Cutey Zone

General Category => Cute Discussion => Topic started by: hubol on January 16, 2016, 01:43:51 AM

Title: sbw2
Post by: hubol on January 16, 2016, 01:43:51 AM
(https://cdn.pbrd.co/images/PaMgPYl.png)
this is borgus' truck he is a big fan of trucks and probably also motorcycles
Title: Re: sbw2
Post by: aimaina on January 16, 2016, 04:43:06 PM
i want to drive it
Title: Re: sbw2
Post by: hubol on January 16, 2016, 05:15:46 PM
(https://cdn.pbrd.co/images/QbQM4zl.png)
looks like u'll be able to!!!!!!!!
Title: Re: sbw2
Post by: hubol on January 16, 2016, 05:47:58 PM
also maybe i should make a residents fanthread for all the other residents fans out there but apparently the person whos been a primary member of the group for 44 years is officially leaving the band..... he had 2 quit touring last year because he is too sick.... it makes me kind of sad... its also a possibility that hes totally full of shit and will still be working with the band (theyre supposed to have mysterious identities but recently they came out as a named trio and all that hooplah) but this seems serious... http://www.residents.com/newsfeed/files/32bb1b6d0874241330cf88aef7d73368-99.html#unique-entry-id-99
Title: Re: sbw2
Post by: SquareWheel on January 16, 2016, 10:44:42 PM
Looks rad.
Title: Re: sbw2
Post by: hubol on January 18, 2016, 04:46:30 AM
the borgus truck game is 'wargs..... i made the shitty model though.....

(https://cdn.pbrd.co/images/Srmd1Ay.png)
(this one is about collecting loose change with your body)
Title: Re: sbw2
Post by: hubol on January 21, 2016, 05:44:19 AM
(https://cdn.pbrd.co/images/X48gJ3E.png)

dont hyperextend your legs borgus!!!!!!!!!!!!!!!
Title: Re: sbw2
Post by: hubol on January 26, 2016, 12:20:22 AM
(https://cdn.pbrd.co/images/14kmYGgw.png)

borgus be careful watch out for those expensive items!!!!!!!!!!
Title: Re: sbw2
Post by: hubol on January 26, 2016, 10:20:58 PM
(https://cdn.pbrd.co/images/15BzGe2c.png)
Title: Re: sbw2
Post by: hubol on January 27, 2016, 10:28:47 PM
(https://cdn.pbrd.co/images/17fJ2zO1.png)
Title: Re: sbw2
Post by: dcco on January 29, 2016, 12:25:54 AM
this is bananans
Title: Re: sbw2
Post by: hubol on January 29, 2016, 04:47:41 AM
(https://cdn.pbrd.co/images/19aVAhpk.png)
Title: Re: sbw2
Post by: SquareWheel on January 29, 2016, 04:48:53 AM
Neato
Title: Re: sbw2
Post by: hubol on January 29, 2016, 04:54:49 AM
tahts the first minigame ive made in 2 days for this project i think its super good
Title: Re: sbw2
Post by: Kaynato on January 30, 2016, 02:58:45 PM
that looks really cool.....
Title: Re: sbw2
Post by: hubol on January 30, 2016, 08:54:03 PM
tihs just in: ive exhausted my cute minigame idea supply and will probably have to recharge for the next few days :'(
Title: Re: sbw2
Post by: Tinister on January 30, 2016, 08:58:39 PM
There's no shame in buying an external recharger.
Title: Re: sbw2
Post by: hubol on February 01, 2016, 08:16:14 PM
(https://cdn.pbrd.co/images/1eIDBJAY.png)
Title: Re: sbw2
Post by: hubol on February 01, 2016, 09:21:54 PM
Spoiler: the drummer's penis (click to show/hide)
Title: Re: sbw2
Post by: hubol on February 02, 2016, 05:55:43 AM
Spoiler: lookin good, drummy (click to show/hide)
Title: Re: sbw2
Post by: hubol on February 02, 2016, 05:14:56 PM
(https://cdn.pbrd.co/images/1g35r2am.png)
Title: Re: sbw2
Post by: hubol on February 05, 2016, 09:01:57 PM
(https://cdn.pbrd.co/images/1kQUt2rp.png)
boom!!!!!!
Title: Re: sbw2
Post by: Zecks on February 06, 2016, 07:55:10 AM
im seeing yoshi head in the explotion
Title: Re: sbw2
Post by: hubol on February 06, 2016, 04:45:05 PM
nice :yoshi:
Title: Re: sbw2
Post by: haipa on February 08, 2016, 08:31:09 PM
hnnnnngggghhhh
Title: Re: sbw2
Post by: hubol on February 08, 2016, 09:25:40 PM
waht
Title: Re: sbw2
Post by: Kaynato on February 08, 2016, 10:08:46 PM
[yoshi flutter jump sound]
Title: Re: sbw2
Post by: hubol on February 13, 2016, 10:05:42 PM
(https://cdn.pbrd.co/images/1x5z5xyC.png)
Title: Re: sbw2
Post by: hubol on February 13, 2016, 10:07:44 PM
im actually building this minigame in a not-unintelligent way and im happy w/ it so far even though there are only like 20% of the systems in place lol....
Title: Re: sbw2
Post by: hubol on February 16, 2016, 04:43:08 AM
(https://cdn.pbrd.co/images/1Ay8bwkW.png)

