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Main - Posts by blackhole89

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blackhole89
Posted on 01-16-11 08:42 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 139184


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That texture in the second-from-bottom screenshot looks hideous. You should at least make it tile seamlessly...

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blackhole89
Posted on 01-17-11 08:59 PM, in I love my new monitor Link | Quote | ID: 139190


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x1080 seems like an unacceptable lack of vertical screen space, and so I've been thinking to obtain that. Any comments, or experiences with monitors of the same resolution and similar size?

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blackhole89
Posted on 01-18-11 04:41 PM, in I love my new monitor Link | Quote | ID: 139200


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Posted by NightKev
Well, I've got 1920x1200, and it's pretty damn nice. My monitor size is a big larger than what you linked (28" vs 24"),

Oh, which one is it? I've been on the outlook for a 1920x1200 monitor larger than 24", but there seem to be very few models and most of them appear to be receiving abysmal ratings...

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blackhole89
Posted on 01-18-11 08:42 PM, in PC Overhaul Link | Quote | ID: 139207


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The processor doesn't look like it's going to be sufficient for much beyond web browsing and listening to music...

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blackhole89
Posted on 01-19-11 04:54 PM, in 3DS hits shelves March 27 for $249 Link | Quote | ID: 139217


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No, but we already have a thread on the 3DS...

What's with this strangely ad-like posting style, anyway?

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blackhole89
Posted on 01-19-11 04:56 PM, in PC Overhaul Link | Quote | ID: 139218


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Unless you only play ones encoded in formats the decoding of which can be GPU-accelerated, even the movie-playing part might be somewhat problematic with that.

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blackhole89
Posted on 01-19-11 06:58 PM, in PC Overhaul Link | Quote | ID: 139222


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Well, AVI is a container format and the rest implies MPEG2 or MPEG4 (both of which are rather light on the CPU usage).

1080p or even just 720p h.264 might be problematic.

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blackhole89
Posted on 01-21-11 12:40 AM, in What games are you playing right now? Link | Quote | ID: 139236


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I messed around with Melty Blood: Act Cadenza a little, just because I wanted to see "isn't it sad" Sacchin's Reality Marble.

It was ridiculously hard to pull off.

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blackhole89
Posted on 01-22-11 03:43 PM, in My first indie game, Jump&Slide! Link | Quote | ID: 139266


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One thing I always quite wondered about, though, is how the investment costs on smartphones can be smaller and the audience reached can be larger than on PC (same thing going for consoles etc.).

Am I just being old-fashioned there?

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blackhole89
Posted on 01-22-11 03:43 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 139267


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Slightly newer video, now with working sound and all.

I thought I posted this earlier, but that doesn't seem to be the case... figures.

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blackhole89
Posted on 01-24-11 04:46 PM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 139302


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sspp03: Welcome to the board, and enjoy your stay.

Quick Curly/zbyte: Can we please keep the drama out of this thread? If you need to keep going at it, do it via PM...

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blackhole89
Posted on 01-24-11 08:01 PM, in Super Mario 64 DS editor Link | Quote | ID: 139304


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The rationale being what?

There might be some witticism in there that eludes me, but otherwise, the name sounds rather bad.

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blackhole89
Posted on 01-25-11 02:40 PM, in A plethora of Japanese SMB hacks! Link | Quote | ID: 139316


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*Elegance (雅趣)
*Paint Baggage (ぬるぽ)
*PaperMarioBros (Harder version of Paper Sai, with additional BGM)
*Oh Wait and Ikku (おーとまてぃっく)
*Susie Popai Boss
*Ninja Mario Sky (忍空マリオ)
*Mario Evolution True 2
*Final Total Length Devil/U.N. Owen Was Her (最終鬼畜全部縦)

The translations are rather off.

おーとまてぃっく = "Automatic"
ぬるぽ = "nullpo" (as in NullPointerException)
最終鬼畜全部縦 is more something like "Ultimate Brutal All-Vertical", probably some reference I don't get off the bat

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blackhole89
Posted on 01-25-11 07:33 PM, in The Legend of Link, Parallel Universes Demo v0.3 Link | Quote | ID: 139320


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Those graphics changes do look rather glorious; I'll give the hack itself a try soon once I've seen to finishing some urgent real-life business. Are you maintaining that (noticeably different from the original LttP) perspective throughout the hack?

