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world-name: r3wp
Group: Ann-Reply ... Reply to Announce group [web-public] | ||
JaimeVargas: 4-Mar-2005 | BTW. Pekr we have some graphical tools that let you construct this type of instructions very easily. My objective has been that anyone should be able to manage a unit. But I am getting ahead the game here this is coming in our next releases. I think is going to blow the eyes of some of our competitors. | |
Group: !AltME ... Discussion about AltME [web-public] | ||
[unknown: 9]: 12-May-2006 | Are you kidding....what you guys all don't realize is that AltME-Rebol3 "is" a a top selling game in Korea. They try and guess what everyone is going to complain about next. Someone won big money on the whole Troll email issue, and every time I rant I know this one guy loses his rent money (one would think he would learn by now). | |
Group: Script Library ... REBOL.org: Script library and Mailing list archive [web-public] | ||
Sunanda: 5-Jan-2011 | Shadwolf: <fine 1024 script burried one on top of another :) nice !!!> They are all tagged in various ways to help catalog and find relevant scripts, eg: http://www.rebol.org/st-topic-details.r?tag=type//game The tagging could do with an overhaui, so if you want to contribute to the quality of the Library without contributing scripts, then being a retagger is one way to achieve that. | |
Group: View ... discuss view related issues [web-public] | ||
Izkata: 31-Jan-2005 | I was once working on a game, and to make the character move, I used the basic code of the "raw key press" button on http://www.rebol.net/plugin/tests/test.html It worked quite well, the character kept moving as long as the key was held. | |
Group: Linux ... [web-public] group for linux REBOL users | ||
Graham: 15-Dec-2006 | It would be good to have a page which detailed all the issues relating to various flavours of Linux - particularly for those new to the game. | |
btiffin: 16-Feb-2008 | Nice to know about if you really really need to figure something out admin wise ... for home use, su's crontab and utilities like monit can make life a little easier on the brain, but perhaps less secure. Just don't let the scripts break during boot in superuser mode if you don't play the rc game. :) | |
Group: Dialects ... Questions about how to create dialects [web-public] | ||
Brock: 13-Jun-2008 | What I am going to attempt is a dialect that will respond to single key-strokes to tell the story of a match and at the same time capture the statics for the live game. Hopefully the end result will lead to many different tools based on this data such as statistics visualizations in the form of data summaries/reports and charts. | |
Fork: 9-Jan-2010 | I took a bit of a Rebol break for the new year. But last night I had an idea that just wouldn't get out of my head. It happened after I read about "code golf" on StackOverflow. The premise is to use the fewest characters possible to solve a problem using a general purpose language (albeit perhaps one optimized for such a game, like "GolfScript") | |
Fork: 9-Jan-2010 | The punch line being the one Sunanda alludes to: Rebol can play this game as well as languages designed to play *only* this game, but that's just the tip of the iceberg. | |
Sunanda: 13-Jan-2010 | Never knew it as a kid's game, but the Two Ronnies spun it into a TV sketch: http://www2.prestel.co.uk/cello/swedish.htm | |
Group: Hardware ... Computer Hardware Issues [web-public] | ||
Volker: 18-Jun-2007 | Consoles dont need that much drivers. Could be a nice target for an own os. But i guess coding at the game-level will cost lots of money. | |
Group: SVG Renderer ... SVG rendering in Draw AGG [web-public] | ||
Ashley: 2-Jul-2005 | I've spent quite a bit of time looking at Inkscape (http://www.inkscape.org/) and it seems to be the only / best SVG game in town (their command-line driven SVG to PNG conversion seems to be particularly well regarded). Looking forward to their 0.42 release as it supports OS/X as well. The Clip Art site that they link to (http://www.openclipart.org/) is also a treasure trove of Public Domain files (which solves the GPL concerns I had with many of the dedicated KDE / Gnome icon sets). I'm also looking forward to their release 15 which seems to be just around the corner. Lots of good news in the SVG world, I wonder how long before mainstream browsers start supporting it? (without plugins). | |
Group: Tech News ... Interesting technology [web-public] | ||