im pretty sure this scene uses every color in the rainbow
Title: Re: sbw2
Post by: Kaynato on February 16, 2016, 04:54:52 AM
Do the waveforms fill up or are they generated as it goes?
Title: Re: sbw2
Post by: hubol on February 16, 2016, 05:29:46 AM
sadly those are just prerendered sprites
Title: Re: sbw2
Post by: hubol on February 18, 2016, 04:32:54 AM
(https://cdn.pbrd.co/images/1DnU2tZ6.png)
heres something i messed up today
Title: Re: sbw2
Post by: hubol on February 18, 2016, 05:29:18 AM
(https://cdn.pbrd.co/images/1DDQOHrg.png)
hey baby
Title: Re: sbw2
Post by: dcco on February 18, 2016, 04:46:34 PM
without me? ;)
Title: Re: sbw2
Post by: hubol on February 19, 2016, 03:23:26 AM
(https://pbs.twimg.com/media/Cbi1HIcUcAAq8B9.png)
bobuck
Title: Re: sbw2
Post by: Kaynato on February 20, 2016, 10:08:28 PM
which is the program?
Title: Re: sbw2
Post by: hubol on February 20, 2016, 10:29:46 PM
if ur talking about modeling programs then i use blender
Title: Re: sbw2
Post by: hubol on February 20, 2016, 10:32:21 PM
(https://cdn.pbrd.co/images/1HLt1LE0.png)
also i fixed the coat
Title: Re: sbw2
Post by: hubol on February 26, 2016, 05:31:11 AM
i finished this minigame today im pretty happy with it!!!!
Title: Re: sbw2
Post by: hubol on March 02, 2016, 11:37:59 PM
(https://cdn.pbrd.co/images/1Yz9YD8I.png)

bogusona builder is goin well :apple:
Title: Re: sbw2
Post by: hubol on March 04, 2016, 01:37:37 AM
(https://cdn.pbrd.co/images/20dhbTo6.png)

i made a whole bunch of improvements so now you can draw a pretty huge # of lines without it eating a huge amount of memory or processing power
Title: Re: sbw2
Post by: SquareWheel on March 04, 2016, 02:01:45 AM
Yaay.  Optimization is the best.
Title: Re: sbw2
Post by: hubol on March 12, 2016, 10:38:15 PM
(https://cdn.pbrd.co/images/2dGB7zi2.png)
Title: Re: sbw2
Post by: hubol on March 22, 2016, 05:55:11 PM
i finished this segment of the game...... i think my next idea is to work on another ingame locale or work on a minigame thats based on 121 lol....
Title: Re: sbw2
Post by: hubol on March 22, 2016, 09:12:58 PM
(https://cdn.pbrd.co/images/2sPN57qL.png)
(https://cdn.pbrd.co/images/2sPPS6Ev.png)
Title: Re: sbw2
Post by: SquareWheel on March 22, 2016, 09:23:24 PM
Suggestion: mouse controlled theremin.
Title: Re: sbw2
Post by: hubol on March 22, 2016, 09:29:03 PM
thats actually very cute and simple but idk what 2 use it for....
Title: Re: sbw2
Post by: haipa on March 22, 2016, 10:53:09 PM
suggestion: theremin controlled mouse
Title: Re: sbw2
Post by: haipa on March 22, 2016, 10:53:31 PM
by mouse i mean the animal, of course, not the computer accessory
Title: Re: sbw2
Post by: SquareWheel on March 22, 2016, 10:58:51 PM
Of course.
Title: Re: sbw2
Post by: dcco on March 26, 2016, 08:17:23 PM
of mice and meeses
Title: Re: sbw2
Post by: ufosauce on March 27, 2016, 03:47:00 PM
high quality content you got there, hubol
Title: Re: sbw2
Post by: hubol on March 28, 2016, 04:25:34 AM
i spent like all day trying to figure out some performance issue only to find out that i had some dumb high performance setting enabled.......
Title: Re: sbw2
Post by: hubol on April 07, 2016, 04:35:58 AM
(https://cdn.pbrd.co/images/3lxsDU.png)
Title: Re: sbw2
Post by: hubol on April 10, 2016, 09:40:34 PM
(https://cdn.pbrd.co/images/5HUEefU.png)
Title: Re: sbw2
Post by: SquareWheel on April 11, 2016, 07:50:43 AM
Looks cool
Title: Re: sbw2
Post by: hubol on April 11, 2016, 06:20:42 PM
thanks cook i think i made the music for this minigame id show u all but theres hardly a convenient way to do that
Title: Re: sbw2
Post by: Tinister on April 12, 2016, 03:08:11 PM
youtube?
Title: Re: sbw2
Post by: hubol on April 12, 2016, 06:51:55 PM
thats less convenient than soundcloud
Title: Re: sbw2
Post by: Tinister on April 13, 2016, 01:18:49 AM
Blank media and shipping labels?
Title: Re: sbw2
Post by: hubol on April 13, 2016, 02:20:47 AM
(https://cdn.pbrd.co/images/92f6t3b.png)

