypal objects inside closure scopes. You and I probably wouldn't agree when it came to attributing an importance to some of these features or lack thereof. For example, I'm on the side of liking dynamic typing for the most part. But you hit it on the head when you mention large-scale projects. JS is good for client side stuff and good for small webservers, but it's certainly not appropriate for much beyond that.
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# ¿ Mar 16, 2014 18:47 |
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Literally Elvis posted:They're not very smart. To be tricker, you could weight answers to be mostly even if the answer is even and mostly odd if the answer is odd. If 5 is an operand, the answers should all end in 0 or 5. Basically code in the math tricks to make the answers more than just a process of elimination.
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# ¿ Mar 18, 2014 18:10 |
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bgreman posted:Why would this make it harder? 5 + 2 = 7, which does not end in either 0 or 5. That is only true for multiplication. Sorry, I meant when 5 is an operand in multiplication.
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# ¿ Mar 19, 2014 00:17 |
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Literally Elvis posted:More lame Android stuff from a worthless noob, this time on the should have an option to show the rgb/hsv/hex instead of copying it.
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# ¿ Mar 25, 2014 22:24 |
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Sinestro posted:I don't want to be mean, but that font on the stone is aggressively unreadable. Gotta agree with that. I thought it was runes or some crap that, not meant to be read.
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# ¿ May 12, 2014 00:37 |
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Mandelbulb posted:Been working on a lil island thing using software rendering. Feel like I'm at roads end now though as it averages around 50 fps, with sea and cloud computations detached, wrecking my 4.3ghz i5. That's just not good enough so I guess I'll have to get with the times. Still think this was a successful experiment, managed to squeeze out a lot more than I thought I would be able to. I want to sim city that island.
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# ¿ Jul 17, 2014 00:35 |
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that looks very nice darkpool.
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# ¿ Aug 4, 2014 15:30 |
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Internet Janitor posted:Hmm. Javascript is getting pretty fast these days. Yeah, google chrome really changed the landscape on its introduction. Firefox was faster, but chrome really forced them to up their game.
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# ¿ Aug 29, 2014 15:39 |
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30fps on a i7-3770 on Linux. Dipped to 17 after about 15 minutes when I started to lose (I'm really bad at RTS) e: also I was losing turrets that were showing as undamaged. not sure how that worked.
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# ¿ Aug 29, 2014 18:58 |
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HappyHippo posted:Thanks everyone. 30 fps is what it aims for. Is it still playable at less than that? yes, still playable. didn't notice it. I guess I just wasn't paying enough attention to my damage bar.
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# ¿ Aug 29, 2014 20:38 |
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Literally Elvis posted:
Hi there Austinite.
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# ¿ Sep 12, 2014 00:20 |
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Literally Elvis posted:Bonus points if either of you know what the origin point in my screenshot is. Center looks like 6th and Red River so... Esther's Follies? El Sol y La Luna? One of those random food trailers? *shrug*
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# ¿ Sep 12, 2014 21:01 |
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Locus posted:Those rocks look great! that robot looks like it needs a hug. (also, pretty cool stuff)
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# ¿ Nov 12, 2014 21:20 |
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Azazel posted:Sorry, not a screenshot, but here's a video of my game in action: Looks neat.
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# ¿ Nov 21, 2014 03:29 |
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Boring web developer time! From ComBoards, my community-based job board startup concept. Quite spartan, but it's meant to be embedded and I just deployed it today after some light work over the holidays. I'm most fond of the semi-private implementation. You can only get to a board via the keyed link: http://comboards.com/k/h9px3QCGIw Once you've visited that, it's saved in your session, along with the other communities you've accessed. If you register and then visit the link, it will be linked to your user. e: aaaaand I realized that it was busted in that, if you visited while signed out, it forced you to sign in. very embarrassing after I even bragged on that feature. kayakyakr fucked around with this message at 06:54 on Jan 8, 2015 |
# ¿ Jan 8, 2015 01:47 |
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Boring web developer update time! Enabled CORS and played around with backbone+handlebars and now my comboards concept can be used via embedded JS: Yay, boring stuff!
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# ¿ Jan 15, 2015 23:45 |
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Blue Footed Booby posted:The abrupt death and return to the menu made me laugh out loud for reasons I'm not sure I understand. I love it, and the crow animation is fantastic. I was hoping for a fade to black with the word "fin" printed on it. That would be a decent way to advance levels and add additional contemplation and solemnity.
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# ¿ Jan 16, 2015 18:33 |
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Manslaughter posted:That would make an amazing screensaver. especially if it didn't wipe the previous result and just started layering the next image over so you'd see a morph of sorts.
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# ¿ Mar 3, 2015 00:29 |
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Nippashish posted:Thanks. The circles turned out really nice I think. They work really well for Van Gogh paintings. So here's a challenge for your software: Process an image then kick it through google image search and see if it comes back with the original image.
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# ¿ Mar 9, 2015 03:54 |
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netcat posted:Seems quite accurate, though it thinks I should make less than I actually do. Yeah, it's not a fan of my github account. Which is not too surprising considering that most of my work has been proprietary and most of my github stuff is test-free toy apps.
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# ¿ May 1, 2015 17:13 |
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crazysim posted:Location, location, location? I chose Other and it was nearly spot on but it's such a dramatic drop compared to Silicon Valley so I'm not sure if it is accurate. I'm in San Diego so shouldn't west coast Californian metropolitan area count for something or would Silicon Valley be the better option. Also all the other Silicon ____'s out there have wages much more like Valley and less like bum gently caress Arkansas.
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# ¿ May 6, 2015 19:40 |
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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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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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clockwork automaton posted:So I'm 'releasing' my game next Thursday on itch.io so I decided I needed to spend some time making a stupid trailer for it. This is amazing and you should be proud.
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# ¿ Sep 19, 2015 03:00 |
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nuvan posted:This just popped up, if you're willing to wait a few weeks: This is beautiful, for the record. I love that they even threw in an auto-configure linux tool for nginx and apache.
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# ¿ Oct 25, 2015 18:41 |
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Kid CUDA posted:Hey guys, I love pets and family as much as the other guy, but could we please keep it related to computer projects? (You know, screenshots of stuff we're working on) What if my dog is named SQL?
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# ¿ Mar 16, 2016 21:00 |
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baka kaba posted:Do you ever find yourself shouting 'no SQL! Bad!' Yes. And also "SQL DROP the TABLE!"
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# ¿ Mar 17, 2016 14:56 |
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# ¿ May 2, 2024 08:21 |
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munce posted:Mars with water: Well, that would be an interesting planet to figure out how to terriform. Also, cool animation.
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# ¿ May 5, 2016 14:48 |