Sunanda: 1-Mar-2006 | I've been telling people foy years to get a machine for work and a machine to trash for games etc. Because if they call me (as they often do) and say "I've broken my only computer by downloading a game and now I can't get it to work and I've got to do something important" they get zero sympathy and I'm pretty dis-inclined to lend a hand in fixing their crisis. | |
Henrik: 13-May-2006 | http://www.easy2remember.name/media/51/Spore-game-video.html<--- for gamers, this looks mightily impressive. An evolution game with a 100% dynamic world. | |
Henrik: 13-May-2006 | For inspiration, Wright looked to the demo scene," a group of (mostly European) coders who specialized in doing a whole lot with a little bit of code. Their procedural programming methods were able to, for example, fit an entire 3D game in 64K, using mathematics to generate textures and music, etc. "I just found this incredibly exciting," Wright confesses, describing the kinds of work that he saw come out of the demo scene." So here's what he did: he recruited an elite strike team of coders (who, if you were to believe his slideshow, dressed like ninjas) and put them in a hidden facility" to experiment with new ways of giving the user powerful tools and generating tons of dynamic content without armies of content creators. Best of all, he fired up a demo and showed his audience the results... " this is almost a REBOL like way to create games :-) | |
Pekr: 30-Jul-2006 | Opera plans to put their widgets on mobile devices, TVs, game consoles .... http://www.apcstart.com/site/dwarne/2006/07/799/opera-to-put-widgets-on-mobile-phones | |
Maxim: 13-Nov-2006 | if sillicon gfx had just kept their R&D and *licenced* their technology or simply made nvidia themselves as a spin off, they would still be "in the game" right now, just about the only thing worth buying is their linux server stuff with very high-end add ons and HW tech. | |
Group: Plugin-2 ... Browser Plugins [web-public] | ||
Volker: 29-Jun-2006 | if i point people to http://polly.rebol.it/test/test/game/use/game/game-plugin.html currently, they allow everyone to send every script, by installing it. | |
Oldes: 18-May-2007 | My old remake of even older dockimbel's remake - R-box game is online again... http://box.lebeda.web/~hmm/rbox2/ | |
Pekr: 18-May-2007 | hey, this little game works for me here ... | |
Group: !Liquid ... any questions about liquid dataflow core. [web-public] | ||
Maxim: 8-Dec-2008 | the latest game graphics are simply amazing. I've seen a real time strategy game with hundreds of characters which have reflecting armor... I mean the armor is inter-reflecting amongst characters! this is starting to be pretty amazing. | |
Group: DevCon2007 ... DevCon 2007 [web-public] | ||
Henrik: 10-May-2007 | gabriele, so a fast arcade game would be made up of gobs (player, enemies, score) put inside other gobs (background, starfield)? | |
Pekr: 10-May-2007 | name=game | |
[unknown: 9]: 11-May-2007 | I find that hard to..........er understand............WOW (the game) rarely gets 400 people in public events let alone a tech conference in France... | |
Group: Games ... talk about using REBOL for games [web-public] | ||
Terry: 4-Jul-2007 | New game, first card is ' steal up to 10 energy'.. we both now have 10 ? | |
ICarii: 4-Jul-2007 | RebTower 0.0.9 - bugfix for infinite loop when ending game on an extra turn card. http://rebol.mustard.co.nz/rebtower-0.0.9.zip(for full - 657kb) or http://rebol.mustard.co.nz/rebtower.r(for update from versions 0.0.7 and higher - 24kb) | |
[unknown: 9]: 4-Jul-2007 | Good to understand your logic. OK, then may I suggest then: - Left click - plays card (you should put this to a vote) - Right click examines card (since this is how every OS is designed). But also: Leave about 20 pixels below the cards. When you move your mouse over a card, that space shows the word "Details" or "more" You can discard from the details view of the card. Unless the game is a trigger game, or speed is required, sticking to just simple left button to do most things is the best way to go. Of course, until I learn the actual point of this game (the rules) and "feel" the cadence of the game, it is hard to tell. | |
Terry: 5-Jul-2007 | hmm 109 rounder ... nice game James | |
yeksoon: 5-Jul-2007 | nice game... though..in one of the game ...it hanged. (not sure why) - last card to win and it just hanged. | |
yeksoon: 6-Jul-2007 | yes, it is version 0.1.2 I suspect that I was clicking too many times as I deal my last card...and the system (or game) may be trying to pop up the 'Victorious' screen | |
Dockimbel: 11-Jul-2007 | Btw, your games reminds me a lot this other online card game : http://www.maganicwars.com (very good and addictive!) | |