i guess i could send them from this government facility
Title: Re: sbw2
Post by: hubol on April 14, 2016, 08:04:33 PM
i think i finished this minigame

(https://cdn.pbrd.co/images/bH3I9Cq.png)
Title: Re: sbw2
Post by: hubol on April 14, 2016, 08:23:57 PM
up next is a jail location that u can "just visit" or be placed in temporarily if you screw up this minigame lol
Title: Re: sbw2
Post by: hubol on April 15, 2016, 07:11:40 PM
this just in.... lambda functions are cute as f*ck!!!!!!! :watermelon:
Title: Re: sbw2
Post by: SquareWheel on April 15, 2016, 07:50:26 PM
+1.  Playing with Javascript really turned me on to alternate programming paradigms.
Title: Re: sbw2
Post by: hubol on April 15, 2016, 08:09:48 PM
yeah its neat..... so right now im trying to minimize one of my classes Entity and it has kind of a bunch of crap that doesnt always get used. entity is basically my equivalent of a game maker object. position, speed, image related stuff, alarms, theres also a hash set of tags for things like collision. but nine times out of ten at least some aspect of this goes unused, and when i feel like i will be wasting resources, i climb the ladder and extend EntityBase (the parent for oddwarg and i's own entity classes) but ultimately this means i have to fill out a bunch of methods. so im making MinEntity which has position, collision support, and alarms. i dropped the image shit because it's way too game maker and for a lot of these objects im not just drawing one sprite, but many, so its ultimately not very helpful. when i do end up using EntityBase, i always end up needing alarms. the implementation for alarms in Entity is reaaaaally naive and bad. its an int array with a size determined in the constructor. each entry in the array is decreased by 1 every step and when one of the entries in the array reaches 0 it invokes a method alarmEvent(int alarmId)..... the alarmEvent functions usually look really cluttered and bad for cutscenes and shit. so instead of all this crap i have a queue of instances of a simple class Alarm that takes an int initialTime and a lambda function event. the time is decreased and the lamba function is called at 0.

the only bummer is that it's not really possible for the lambda function to setup an alarm with the same function.. so in some of these games there might be a timer that ticks every 30 frames, its alarmEvent(int i) would have looked like this

Code: [Select]
public void alarmEvent(int i){
if (i == 0){
   crap();
   alarm[0] = 30;
}
}

this isnt really possible to do with lambda expressions in java, so my solution is the following
Code: [Select]
repeatAlarm(() -> 30, () -> {
double newTime =  Math.max(World.JAIL.stats.get("sentence") - 1, 0);
World.JAIL.stats.set("sentence", newTime);
if (newTime <= 0){

}
else{

}
});

the first argument to repeatAlarm is a lambda function that generates the amount of time each iteration should take. in some of my other classes that do things like Vibrate Wildly, i use a bunch of dumb alarms with random times to take care of Jittering. the second argument is the event. what this is saying is to perform this event every 30 frames. the only problem is there is no way to kill the alarm. my alarm() method could return a reference to the Alarm object would could be appended with a destroy() method or something
Title: Re: sbw2
Post by: hubol on April 15, 2016, 08:31:54 PM
lol i just removed the xprevious and yprevious fields from Entity and i had never used them anywhere.... good shit
Title: Re: sbw2
Post by: Tinister on April 16, 2016, 02:30:30 AM
Playing with Javascript really turned me on

( ͡° ͜ʖ ͡°)
Title: Re: sbw2
Post by: 🐰 goodies 🐰 on April 16, 2016, 05:03:32 PM
this just in.... lambda functions are cute as f*ck!!!!!!! :watermelon:
It was my favourite feature until I really got to grips with functional list processing

sogood
Title: Re: sbw2
Post by: 🐰 goodies 🐰 on April 16, 2016, 06:41:09 PM
yeah its neat..... so right now im trying to minimize one of my classes Entity and it has kind of a bunch of crap that doesnt always get used. entity is basically my equivalent of a game maker object. position, speed, image related stuff, alarms, theres also a hash set of tags for things like collision. but nine times out of ten at least some aspect of this goes unused, and when i feel like i will be wasting resources, i climb the ladder and extend EntityBase (the parent for oddwarg and i's own entity classes) but ultimately this means i have to fill out a bunch of methods. so im making MinEntity which has position, collision support, and alarms.
Okay, so not-working weekend brain here, also I don't program vidjas, and am not really thinking outside the box in regards to all of your requirements.

