Nopy (@qristofer) header
Nopy (@qristofer) profile picture

C programmer, 3D modeler, 2D painter and shoe runner. 🦭🦭🦭🦭🦭🦭🦭🦭

öde ö
Joined November 2010
Photo by Nopy (@qristofer)Photo by Nopy (@qristofer)Photo by Nopy (@qristofer)Photo by Nopy (@qristofer)Photo by Nopy (@qristofer)Photo by Nopy (@qristofer)Photo by Nopy (@qristofer)Photo by Nopy (@qristofer)Photo by Nopy (@qristofer)Photo by Nopy (@qristofer)
Fun times
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Skybox WIP
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Found another (obvious) use for the effect.
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Here's a chopped up 14MB GIF instead of the 1.8MB mp4 that looked fine before it was shredded by X.
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Needs some tweaking, but managed to replicate this effect, using the framebuffer->palette - trick. Basically it reorders whatever pixels are on screen within a 16 pixel span, to a 16x5 pixel rectangle using a scrolling noise map of sorts.
Someone pointed out this effect in Ace Combat 3 to me What a brilliant way to replicate a heat shimmer/mirage effect #psx
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Holy moly, that compression is just INCREDIBLY bad! Anyone who can teach me how to upload videos?
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The only interruption, Youtube, is your "Experiencing interruptions?"-popup.
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In K&L2, bullets originate from guns instead of the camera, so one must compensate for offset/distance when aiming. This threw a lot of players off unfortunately, but I sorta liked that extra layer. Added to challenge and made it different from Gears etc.
Kane & Lynch 2 is one of the coolest game I've played in years. Such an improvement over the first one it's not even funny. The use of camcorder shaky cam effects set in Shanghai with blown out audio turns this into one of the most intense game I've ever played. A classic
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washed my mp3-player fffffffff
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It's alive! Left to dry and now it works again. Amaze!
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Found this sort of interesting so I wrote some code to convert textured polygons to lots of smaller vertex colored ones, for that fake filter effect.
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Not sure why the lowest row flipped lol I'm using a function that clips recursively based on uv-coords. Better ways probably exists. Maybe starting out with a grid mesh, clip that by the UV-bounds and then map it all to the OG triangle.
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X keeps changing to "For you". >:I
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Seems like they fixed it 🎉
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I do this too, for simplicity, not thinking particularly about performance. I love not having to think about serialization issues. "Save states" become trivial. Game = CopyFromFile; I even worked on a scripting lang. with the same idea, the full state in an ez to copy struct.
Handles are such a powerful and straightforward tool for high performance code yet are rarely discussed or taught, you won't find them in tutorials either. Don't be too quick to jump into complex algorithms and low level hacks for performance, arrays and indices are very powerful
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I've brought this idea up in chats and forums, often met with with confusion or "you're doing it wrong". 🙃 Sure, GameCopy may be a bit larger vs manually keeping track of what needs saving. Not worried with my <2MB indie game. +everything needn't be in there. +zip exists
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Thought I was done with this, but I tinkered with the subdivider yet again to free it from broken edges that may "leak skybox". (Patched those situations before with very thin triangles.) But totes worth the revisit - polycount down. Vid: "V"s everywhere travelling with the LOD.
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Wow, those are some nasty video artifacts...
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html canvas test/mockup (no webGL, no game just a title screen)
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Evenin' Toying around with proc gen stuff.
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Whoa, thanks for the likes! Very motivating. xitter.cf/qristofer/status/17060…
Replying to @Visuwyg
Indeed I have, in a fixed-point affine-textured software rendered engine that is proving time consuming to finish games within. xD
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Double jump is often bad in platform games. Removes anticipation, risk and fun for the buildup before the jump and lessens the reward for making it. xitter.cf/stimhacked/status/1679…
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