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Showing posts from September, 2022

Shader Seven(7) Smoke Test - Atomic Ivy MMO

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 Shader Seven(7) Smoke Test www.tinyurl.com/BOMB-CODE     As we build up our auto-tiling shader for our tilemap,     we need to get visual confirmation somehow that all     of the code we have written so far is correct.     Shader 7 might not look like much right now,     but by being able to see the outline of where     tiles have been placed, I can move forward with     confidence, being relatively certain that I am     building on top of a sturdy foundation.     If you want to learn how to make a tilemap from     scratch, I am your guy. This is the 3RD tilemap     shader I have made for this engine.     We are going to leave in all of the old shaders     rather than "remove them to cleanup the code base"     because they can serve as valuable reference.     The best reference is written in your style     and verified to be correct. As the code for these     shaders is CURRENTLY BEING USED IN THE GAME ,     we have a higher level of confidence that this     code is correct

Only 5 Views !?

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Am I Out Of Touch With Reality? I've posted enough stuff to imgur to know roughly how many views something should get. For some reason , this post I made only has gotten 5 views in 2 days. And I posted it around 11am on Sunday. So not at a weird ass hour in the middle of the night. https://imgur.com/gallery/9ih0Shd   <-- 5 Views Only ?! WTF?! While I am sure it's not as awesome looking as this thing I posted, this thing to 5,000 views. https://imgur.com/r/fractals/b5FkcbH This post got 2,000 views : https://imgur.com/gallery/G1TX4lB This post got 700 views : https://imgur.com/gallery/amqzmrs This post got 3,000 views : https://imgur.com/gallery/EbP27Cv This post got 7,000 views: https://imgur.com/gallery/7krsn58 My hypothesis for why I got low views :  Hypothesis #1 : Imgur is lying to me about preview image: I am led to believe the preview image for the gallery is the image in the top-left. However, it is more likely that the preview image is actually: Hypothesis #2 :

Atomic Ivy MMO : Tone It Down ?

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 Tone It Down , a bit ? www.tinyurl.com/BOMB-PLAYLIST-002 Animating the square ring bulge code I added to my auto tile engine. Full source code and tutorials in link above. -KanjiCoder

Advanced Auto Tiling For Game Engines - Tech Demo #1 ( From Video #275 Of AIM Tutorial Series )

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 Advanced Auto Tiling For Game Engines It got 8 views on twitch. But watching a bit of it... I think it has decent enough information density to warrent uploading to youtube. -KanjiCoder

A.I.M / AIM / Atomic Ivy MMO : Based Chad Tile

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 Based Chad Tile ( Atomic Ivy MMO )     www.tinyurl.com/BOMB-PLAYLIST-002 Our custom auto-tiling algorithm based on the "fourset" is comming along nicely. The next thing on the agenda is some refactoring of variable names. After that... Warping of the tile graphics to get more interesting patterns. After that? Maybe we alpha blend non-warped and warped versions of the tile to get a more interesting higher quality image for our tile? We also need to eventually worry about anti-aliasing. Loading and saving need to be done... Okay... Agenda: 1. Refactoring 2. Fourset Ring Warping Feature 3. Mirror Brush For Funzies 4. Try to solve sub texture push bug. 5. If sub texture push debug takes too long...    move on. 6. Add "prefabs" that will help debug sub-texture pushes. 7. Add save+load to server functionality using github    as a server. Heroku databases are __NOT__ going to    be free anymore in the near future. Github as a database    for level data sounds like it coul

A.I.M. - Broke Azz Jobless Auto-Tiles

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 A.I.M. - Broke Azz Jobless Auto-Tiles www.tinyurl.com/BOMB-PLAYLIST-002  My auto tile graphics are corrupted. "How do you know Kanji?" Do I look like someone who likes assymetry? ( Well, you can't see my face. But no, I do not like asymmetry.) Anyways, these auto tiles are clearly not symmetrical in pattern. We can however see that the tiles are "self-aware" of their surroundings however. Maybe we should stop now. The combination of self-aware auto tiles with high-IQ Chad auto-tiles could spell the death of humanity. John Carmack himself says that when we solve deep-AI the code itself will be quite simple. I think he's onto something. Google Lambda isn't sentient. All you old people who chatted with "Smarter Child" on "AOL Instant Messenger" are probably painfully aware of this and shaking your head just as hard as me. Also where the fuck does the news get off by calling a "Q.A." person a "Developer?" Argue with m

Atomic Ivy MMO - Geometry Tile Color Pallet

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 A.I.M. - Geometry Tile Color Pallet     www.tinyurl.com/BOMB-PLAYLIST-002     Geometry tile color pallet has been stubbed in.    [Geometry Tile] [ Color Pallet ] has been stubbed in.     It is a mouthfull of words , so the brackets are     there to tell you how all of those words are     grouped, because I can barely tell when I say     that sentence.     -KanjiCoder

