-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|649|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-




shroom_monk

Happy Birthday, SoCoder

6th September 2021

Wow, fifteen years... how the time goes. Happy Birthday SoCoder! :)


shroom_monk

Happy Birthday, Shroom_Monk

5th September 2021

Thanks everyone! :) I have indeed eaten some delicious cake (among other delicious things).


shroom_monk

JSE - Jay's Scripting Engine

29th August 2021

Those are some awesome looking nebulae! :O


shroom_monk

JSE - Jay's Scripting Engine

18th August 2021

[quote=Pakz]I have no idea what a just in time system does though[/quote]

I only have a passing experience with JIT compilation, so my explanation might be a little shaky, but as I understand it:

When you have a language that runs in some kind of vir*snip*


shroom_monk

Hardlock vs Softlock

30th July 2021

I think the key difference is responsiveness to user input. If the game won't respond to any input, it's hardlocked - common causes are infinite loops or multithreading deadlocks. If it will respond to input, but something about the game logic prev*snip*


shroom_monk

How do I rotate a array(tiles) in reverse?

22nd July 2021

All this stuff comes down to signal processing, and thinking a bit more precisely about what the 2d array of numbers that is your sprite actually represents. It can seem a bit counter-intuitive at first to think about for traditional sprites, but those val*snip*


shroom_monk

Updating installation progress

8th May 2021

I'm late to the thread, and I guess you already figured out the reason when you fixed it Afr0, but in case anyone else stumbles on this thread later...

The difference between
[code](TopmostValue / TotalCount) * EntryCount[/code]
and
[code](Topmos*snip*


shroom_monk

How to achieve this background terrain effect

11th April 2021

It's hard to tell from the trailer and screenshots, but do you know how much of it is procedurally generated, and to what granularity? The website says ''roam hand-painted towns and procedurally generated countryside'', which to me implies that*snip*


shroom_monk

RPN Enbafflement

11th April 2021

I've taken a stab at this, but either I'm missing something or I think I've identified a few issues with the problem as stated.

Firstly, to be truly RPN I think that all functions need to be treated like operators. So
[code]Sin(x/8)[/code] *snip*


shroom_monk

Happy New Year

1st January 2021

Happy New Year! :)


shroom_monk

Merry Xmas 2020

25th December 2020

Merry Christmas everyone! :)


shroom_monk

Advent of Creativity 3

24th December 2020

Here we are at the end! I may have gone slightly overboard for Day 24...

My plan was to make a stadium as my final main building, to fill in a big gap in the middle. Added some paths to connect it up, and here it is:

[spoiler][thumb]https://socoder.n*snip*


shroom_monk

Advent of Creativity 3

23rd December 2020

Mmm, that's a nice chill tune! :)


shroom_monk

Advent of Creativity 3

23rd December 2020

Going into Day 23, my plan was to make a simple building with a long footprint (rather than the square footprint most of my stuff has had so far) that I could make a few duplicates of to fill out some of the remaining space. In the end though, the building*snip*


shroom_monk

Advent of Creativity 3

22nd December 2020

Day 22: More layout work, using the new short building from yesterday. Adjusted its height in a few places since it's such a simple building and that's an easy way to add a bit more variation. Also quickly made a 'half-length' piece of stra*snip*


shroom_monk

Advent of Creativity 3

21st December 2020

Day 21: some straightforward and intentionally fairly bland shorter buildings to use as filler for some of the remaining space. Shorter because I realised all my existing buildings are roughly the same height, and some variation is needed! To stop things *snip*


shroom_monk

Advent of Creativity 3

20th December 2020

Day 20: I felt like I needed some kind of central plaza type thing, and then ended up making a whole building under it. In my mind this is some kind of shopping centre with a rooftop plaza, though there isn't really anything that signifies that externa*snip*


shroom_monk

Advent of Creativity 3

19th December 2020

I was definitely aiming for that space-tropey landing pad arrangement vibe. :) (I really should try NMS again some day... played it a little in its early days but it sounds like it's much better now!)

Day 19: made support pillars for the landing pad*snip*


shroom_monk

Advent of Creativity 3

18th December 2020

I'd hoped to finish the spaceport today, but haven't quite got there yet. Making connecting bits for paths for the exterior landing pads ended up being way more fiddly and time-consuming than I'd anticipated due to all the variations in how man*snip*


shroom_monk

Advent of Creativity 3

17th December 2020

For my next building, I've decided the city needs some kind of spaceport type thing. This one'll need a couple of days to figure out all the details I want. Firstly, for Day 17, the overall shape of a main hangar building, and the start of a extern*snip*


shroom_monk

Advent of Creativity 3

16th December 2020

Ooh, nice tune! :)

And I think a giant monster of any sort is somewhat beyond my current capabilities... :P

Fleshed out another corner of the layout for Day 16, which included extending the monorail around the city. At this point I think I've don*snip*


shroom_monk

Advent of Creativity 3

15th December 2020

Another evening with limited time (hence coming in slightly into the next day here), but I've continued expanding one part of the cityscape a bit for Day 15. It's a little bit orthogonal and path-heavy, but I think that's probably one of the li*snip*


shroom_monk

Advent of Creativity 3

14th December 2020

Made a proper start on laying things out for Day 14, although didn't have as much time this evening. My broad approach has been to put together little sections that feel like they make sense, with a view to slowly growing them out and linking them up. *snip*


shroom_monk

Advent of Creativity 3

13th December 2020

For Day 13, I started out trying to arrange my existing models into some kind of basic layout, to get an idea for the overall feel of what I've got so far and to see if anything was missing. This very quickly showed up a fairly silly oversight: the pat*snip*


shroom_monk

Advent of Creativity 3

12th December 2020

In Chrome on Windows 7 I don't see the extra lines that you see, but there are some weird thin vertical lines inside the white rectangles in the middle of the card. But where they are, how numerous they, and whether they show up at all seems to depend *snip*

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