Objects should represent a single "thing", and should provide all of the behaviours for that; an object that does everything generally leads to how you feel, that it is a bit of a dumping ground. Try making objects around more narrow concepts (you could have a position object that carries the position and provides methods for common transforms and the like). As for the composite entities, you could have a hierarchy of more and more complex entities each provided a more specialised aspect. For instance, a simple entity that doesn't move would just have a position set on construct and no methods to provide any ability to mutate position. You can build on that with a movable entity blahblah. If the specialisation of your entities is also in logic rather than data, you can use interfaces too to add behaviours to entities, again you could have movable with means all of your entities that implement it should be movable in some way. Default methods are new too, which allows you to provide logic in these interfaces: https://docs.oracle.com/javase/tutorial/java/IandI/defaultmethods.html

I wouldn't worry about things like this from a performance standpoint. Having a few arbitrary fields isn't going to make any noticeable impact on performance*.

As for event scheduling, I would avoid solving the problem yourself, since it is one that has probably already been solved. Are you using any kind of game framework? This should provide the means to do this out of the box.

* Unless you are making many thousands and/or each field has to do a lot of work to initialise, or contains a LOT of data
Title: Re: sbw2
Post by: hubol on April 16, 2016, 08:24:08 PM
nah we're using a custom engine.... so positions and speeds are all represented as vectors. incrementing a position by a directional vector is as simple as pos.add(spd)

i've used default methods before theyre also pretty handy!!!!

theres a lot of variation in the number of Entity instances per minigame, but either way a few floating points that are being wasted arent an emergency situation, but its just the idea of There Is Waste Here kind of bugs me. ur idea of abstracting game behaviors using interfaces is kind of being used already. theres a collideable() method that returns a rectangle.2D that represents the mask... there are some others too that mostly are useful for the editor oddwarg designed....

i think i solved my problem though and im pretty satisfied with it!!!!!! i like that im not using magic ints for the alarm events anymore and i can have references to each alarm if i choose!!!
Title: Re: sbw2
Post by: 🐰 goodies 🐰 on April 16, 2016, 08:53:52 PM
nah we're using a custom engine.... so positions and speeds are all represented as vectors. incrementing a position by a directional vector is as simple as pos.add(spd)

i've used default methods before theyre also pretty handy!!!!

theres a lot of variation in the number of Entity instances per minigame, but either way a few floating points that are being wasted arent an emergency situation, but its just the idea of There Is Waste Here kind of bugs me. ur idea of abstracting game behaviors using interfaces is kind of being used already. theres a collideable() method that returns a rectangle.2D that represents the mask... there are some others too that mostly are useful for the editor oddwarg designed....

i think i solved my problem though and im pretty satisfied with it!!!!!! i like that im not using magic ints for the alarm events anymore and i can have references to each alarm if i choose!!!
Making your own engine is fair enough, but libraries and frameworks can provide solutions for common tasks such as this. It is fair enough if you are writing it all yourself for hobbyist's sake tho

"able" is generally the suffix of the interface itself, so you would generally have a Collidable interface with standard methods that would allow the object itself to check if it has collided with another itself, in a more "tell don't ask" kinda way
Title: Re: sbw2
Post by: hubol on April 16, 2016, 10:07:18 PM
oh right yeah i meant theres a Collideable interface with public Rectangle.2D getMask() (once u have the rectangle all you have to do is rect.intersects(rectB)). i figure that returning the mask as a whole is a bit more powerful than just testing for an intersection. the other values found in the rectangle may be of use for the object

i think in general oddwarg probably hates all the available frameworks or simply prefers the amount of control when u write your own. ive been using various iterations of this engine since early 2012
Title: Re: sbw2
Post by: 🐰 goodies 🐰 on April 16, 2016, 10:34:18 PM
More flexible, but consistently doing that can again lead to huuuuge classes that just do all the work, which are nasty to work with (been there, done that!). See:
https://en.wikipedia.org/wiki/Law_of_Demeter

It is a really easy trap to fall into, and of course you can try and follow this stuff to death at the risk of productivity...but it is good to bear it in mind. Of course, there are places where you have to force the rule which ends up worse than if you just violated it. YMMV.

