Video was originally 60fps but had to convert because of size problems. The raw video was something like 1GB. The song used is "About You" by XXYYXX. The video is a macro of metal dissolving is very, very concentrated phosphoric acid and lye. Video runtime is 4 minutes.
My sis wants me to go up to her home somewhere in the Wisconsin backroads and paint a mural for her kids' bedrooms themed around different subjects. For her daughter, she wants a faun, though I think a fairy tale theme sounds interesting. For her son, trains, which I find I suck miserably at drawing. Here's what I got so far.
My sis wants me to go up to her home somewhere in the Wisconsin backroads and paint a mural for her kids' bedrooms themed around different subjects. For her daughter, she wants a faun, though I think a fairy tale theme sounds interesting. For her son, trains, which I find I suck miserably at drawing. Here's what I got so far.
Since @John Furrman got to talk about his nerdy coding project in here, I do too.
I've been working on a game engine for 2d platformers. It's been my little hobby project for the past few months.
I'm using a framework for the drawing code, but I've written a level loader and the algorithm that controls the player's collisions with the tile map.
The tiles you see changing color as the player moves are part of the collision system. The green tile is the nearest tile on the X axis while the blue is closest on the Y. I need to track these separately because I have to modify the player's velocity when he collides with a tile.
The player himself turns green when he's in the air; I need to know this so I can apply gravity.
The purple box is the player's next position based upon his current position / velocity. This is what's actually being checked in the tile collision algorithm.
The level itself is built from a tiny PNG image. Each pixel in the image corresponds to a tile in the game world. The pixel's color determines the type of type it becomes (blocked, passable, etc.). This is the image I'm using to create the level:
Here you can see how the collision algorithm determines which tiles to check against. This is an efficiency optimization used to prevent the game from doing math against every tile in the world. The tiles I'm checking against change depending on whether the player is in the air or not.
Testing out different jumping patterns.
More exploring.
Been working on this for about three months now. Gonna keep expanding it and swap out the debug code with some real sprites once I get all the bugs out of the collision system. Not sure what kind of game I'm going to make in the end, but I might make a thread about it once it's a little further along.
I'm not really one for drawing (mostly because I suck at it) — photography's more my thing. Here's a couple of photos I took on a recent holiday to the US:
Since @John Furrman got to talk about his nerdy coding project in here, I do too.
I've been working on a game engine for 2d platformers. It's been my little hobby project for the past few months.
I'm using a framework for the drawing code, but I've written a level loader and the algorithm that controls the player's collisions with the tile map.
The tiles you see changing color as the player moves are part of the collision system. The green tile is the nearest tile on the X axis while the blue is closest on the Y. I need to track these separately because I have to modify the player's velocity when he collides with a tile.
The player himself turns green when he's in the air; I need to know this so I can apply gravity.
The purple box is the player's next position based upon his current position / velocity. This is what's actually being checked in the tile collision algorithm.
The level itself is built from a tiny PNG image. Each pixel in the image corresponds to a tile in the game world. The pixel's color determines the type of type it becomes (blocked, passable, etc.). This is the image I'm using to create the level:
Here you can see how the collision algorithm determines which tiles to check against. This is an efficiency optimization used to prevent the game from doing math against every tile in the world. The tiles I'm checking against change depending on whether the player is in the air or not.
Testing out different jumping patterns.
More exploring.
Been working on this for about three months now. Gonna keep expanding it and swap out the debug code with some real sprites once I get all the bugs out of the collision system. Not sure what kind of game I'm going to make in the end, but I might make a thread about it once it's a little further along.
Yeah, it might not be apparent in the gifs, but in my game you use the arrow keys to move around and gravity / friction is only applied after player movement happens.