Random "work in progress" shots
category: general [glöplog]
Dope!
msqrt: What's that? It looks extremely interesting, and remarkably musician-oriented compared to most other scene synths, indeed! :D
A game I'm working on in my spare time:
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Still working on it, nothing special.
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Punqtured, it's MSQ-64K, a synth test I did about two years ago - it has the prettiest GUI I ever wrote but does very little. Never got around to playing note data but you can jam on the keyboard. I've been thinking of making a newer version and maybe release a 64k with it, the code is complete garbage though so I'd have to rewrite it all :/
Trying different things for the final version of MINI DISTRICT
Z-shading in ~239bytes
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I can pbly get a clean version of the Z-shading ( without the emboss-ey effect ) around 250bytes )
Floor dividers in ~252bytes
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Z-shading in ~239bytes
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I can pbly get a clean version of the Z-shading ( without the emboss-ey effect ) around 250bytes )
Floor dividers in ~252bytes
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p01: the 252b version looks neat (=
Thanks, I'll see if I find some wild trick to save enough bytes to compare the X coord of the buildings and get a different shade for the North/South and East/West sides. But that looks tough :\
ja geil!
p01wnage.
the real shit man, the real shit!
u___u thanks!
Last night was funny and oh so déjà vu. I got first version of the NS/EW shading ~272 bytes, then 262 bytes after optimization, went dirty and show a different shade of gray each time an X line is crossed ( even in the sky ) and reached 257 bytes. 257. FUUUUUUUUUUUU... then I saw an obvious 1 byte optimization. j^1|| instead j==1&&
Btw, thumbs are all welcome this way ;)
Last night was funny and oh so déjà vu. I got first version of the NS/EW shading ~272 bytes, then 262 bytes after optimization, went dirty and show a different shade of gray each time an X line is crossed ( even in the sky ) and reached 257 bytes. 257. FUUUUUUUUUUUU... then I saw an obvious 1 byte optimization. j^1|| instead j==1&&
Btw, thumbs are all welcome this way ;)
aye aye, sir.
Testing my WebGL demoeditor and some cubes floating around in this soon became Study 1 which was just a way to have some enthusiasm to write the editor itself. btw. the editor is still unfinished. I'm planning to use three.js with it.
Before
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After
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After
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Movin blocks up'n'down with glowing particles -> ista win :D
Impressive stuff, keep it on guys! :>
In progress shots from Apophenia
Puzzling the trbl logo together in photoshop from some shapes:
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Playing with the effect of slicing things gave good lavalamps:
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She was on the left before, but Den clicked the button in the upper left that flips the whole demo, and found it looked better - I agreed :)
Also this part actually features software rendered multiply, by fucking with pixel image data in a fine loop.
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Kaleido with test data, looks - uhm, dutch :D
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And the second to last scene and how it looked Thursday before evoke - C'EST UN CROISON!
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Puzzling the trbl logo together in photoshop from some shapes:
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Playing with the effect of slicing things gave good lavalamps:
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She was on the left before, but Den clicked the button in the upper left that flips the whole demo, and found it looked better - I agreed :)
Also this part actually features software rendered multiply, by fucking with pixel image data in a fine loop.
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Kaleido with test data, looks - uhm, dutch :D
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And the second to last scene and how it looked Thursday before evoke - C'EST UN CROISON!
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texture mapping looks ugly so far
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I like the moire though ;)
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^^
Cool. That kind of hardware are you using on that 3d model? :)
sensenstahl: i sure hope as hell that you're making a living out of this.