ICarii: 14-Jul-2007 | RebTower 0.1.7 released. - small fix for stacks not visually clearing after completing a game. Full version: http://rebol.mustard.co.nz/rebtower.zip(661kb) Update version (from 0.0.7 upwards): http://rebol.mustard.co.nz/rebtower.r (38kb) | |
[unknown: 5]: 14-Jul-2007 | i download this game but don't understand how to win | |
Geomol: 31-Jan-2008 | Fun little single-multi-player game, where you play multi-player with yourself: http://www.nekogames.jp/mt/2008/01/cursor10.html It shouldn't be too hard to make a REBOL version, and it's a good idea, I think. My hi-score is 186. | |
Reichart: 31-Jan-2008 | Yes, very cute game. | |
[unknown: 5]: 31-Jan-2008 | Where do I find REBTOWER. I got what I think is an older version and I'm getting hooked on this game and want to see if it is updated. | |
btiffin: 31-Jan-2008 | Grrr... :) I have no desire for millions, but ... I wrote and published a fantasy card game back in the early 80s; an entire decade before Magic the Gathering. They made enough money to buy TSR. Rassafrassa. :) Not to say my Monster Romp (tm) game competes with Magic; I paid an artist a whole $3 for each picture, but had I flogged it I could be independently wealthy now instead of umm, not. I have about 800 decks of the original 1000 run. Sold 60 decks the one day I set up a booth to sell it, then gave away the rest. From those days forward I promised myself to never pursue an idea. Best to let them die on the operating table and skip the what if crap. That is until I bump into a greedy partner. Success requires greed imho, or at least a state of mind somewhere above "communist". :) Paul; I'm not sure, but I posted this to the calendat back in July. http://rebol/mustard.co.nz/rebtower-0.0.4.zip | |
ScottM: 1-Feb-2008 | after looking at Allen 's penguin card game, I downloaded the card game engine cge.bin file. I do not know how to extract .bin files. Has someone used the engine before or could point me in the right direction? | |
Chris: 14-May-2008 | I'm thinking of adapting Rebtris for a very basic network-based competitive play. The idea is several people log in (to a minimal CGI server), everyone starts at the same time and scores and game-over times of all players are constantly refreshed and displayed. Ultimately determining who a) had the highest score and b) lasted the longest. The game would be capped so that no one could realistically survive past 15-20mins (I have my reasons). | |
Oldes: 5-Nov-2008 | Maybe you know, that I'm using my Rebol/Flash dialect to create this Flash game http://machinarium.com/We are still far to complete the Flash version, but there is already a demand to create also non Flash based versions. It would be nice to have a Rebol version, but it's not too realistic in near future so any idea what one could use? Is there someone who knows for example SDL (Simple DirectMedia Layer) http://www.libsdl.org/? | |
Vladimir: 6-Nov-2008 | Are you creator of that fantastic game ? :) | |
Gabriele: 6-Nov-2008 | Oldes, one solution that is easy though a bit ugly, is to make the standalone version Windows only (ie. DirectX etc) but make sure it works perfectly in Wine. Then you automatically get a version that runs on Windows, Linux and Mac (intel). Anyone else can use the flash version. (Mac users would need crossover, or manually installing wine; but if you think you'll have enough users, you could license the transgaming engine and bundle it with the game so that it "looks" like a mac game to users - eg. just like Spore is doing) | |
Reichart: 6-Nov-2008 | Why not use OpenGL? It seems your game primitives are just that...primitive. A little physics, collision, sound, etc. Nothing difficult. IF you make it OpenGL, it can work on Mac, and even many Cell phones. You might be able to write an abstraction layer so you can keep a lot of your Flash code in place. | |
Gabriele: 7-Nov-2008 | this guy has a game for windows, mac, linux and wii: http://2dboy.com/games.php | |
Oldes: 7-Nov-2008 | GOO is nice game.. he is using Python to design the levels http://sourceforge.net/projects/wogedit/ | |
Oldes: 8-Nov-2008 | But it's just a simple Flash game (without any effects) which you probably can play in Opera on Wii... I don't know, I never seen Wii in real life. | |
Rebolek: 9-Nov-2008 | The Wii version has Wiiremote controls (as I read, I don't have that game) so it's probably not Flash version. | |
[unknown: 5]: 31-Dec-2008 | Reminds me of the old Wolfenstien game that had that maze-like movement. | |