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blackhole89
Posted on 02-03-11 08:26 PM, in Fraxy Change log Link | Quote | ID: 139460


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Posted by mon
These days, I am paying attention to make my notation as uniform as possible.
I feel like writing "bug" rather than "aberration"[word he usually uses for bugs, somewhat uncommon] or "collision detection" rather than "contact detection", but it's already too late. [for changing to the more commonplace words, presumably, seeing how he used the respective others up to know and wants to stay uniform]

Constantly flogging my unmotivated body into obedience, I idly poke around while looking at the wishlist.
An "illustration of collision('contact') detection" is there, but I thought that if I illustrated it from the point of view of the actual algorithm used for that, it wouldn't come over as particularly believable anyway.
...and wound up giving it a shot anyway, the result being this:


[first image]
Chasing laser, ion ring, burner, bullet.
The collision detection fundamentally being based on distance measurement from circles and lines, they assume a rounded shape.
The reason for a part of the chasing laser's head being interrupted is that the afterimage is only created every two frames.
The reason why I thought this wouldn't be particularly believable and therefore unnecessary is image offset and that that this doesn't represent the collision areas in a way that's faithful down to single-pixel level.
Hence, those detection illustrations may not be seen as anything more than mere approximations.
Furthermore, since the player also has a size attribute, those might or might not hit depending on the type.
If the player's size value is set to 0 in the editor, this becomes the same size as bullet hell.

[second image]
Ripple.
Unlike the others, this is an elliptical shape.
When trying to illustrate it, I noticed there was a problem in the detection algorithm - the collision detection with the diffuser (defuser?) was acting up.
I should have fixed it in the appropriate manner... ellipses are a hassle and hard to pull off.

[third image]
Blade.
There only is collision for one frame's worth of afterimage.
In reality, this afterimage, too, has thickness (presumably referring to the +distance thing that made the lines in the original rounded and all), but drawing it was too complicated and so I simplified it.

[fourth image]
Barrier.
This being a slightly special circle, it was unexpectedly difficult.
There was a bug with this too, so I fixed it.
I suppose that, in the end, I can be happy having found a couple of bugs the one way or other.




Apologies for lateness. Had lots to do.

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blackhole89
Posted on 02-09-11 02:50 PM, in Exploding Office Chairs Link | Quote | ID: 139524


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The gases actually igniting does sound rather far-fetched to me. Without having researched it more deeply, my assumption always was that it just was a rather explosive rupture of a weakly built cylinder under pressure.

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blackhole89
Posted on 02-12-11 10:48 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 139557


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Posted by Ailure
That Seiken Densetu sprite looks really out of place when everything else is original.

At first, I reused SoM sprites all over the place. That one just got spared (so far) when I started replacing them with handdrawn ones.

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blackhole89
Posted on 02-15-11 03:39 AM, in Notice something wrong on signuate (rev. 2 of 02-15-11 03:39 AM) Link | Quote | ID: 139590


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Yes, this is quite obviously a stringent issue that must be addressed immediately.

brb, calling in the Council of Elder Admins

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blackhole89
Posted on 02-16-11 05:26 AM, in Notice something wrong on signuate Link | Quote | ID: 139605


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Why not go the whole way?

Xeruss: What you are doing there could be interpreted as backseat modding. You can't just go around and solve problems of administrative-tier importance like that. Seriously.

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blackhole89
Posted on 02-17-11 10:42 PM, in board2 Town Square - Down'n'Up Link | Quote | ID: 139615


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Yeah, although I'm not quite certain about sticking to some details on the boundary between superficialities and implementation, like whether I'll stick to the handdrawn style (which also relies on most objects being individually positionable, and is optimized towards that) or switch to something more closely resembling pixel art (then being more tilemap-based).

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Main - Posts by blackhole89

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