Atomic Ivy MMO : Basic Auto Tiling

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Atomic Ivy MMO : Basic Auto Tiling www.tinyurl.com/BOMB-PLAYLIST-002 We have some basic (rudimentary) auto tiling finished. Just enough to get visual feedback telling us that we are calculating the "touching" values correctly and that the basic logic is 100% correct. We are __NOT__ going to further work on this "basic" auto tiling. This mode is just a stepping stone to our "fourset" auto tiling method. In future updates we will be using "auto tile graphics" but in a way that  has never been done before. We are going to expand on traditional 16-sub-tile auto tiling in a procedural way that I hope makes it EASIER for artists to create auto tile sets as well as makes each auto tile set graphic go FURTHER visually. More visual bang for your buck so to speak. We will be accomplishing this "extra visual bang buck" in two ways: 1. A new auto tile format called a "fourset" . In this format, you don't draw the individual

Atomic Ivy MMO - Edge Render Block-In

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Atomic Ivy MMO -  Edge Render Block-In www.tinyurl.com/BOMB-PLAYLIST-002 www.tinyurl.com/BOMB-PLAYLIST-002 Atomic Ivy MMO has built in support for different sized tiles. We are going to take the concept of a "2D-Tile Based Engine" to the extreme. Just because a game is 2D doesn't mean we need to render it using 1980's tech. Multiple tile sizes, multiple layers, and multiple auto tiling modes. Possibly a decal system. We will see where this goes. I need enough features to create visually appealing fully destructible geometry. I want to focus on gameplay and not get caught up making a rendering engine for the rest of my life, so we are nixing the "fractal auto tile engine" aspect of what I am doing. The computation involved with drawing auto tile sprites using other auto tile sprites is just too computationally intensive. Luckily I have a __LOT__ of ideas for how to do the rendering for this game. 8+ years worth of ideas. If the idea is feasibly doable on my

Tile Engine Block-In : Atomic Ivy MMO

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 Tile Engine Block-In www.tinyurl.com/BOMB-PLAYLIST-002 We have blocked in geometry tile rendering locations. Video #262 of our "Atomic Ivy MMO" series resulted in finding a bug in how we were rendering our grid. The grid was shifted to the right and down, after setting tiles this mistake was obvious. So in video #262 we added tile blocking but we also did bug fixes to our grid rendering. I am making an MMO using JavaScript. Minimal libraries. PostGres because I am not insane and writing my own database drivers. UPNG because I am insane and have tried to make my own .PNG compressor and de-compressor and failed miserably after 3 months of trying. Express.js ? Fuck no. I write my own routing. Eventually I will be showing you how to write an HTTP Post with a binary payload from "scratch" using nothing but the built-in Node.js standard library. I've already done it, but we need to finish our tile rendering logic before we worry about loading and saving to a database

Atomic Ivy MMO - Empty Tile Space VS Void Space

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Empty Tile Space -vs- Void Space www.tinyurl.com/BOMB-PLAYLIST-002 I am making an MMO in JavaScript. Side Scroller Pocket Bomberman On Steroids you could say. Empty tile space and void space are two different things. Falling into an empty room with no tiles set is safe for the player. Falling into the void will kill the player. We need a grid that can signify the difference between "Empty Tile Space" and "Void Space". This grid needs to be simplistic as to not fight with the level design and  other graphics that will be built on top of it. -KanjiCoder

Atomic Ivy MMO - Tile Grid Density Adjustments For Auto Tile Renderer

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 Tile Grid Density Adjustments www.tinyurl.com/BOMB-PLAYLIST-002 Our level editor needs a grid that adjusts density as we zoom in. The grid isn't very useful if it is so dense that it is nothing but anti-aliasing artifacts. And the grid also isn't very useful if it is so coarse as to only show one single cell on screen. We are going to build up an "anti-grid" that is more akin to "gray bathroom tile with black grout" than to a "wireframe grid". The reasoning behind this being that we need to render our "world space" in a way that can distinguish between "void space" and "empty tile space". Empty tile space would be an empty level with nothing in it. Perfectly safe for your player to fall into such a space. Void space is a place where tiles can never exist. Void space will kill you if you go into it. Void space is the abyss. If this project gets along far enough I want to animate the "Eye Of God" from "Fu

Atomic Ivy MMO - Auto Tile Shader Block-In

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 Auto Tile Shader Block In : www.tinyurl.com/BOMB-PLAYLIST-002 I AM WRITING AN MMO IN JAVASCRIPT !!! We are blocking in shader #6 of our shader pipelines. This shader will be designed to look more asthetically pleasing than shader #5. Shader #5 was focused on being a "diagnostic shader" used to debug the camera and the tile data. Now we want a camera that can properly render auto tiles and give us a more accurate view of what the final level renderings will look like. This probably will __NOT__ be the final in-game shader , but yet another helpful "view" of our [ model / dataset / level data ] that will help us build up and debug our programming logic and data-formats used to encode tile map data. The choice to 100% re-write another shader rather than copy+paste the old shader and work off of that is intentional. As I believe in the "pottery analogy" of quality. The more drafts of code you write from SCRATCH the better the quality. Having already written o