Reichart: 1-Jan-2009 | Richard (Cypher) should be back from holiday soon, if you post to him privately he will respond. I don't know of any "better" system than ray casting for making that type of game. However, in general, everything is a sub-set of raytraciing. The game is to do the most with the least CPU. You should look at some of the Quake engine stuff. | |
Janko: 2-Jan-2009 | There is also other side of this equation that is also very good to have IMHO. Easy binding to c libraries, and the reverse, possibility to embed REBOL vm/interpreter into c++. Lua (and nekoVM) for example allows both these things very nicely, python seems to be much worse at embedding and it's generally discouraged for example. To give just 2 quick examples, when I was making BKSJOS game (still in the making) I could very simply embed lua into the otherwise BlitzMax game and I used just lua instead of something like XML to "define" the individual levels, so they could also include "dynamic" logic (via events) and special behaviours with no complex coding in the blitzmax side. If I could use REBOL for something like this it would be great. | |
Janko: 2-Jan-2009 | Second example is direct game engines. I was making some games in PTK (it's a c++ library for mac and win) in the past. I wanted to use PTK with a higher level language and making a binding to it feels like a major pain to me, so after the BlitzMax+Lua experience I simply made a simple "engine" with it and embeded enkovm/haxe in it . I exposed some functions from c++ side like loadSprite, drawSprite and make some call-ins into the nekovm like "draw" and I could already code a simple game with it. So embedding if possible at all of course would mean a great strength for rebol in my eyes! I think I once noticed that this will be possible in R3 but I couldn't find it later and I remember it only vaguely. | |
Janko: 2-Jan-2009 | links to what I mentioned: BlitzMax + Lua game: | |
Geomol: 2-Feb-2009 | Anyone got experience with Stackless Python? http://www.stackless.com/ It seems to be suited for game programming. | |
Cyphre: 5-Feb-2009 | This framework could be a good choice for your port of the flash game. You can publish on WIndows/Mac/Wii/iPhone. I have been playing with their IDE on Mac..it was not so great but not much worse than Flash IDE I know they are now building IDE for Windows. You can script the game using JIT compiled JavaScript or C#(Mono)..what a pity there is no Rebol support :) | |
Janko: 3-Jun-2009 | can anyone recommend a good MMO game to try... I long had some ideas for more lightweight MMO and would like to see how a good mmo works/plays but whatever I try it's pretty boring and bland, but I am not very knowledgable in gameplaying :) | |
Geomol: 3-Jun-2009 | http://www.anarchy-online.com A big part of the game is free of charge. | |
Maxim: 11-Jun-2009 | yep cool I like the music. really good quality for a flash game... people usually use cheesy (bad) soundtracks. | |
Maxim: 11-Jun-2009 | finally found a flash game to explain liquid :-D http://www.y8.com/games/Liquid_Measure | |
yeksoon: 12-Jun-2009 | good game. took me some time to figure out lvl 10 as well | |
Oldes: 1-Jul-2009 | very nice game using physics engine http://windosill.com | |
Anton: 29-Jul-2009 | That Eyeballing game (done in Flash) is a quite simple mathematical game. My score was modal. | |
Davide: 22-Dec-2009 | Machinarium on the first page of Reddit! http://www.reddit.com/r/gaming/comments/ahfbk/this_game_looks_gorgeous/ | |
Oldes: 18-Jan-2010 | It has been a difficult decision for us because we are big fans of Machinarium but we have decided that we will not be moving forward with the XBLA version of the game. One of the main objectives for our team as a 1st party publisher is to publish great games that are exclusive to Microsoft platforms (Xbox, Games for Windows). Currently, there is a significant emphasis on investing our resources in games that will be exclusive to Microsoft platforms. Since Machinarium has already is out on other distribution sites it falls out scope for what we are trying to do. I think there is a great potential for us to work together on a future title that is exclusive to Microsoft (Xbox Live Arcade and Games for Windows). If you are working on a new concept, please let me know and let's see if there is something that we can do together. | |
Geomol: 22-Jan-2010 | The game was GooBall: http://www.ambrosiasw.com/games/gooball/ | |