In terms of my recommendation on using other libraries/frameworks, something that is constantly mentioned in programming is "reinventing the wheel" (https://en.wikipedia.org/wiki/Reinventing_the_wheel). It is again very easy to do this, it is a consistent battle that has to be fought.
Title: Re: sbw2
Post by: hubol on April 16, 2016, 11:05:11 PM
i guess its also important to note that because of the nature of this game (minigame collection) there is an inherent varying degree of complexity for every scenario which makes this a more difficult problem....... but i'll definitely be more mindful of these issues when i make the 2 follow-up........
Title: Re: sbw2
Post by: 🐰 goodies 🐰 on April 16, 2016, 11:22:34 PM
That works out in its favour I think, because the decoupling of objects makes them more extendable and interchangeable, meaning you can reuse and expand on existing stuff. You could end up with your own versatile framework for your minigames.

I will stop taking over your thread with programmy stuff now and return to the shadows
Title: Re: sbw2
Post by: SquareWheel on April 16, 2016, 11:25:51 PM
I'm still trying to work out which programming patterns are the right ones to follow.  Sometimes abstraction is good (make code work anywhere!), sometimes it's bad (unnecessary complexity!).  Sometimes code reuse is good (proven edge cases!), sometimes it's bad (dependencies!).  It seems to largely be a game of choosing between pros/cons as you go.  Strict adherence to any pattern seems just as dangerous as following none.

This seems especially true in Java/OOP land, for whatever reason.
Title: Re: sbw2
Post by: 🐰 goodies 🐰 on April 16, 2016, 11:36:45 PM
Pretty much ya. They stand as general guidelines to be mindful of to keep your code in a fit state, and as a way to think of solutions to existing technical debt. Imposing a fascist regime of code approval isn't really productive.
Title: Re: sbw2
Post by: hubol on April 18, 2016, 02:09:31 AM
(https://cdn.pbrd.co/images/gDMgxaF.png)
jail
Title: Re: sbw2
Post by: SquareWheel on April 18, 2016, 02:17:10 AM
I think I see the clever metaphor you're going for here.
Title: Re: sbw2
Post by: hubol on April 18, 2016, 02:19:37 AM
yes its very subtle
Title: Re: sbw2
Post by: hubol on April 20, 2016, 10:00:44 PM
(https://cdn.pbrd.co/images/kNiOqPe.png)
Title: Re: sbw2
Post by: ufosauce on April 22, 2016, 01:23:53 PM
my heavens i like what you achieved in there
Title: Re: sbw2
Post by: hubol on April 25, 2016, 04:23:10 AM
i made a survey that u can fill out at the end of the game to report your fave and least fave minigames lol........... ive yet to get the backend implementation working but it will probably just be the same system that live forever uses to insert entries to a mysql table on my server
Title: Re: sbw2
Post by: hubol on April 27, 2016, 03:51:49 AM
i built my dumbass table and wrote the php script that the game will communicate with to modify the table...... also i kind of just recorded some noises and pitched them weirdly to produce all the survey navigation sounds and i'll probably do something similar to make some "ambient" music
Title: Re: sbw2
Post by: hubol on April 27, 2016, 09:21:12 PM
i made some weird pianomusic ft. a dog squeakin a toy!!!!!!!!! i also accidentally made the title screen music even though its a little weirdly melancholic
Title: Re: sbw2
Post by: dcco on April 28, 2016, 02:44:22 AM
My opinion on programming patterns is that they usually point to some fundamental failing in the programming language itself and its ability to express something. If you can keep in mind what the pattern is trying to fix then it's helpful. But yeah, there's no silver bullet to code design. In fact, I think code design (especially for larger projects) is probably the hardest part of actually programming.
Title: Re: sbw2
Post by: hubol on April 28, 2016, 03:39:35 AM
i mean i wouldnt say this particular case is "hard" but it's definitely "hard to do perfectly".......
Title: Re: sbw2
Post by: SquareWheel on April 28, 2016, 04:04:16 AM
Interesting point, though I'm sure it can be applied everywhere.  Take Python for instance.  Arguably one of the better designed languages, yet has plenty of code standards as PEPs or similar.  Even so much that the concept exists of "pythonic" code.  There's generally a "correct" way to do any one thing.