Janko: 22-Jan-2010 | I plan to do something in my free time in a 3d engine .. I need that it works in a browser so unity seems the most obvious choice, adobe director is expensive and probably outdated, stonetrip / shiva seems even more IDE/GUI heavy than unity giving me even less controll (although I am not 100% sure bcause I haven't digged really deep in any of those.) Then there is Java (which has Ardor3d which is very early in the making , and jme which is somewhat "out") but starting with it would be at a lot more low level than unity and similar game engines, with no real docs and tools as far as I can see. | |
Geomol: 22-Jan-2010 | I helped some friends about the same time, that were starting a game developing company. I had a little experience there first with Torque before they changed to Reality Engine, which used C# and C++. I left after a few months, because I saw, it wouldn't happen. 2 years later, they stopped the development. Unity had a development tool with lists of content and parameters to set. At first it looked good, but in practical work, it fast became a huge mess. It was difficult to find and set parameters, so a lot of time was wasted in the process of creating a game. The porting, I was doing, ended up being a totally recreate in some areas, like the animations. The data couldn't be kept and converted from the old version to the new, but had to be recreated. I even tried to figure out the binary files using REBOL, but was very hard, as much of it wasn't documented. That a bad sign for me, when we talk going from one version to a newer one with the same engine. But it could have changed in the last years, I don't know. Haven't looked. | |
Henrik: 23-Jan-2010 | I'm waiting for Maxim to design us all a nice game engine via openGL extensions. :-) | |
PeterWood: 26-Feb-2010 | Somebody on the ML is looking for the "Rebol theBeast" game which was based on Cyphre's Arcadia. Cyphre (or anybody else) is it still available? | |
Graham: 26-Feb-2010 | Was it ever a game or just a scrolling parallax demo ? | |
BudzinskiC: 21-Apr-2010 | Davide: I am :) Very cool game. Inspired me to create a virtual computer game that teaches programming. Haven't finished the game yet but I played it for a couple of hours until I got stuck. | |
Davide: 21-Apr-2010 | ...virtual computer game that teaches programming... Interesting, written in Rebol? | |
BudzinskiC: 21-Apr-2010 | Mostly Ruby and a bit Java => http://rubility.heroku.com; It's in very early stages though. At the moment I am creating the underlying technologies for the game and the virtual computer it runs on. Well, let's call it a virtual virtual computer since I use a very easy trick to simulate a virtual computer :p (the game is an MDI app, and "apps" in the game are just MDI windows) | |
BudzinskiC: 21-Apr-2010 | I did start writing a Rogue like game with Rebol today though :) I did try to make a jump and run game half a year ago when I first started to learn Rebol, but the keyboard events made that impossible (at least for me because I don't know if you can improve the event system). It takes a few seconds until the keyboard event is sent continually when you press and hold a key, like for walking left or right. For the rogue like game this isn't a problem since you always move one step at a time which also acts as a turn in the game. | |
btiffin: 21-Apr-2010 | Me too on the hope. I took a crack at a game in REBOL once. But I could not get my head round some of the event handling. Drawing was easy (umm, for a stick figure artist type ala moi that is, if not 'good'). ;) | |
Robert: 5-Jun-2010 | Has anyone done some Corewar simulator in Rebol? I just remembered this cool game. | |
Davide: 12-Jun-2010 | This could become a great game for web designers http://yizzle.com/whatthehex/ | |
Izkata: 29-Jul-2010 | No, Starcraft II was just released by Blizzard. Sequel to Starcraft, a Windows game from 1998 | |
Maxim: 29-Jul-2010 | I agree that is addictive as hell, and also much more challenging than previous versions. I've never been annihilated so often playing this kind of game before. | |
Maxim: 29-Jul-2010 | only down side is that its a resource hog. but that's to be expected with the level of detail in the game engine. putting settings to low will allow the game to play on older machines without a glitch though... it seems to be much more demanding on OSX. | |
Maxim: 29-Jul-2010 | a big step in GFx occured at about the same time, you could actually call it a leap. Hardware shaders, better illuminations and gfx ram jumped to be 256MB at minimum on most cards. but most games of today allow very low settings which allow you to work on older machines... I've got a 4 year old 1.5Ghz core duo with an old 8600M nvidia card. and SC2 is quite responsive on it. though I would like to play with a bit more graphics quality... its not the game's fault. 4-5 years ago 3D game graphics quality was still pretty deficient. but with any average 100$ card today, you'll get pretty amazing graphics. | |
Maxim: 30-Jul-2010 | finished the game today... no zerg missions. :-( actually , I was disapointed by the last mission. I hoping for a huge slugfest, but in fact the last protoss mission is much more "end of campaign" like. | |
BudzinskiC: 31-Jul-2010 | Finished it today too, some time this morning. Played the whole damn night yesterday, I was shocked when the sun rose :) Yeah the end left a lot to be desired but Starcraft 2 is a trilogy, so that was to be expected. I only hope Blizzard will really manage to get the second game out in just one year. I can't really see that happening. It'll probably be 3 or 4 years. Did you get to play all missions? My mission counter says 25 of 26 missions completed. Where's the 26th mission and why wasn't I able to play it? ^^ And if I do count by myself I get to 28 completed missions in the mission archive anyhow so maybe their mission counter is just one big bug. The missions are very short but I'd say it took me between 30 and 50 minutes for each mission and with 28 missions + 4 bonus protoss missions, this is a whole lot of content. Most games only give you 7 to 12 hours of gameplay (some a lot less, some a lot more). Starcraft 2 took me over 20 hours to play through. And then you still got challenge missions, multiplayer, custom maps Vs A.I, user contributed missions thanks to the level editor, etc. | |
BudzinskiC: 2-Aug-2010 | Maxim: But there were two situations like that. You also have to decide if you want to help the doctor or help the protoss. Aren't these two different missions too? I haven't replayed the game yet so I don't know. Graham: If you ask direct questions like that we have to tell you a direct lie ;) Of course it was written in REBOL! How else would you make a game like that? I think Carl was personally involved with the development of the game. He has mentioned it on his blog somewhere... I'm pretty sure about that. And I think he tweeted that he is afraid of chicken now because of the similarities to Zerg. He said something about "They are watching me, waiting for the right moment to charge." He's probably right now making little Overlords out of mashed potatoes. Call me a liar and I'll lie again! | |
Davide: 5-Aug-2010 | Yes, but now I'm in amnesty ! (great game btw) | |
Henrik: 10-Aug-2010 | ok, I just stumbled onto an article there and several commenters noted they hadn't heard of the game. thought it could be a marketing opportunity. | |
Davide: 16-Sep-2010 | minecraft, still in alpha, probably the best indie game of 2010 (and before) http://www.youtube.com/watch?v=ogA9Bhh4luA It's stealing all my free time (and some work time too) | |
Ashley: 23-Sep-2010 | This may be of interest to those of you who need to [quickly] create hexagonal game maps ... but don't want to master a complex CAD program. My QAD attempt at a declarative solution yields results like this: http://dl.dropbox.com/u/8269768/ACW.png The prototype code can be found here: http://dl.dropbox.com/u/8269768/MapMaker.zip No documentation, but the sample map file (ACW.r) shows how the PNG above was generated. Note you can drag the map around by click-moving it. Map, game and software still WIP. | |
Oldes: 3-Mar-2011 | Machinarium's PlayBook version mentioned on GDC: http://unplugged.rcrwireless.com/index.php/20110302/devices/7239/we-play-with-the-playbook-at-gdc-video/ Unfortunately it requires to be in AVM2 bytecode (usingActionScript3) so I must rewrite the game :/ But I use REBOL to help me with the task and a nasty REBOL script to scale the game to the correct resolution 1024x600. | |
Janko: 7-Mar-2011 | Oldes: I just mentioned Machinarium on twitter and my designer wrote me out of nothing how he really likes this game and has played it over 3 times even though he knows it by heart | |
Oldes: 8-Apr-2011 | that's not a demo, it's just a small free (if you want) game. And we are Amanita.. we eat muchrooms;-) | |
Janko: 9-Apr-2011 | I finished it also .. great interactive music/game thing! I love it.. | |
Maxim: 12-Apr-2011 | anyone here play GT5.... I'm so pissed off by this game. everytime I play I get aggravated. If anyone here is a game designer this is the game to study about how *not* to build a game. | |
Maxim: 12-Apr-2011 | actually, the GT5 preview game is more fun, hands down, in *every* aspect, except it doesn't have online play. | |
Endo: 12-Aug-2011 | Reichart: I'm playing "IGoWin" from David Fotland which has good AI (or my "AI" is not good :) ). It is not an online game but you can test yourself with computer. As I heard it plays dan level. http://www.smart-games.com/igowin.exe | |