Contrast that to PHP which has a million ways of completing any one task and the standards are few and far between.
Title: Re: sbw2
Post by: hubol on April 28, 2016, 04:08:59 AM
php is basically gml tbh
Title: Re: sbw2
Post by: hubol on April 28, 2016, 10:11:04 PM
(https://cdn.pbrd.co/images/x6JqBVb.png)

this might not end up getting used..... Cutey Exclusive
Title: Re: sbw2
Post by: hubol on April 29, 2016, 05:09:34 PM
help i want this what do i do



i dont usually want things what do i do
Title: Re: sbw2
Post by: hubol on April 29, 2016, 05:48:40 PM
i ran out of cute minigame ideas for the moment but oddwargs workin on 3 right now!!!!!!!
Title: Re: sbw2
Post by: hubol on May 06, 2016, 07:33:38 PM
(https://cdn.pbrd.co/images/J7k487S.png)

i still havent started a new one............
Title: Re: sbw2
Post by: hubol on May 07, 2016, 08:21:57 PM
(https://cdn.pbrd.co/images/KHk5bNh.png)

looks kinda like a bird
Title: Re: sbw2
Post by: hubol on May 08, 2016, 04:16:57 AM
this drummer turned out cute!!!!
Spoiler: penis (click to show/hide)
Title: Re: sbw2
Post by: 🐰 goodies 🐰 on May 08, 2016, 08:02:01 PM
So how's this gonna work is it like Warioware rapid minigames
Title: Re: sbw2
Post by: hubol on May 08, 2016, 08:42:00 PM
nah a lot of them are actually kind of long lol........

there will be a world map and the plan is that you can drive around the world map and play each minigame. completing a minigame earns you a medal and completing additional objectives in a minigame earns you additional medals. most of the minigames will require x medals to play or whatever other requirements we may enforce. (some minigames will only be unlocked if you complete certain minigames rather than having a direct medal requirement) we will use this system to offer bonus minigames and also so that people arent required to play minigames they are terrible at. also there will be ingame locations which might offer more obscure medals

but yeah the length of minigames is quite variable. the range is probably like 1 - 20 minutes for each minigame
Title: Re: sbw2
Post by: SquareWheel on May 08, 2016, 08:46:54 PM
Remember Jumper Mini and how you could unlock secret side levels?  Or maybe SMW is a better example with the keys/doors.

But yeah, I find that's a really fun way to do side exploration or hide easter eggs.  The kind of stuff that doesn't fit the "main game" as well.
Title: Re: sbw2
Post by: hubol on May 30, 2016, 03:52:28 AM
im not dead

(https://cdn.pbrd.co/images/1iDyYlwC.png)
Title: Re: sbw2
Post by: Tinister on May 30, 2016, 08:12:51 AM
RIP hubol
Title: Re: sbw2
Post by: hubol on June 04, 2016, 01:27:12 AM
i finished that minigame!!!!! "On to the Next One....." :apple:
Title: Re: sbw2
Post by: Tinister on June 04, 2016, 01:46:20 AM
What's the end game?
Title: Re: sbw2
Post by: hubol on June 04, 2016, 05:05:11 PM
having enough minigames and locations to build a substantial map. just before we build the map we'll probably make the final boss sequences. because of the nature of a minigame collection everything is pretty modular and can be built at almost any time
Title: Re: sbw2
Post by: hubol on June 06, 2016, 01:21:24 AM
spent several hours at work just working on some dumb ass queries for a thumps up and a thumps down system for minigames (i previously made a survey but i recently realized that not everyone will get to access the survey so i'm afraid i might have to scrap it..........)
Title: Re: sbw2
Post by: Tinister on June 06, 2016, 02:08:18 AM
Don't scrap it, stick it in a frozen feature branch.
Title: Re: sbw2
Post by: hubol on July 04, 2016, 05:21:06 AM
(https://cdn.pbrd.co/images/7ik9KOA5L.png)
this has taken me forever lol
Title: Re: sbw2
Post by: hubol on July 11, 2016, 07:33:45 AM
the plan is im gonna finish this minigame tomorrow!!!!!!! :apple:

heres a muffled version of the song that appears at the end of it https://soundcloud.com/thehubol/tipped
Title: Re: sbw2
Post by: hubol on July 12, 2016, 01:43:22 AM
i finished this minigame tomorrow!!!!!!!
Title: Re: sbw2
Post by: hubol on July 12, 2016, 09:34:45 PM
(https://cdn.pbrd.co/images/aJ6ubzSWI.png)

on2 the next 1......
Title: Re: sbw2
Post by: hubol on July 12, 2016, 09:41:12 PM
(https://cdn.pbrd.co/images/aJ9eovR0s.png)(https://cdn.pbrd.co/images/14vXremfF.png)
Title: Re: sbw2
Post by: SquareWheel on July 12, 2016, 09:42:32 PM
Crêpe
Title: Re: sbw2
Post by: hubol on July 19, 2016, 07:10:49 PM
(https://cdn.pbrd.co/images/dsqlS1lOA.png)
Title: Re: sbw2
Post by: SquareWheel on July 19, 2016, 07:18:50 PM
Has anybody found and chatted with you yet?
Title: Re: sbw2
Post by: hubol on July 20, 2016, 04:32:53 AM
probably not
Title: Re: sbw2
Post by: hubol on July 20, 2016, 07:06:32 PM
(https://cdn.pbrd.co/images/dQVMFV1Xz.png)
Title: Re: sbw2
Post by: hubol on July 20, 2016, 07:18:10 PM
(https://cdn.pbrd.co/images/dR7lmDr10.png)
Title: Re: sbw2
Post by: vgperson on July 20, 2016, 07:19:40 PM
That was what I was going to say too, so instead I'll say "Just like Disney Infinity" or something.
Title: Re: sbw2
Post by: aimaina on July 20, 2016, 08:53:10 PM
maybey the bar grows slower as the width of the band gets higher.....
Title: Re: sbw2
Post by: aimaina on July 20, 2016, 08:57:59 PM
test it out by going on to the Deep Web & renting a botnet from a cyberhacker & making it use massive amounts of bandwidth...... u will probably need some bitcoins though
Title: Re: sbw2
Post by: hubol on July 20, 2016, 09:32:55 PM
i think i lost it but i had a screenshot of it at 1gb and it was ~1/3 the size it is now
Title: Re: sbw2
Post by: hubol on July 26, 2016, 09:33:42 PM
i finished a minigame in five days :watermelon: and now im back to working on this which i intend to finish before school starts up again!!!!
(https://cdn.pbrd.co/images/1anVV6x7F.png)

this is only at 10,500 triangles so far which is really good!!!!
Title: Re: sbw2
Post by: SquareWheel on July 26, 2016, 09:41:11 PM
Neatos
Title: Re: sbw2
Post by: hubol on July 30, 2016, 11:53:01 PM
i made an alt version of that minigame i finished in five days...... ive been thinking about doing a different version of the music for it for fun..... right now im gonna see if exported bvh files take into account the location of bones...
Title: Re: sbw2
Post by: hubol on July 31, 2016, 12:03:22 AM
looks like it does!!!! now all i need to do is fix the weighting of this bone.... but it seems impossible
Title: Re: sbw2
Post by: hubol on July 31, 2016, 12:08:04 AM
i fixed it but it seemed to have been stuck at weird values due to some bug............. better check the other models for weird inconsistencies
Title: Re: sbw2
Post by: dcco on August 04, 2016, 01:06:09 AM
how 2 weigh boners......
Title: Re: sbw2
Post by: hubol on August 13, 2016, 11:33:07 PM
(https://cdn.pbrd.co/images/8k5wysf7C.png)
Title: Re: sbw2
Post by: wilde32 on August 14, 2016, 12:15:43 AM
super bogus world was p good when is super bogus 64 coming out
Title: Re: sbw2
Post by: hubol on August 14, 2016, 01:27:58 AM
we're shootin for 2017. i wanna do a ridiculous release party
Title: Re: sbw2
Post by: hubol on August 14, 2016, 04:53:24 AM
http://mix.tamatv.com/family_trees/user_family_tree/771

heres my tamagotchi family tree :watermelon:
Title: Re: sbw2
Post by: wilde32 on August 14, 2016, 01:13:37 PM
neato
Title: Re: sbw2
Post by: hubol on August 21, 2016, 07:14:20 PM
and now im back to working on this which i intend to finish before school starts up again!!!!

school starts tomorrow so this probably wont happen....... i guess end of august is a good goal.....
Title: Re: sbw2
Post by: Tinister on August 22, 2016, 01:32:45 AM
End of August of which year?
Title: Re: sbw2
Post by: hubol on August 22, 2016, 03:21:03 PM
THIS year u ass#@%!
Title: Re: sbw2
Post by: wilde32 on August 22, 2016, 05:17:24 PM
then you have ten days

get on with it
Title: Re: sbw2
Post by: Tinister on August 23, 2016, 02:40:31 AM
Fuck its still August.
Title: Re: sbw2
Post by: hubol on August 23, 2016, 07:01:48 PM
i dont think i ever posted it but i made a cute cafe where u can talk to the side characters.....

(https://cdn.pbrd.co/images/ccPpuquTm.png)

i also made a funny tamagotchi generator to add silly npcs to places
Title: Re: sbw2
Post by: wilde32 on August 23, 2016, 10:12:23 PM
looks like diner dash but more meme-y
Title: Re: sbw2
Post by: SquareWheel on August 24, 2016, 02:43:32 AM
I like it.
Title: Re: sbw2
Post by: hubol on August 24, 2016, 04:44:44 PM
thanks gamers but i have no idea what could be memey about that image
Title: Re: sbw2
Post by: Tinister on August 25, 2016, 05:42:33 AM
It's the text.