Reichart: 14-Aug-2011 | Endo, that was perfect.! Thank you, it is good enough to "play with" to teach a person the basic play. I was hoping for online version of EXACTLY this. The two online versions appear to be free of A.I. unless I'm missing something. They are lobbies where you can jump into a game with someone. good A.I. is not important to me, just good enough to confirm basic rules, attempt to win, etc. You know, something that could replace any president of any country, that type of thing ~ | |
Reichart: 14-Aug-2011 | Kaj, nothing like a big cup full of hot http://en.wikipedia.org/wiki/Equivocation in the morning, eh? You might cut Endo a little slack (and the rest of us) since "free software" can mean several things. No? Endo, So I can beat the game in a few seoncds now, so I assume I'm doing something wrong LOL. As it stands, when you start the game is gives black 5, and white 1. And it is not a 19x19 board. Perhaps this is part of being the "free" version (as in $ LOL)? To win al lone needs to do is draw a single line across the board with the most territory on your side. Done, you won. | |
Group: gfx math ... Graphics or geometry related math discussion [web-public] | ||
Reichart: 11-Jul-2008 | Look towards people in the video game business....they did lots of this in the 80-90s | |
Anton: 12-Jan-2009 | I don't think I mentioned what I wanted the colours for - a progress bar. After consideration, I've pretty much decided that a large range of colours such as cooling metal might go through might actually be bad for the user interface (unless extreme measures are taken to make it really look like molten metal, like a computer game programmer might do), because all those colours might be confusing, and some of them (eg. red) may signal warning, etc. (especially if the user hasn't seen the progress bar before - I don't want to present the user with a circus of colours). Fading from white to solid blue is what I'm using at the moment, and I'm thinking white might be too bright. | |
Reichart: 12-Jan-2009 | May I suggest that: - Starting with just cold metal - metal is not a single colour. You are seeing many colours at all times, and different patches of colour everywhere. You are seeing colours reflected and you need a coefficient table to calculate the reflection index. Copper for example would lean heavily towards red. - Next, heated metals are the same, meaning, not a single colour either, but now for a different reason. But to produce the illusion of something burning hotter and hotter will require something that is multi-pass, and changing constantly. In video games to produce the afterburner on a jet we did a few tricks: - The jet flame itself was made of a cone-like shape (maybe a dozen polygons). - The cone was set with an alpha channel so that the source was close to opaque, and the tip was close to translucent. - A second cone was placed around the first cone, but just slightly larger. - They both undulated at all times. In other words, the length was always changing for both cones independently just slight. And when the jet went faster and slower, they changed from long to flat (with the plane itself). - The textures on the polygons were already a rainbox of colours, but as the jet changed what it was doing, the colour pallet was changed. Again, both cones were not always changed at the exact same time. - Just behind the jet (but depending on your angle of view), several filters (polygons that read the bg info and render again) would be used to create a small waiver and a refocusing. The more GPU you had, the more of this you could do, and the better the final effect would look. - Lastly, and this is what makes the whole thing amazing in a 3D game. We are always checking the location of bright things, such as the sun, or things like the after burner filling your screen. If so, we change the contrast of the whole world, and flare out your iris. In the case of the sun we throw up a lens flare, and darken all the ships in the sky. Even as a 2D problem, you should attach this the same way. This video I think drives this all home for you. http://www.youtube.com/watch?v=mHL94qQgl_8&feature=related | |
Anton: 13-Jan-2009 | Wow - you guys. This is very interesting, but, going too far for my purpose at the moment. I *really* like the idea of having the simplest, most robust code possible. Adding so many visual effects and detail is something for a computer game. |
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