Text on images are always mee mee.
Title: Re: sbw2
Post by: wilde32 on August 25, 2016, 08:15:00 AM
what's the dealeo with the drills
Title: Re: sbw2
Post by: hubol on August 25, 2016, 12:56:35 PM
its what theyre eating i think im not quite sure
Title: Re: sbw2
Post by: hubol on September 01, 2016, 11:00:23 PM
second week of school and i already feel like my life is being drained from me :honeydew:
Title: Re: sbw2
Post by: SquareWheel on September 02, 2016, 03:58:00 PM
Whoa.  Remember when q posted the Yellow Bentines ages ago?  They just came out with a new album.

http://music.yellowbentines.com/album/all-life-near-gone

It's kinda bad but in a way I really like.  Tuba and trumpet, man.
Title: Re: sbw2
Post by: hubol on September 09, 2016, 05:24:40 AM
and now im back to working on this which i intend to finish before school starts up again!!!!

school starts tomorrow so this probably wont happen....... i guess end of august is a good goal.....

i think i finished this one!!!!!! now im fresh out of game ideas!!!!! ive been making some posters to put up around our apartment because the walls are so empty.....
Title: Re: sbw2
Post by: hubol on September 10, 2016, 06:22:21 AM
i did some homework 2day...... still no concrete minigame ideas.... ive had one for a little while but its kind of puzzley and im always disappointed by my puzzlers
Title: Re: sbw2
Post by: Tinister on September 10, 2016, 11:33:26 PM
Now there's an idea.  Minigame with a concrete mixer.
Title: Re: sbw2
Post by: hubol on September 11, 2016, 12:45:35 AM
could be cool.... right now i have a silly game involving a trampoline in mind...
Title: Re: sbw2
Post by: Tinister on September 11, 2016, 08:39:15 AM
A concrete-mixer pours concrete onto a trampoline until the wet concrete starts seeping through the holes in the trampoline's fabric.

You run around underneath with a bucket and try to catch all the concrete droppings.
Title: Re: sbw2
Post by: hubol on September 17, 2016, 05:15:44 PM
(https://cdn.pbrd.co/images/4fxmmj5U3.png)
Title: Re: sbw2
Post by: hubol on October 02, 2016, 06:53:54 PM
LOL i like just finished the little thing involving those cute heads i posted previously...... now im working on a framework for a minigame about giving out loans exclusively for ice cream purchases
Title: Re: sbw2
Post by: hubol on October 04, 2016, 02:48:59 AM
this dumb ass idiot algorithms assignment makes me wanna drop out of school :watermelon:

hey chu this is like 8 months late but can we get :dancindog: i cant remember waht the exact name was but it was cute
Title: Re: sbw2
Post by: Tinister on October 04, 2016, 04:06:02 AM
Don't do it, you have too much to live for.
Title: Re: sbw2
Post by: haipa on October 04, 2016, 11:06:19 PM
i fully endorse the addition of more cute emoticons to this forum
Title: Re: sbw2
Post by: Oddwarg on October 06, 2016, 11:39:33 AM
Do your homework or I will e-slap you
Title: Re: sbw2
Post by: hubol on October 06, 2016, 02:28:06 PM
i did both of my homeworks i hope i made u proud!!!!!!! :watermelon:
Title: Re: sbw2
Post by: aimaina on October 17, 2016, 02:47:23 PM
i will add the dancedog by the end of this month
Title: Re: sbw2
Post by: hubol on November 10, 2016, 06:56:55 PM
i will add the dancedog by the end of this month

give us the dogg!!!!!!!!!!
Title: Re: sbw2
Post by: hubol on November 10, 2016, 06:57:15 PM
also ice creamminigame is almost done!!!!!
Title: Re: sbw2
Post by: hubol on November 12, 2016, 03:26:12 PM
(https://cdn.pbrd.co/images/qnCjblOow.png)
Title: Re: sbw2
Post by: SquareWheel on November 13, 2016, 02:08:43 AM
I would like to buy stocks in this market.
Title: Re: sbw2
Post by: aimaina on November 13, 2016, 09:16:18 PM
fuck i forgot aout the dogg
Title: Re: sbw2
Post by: aimaina on November 13, 2016, 09:19:11 PM
 :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog: :dancedog:
Title: Re: sbw2
Post by: aimaina on November 13, 2016, 09:19:41 PM
a good pup
Title: Re: sbw2
Post by: hubol on November 13, 2016, 10:39:38 PM
:dancedog: i'm a fan of this pup :dancedog:
Title: Re: sbw2
Post by: dcco on November 14, 2016, 01:04:29 AM
 :sonic: :sonic: :sonic: :sonic: :sonic: :sonic: :sonic: :sonic: :sonic: :sonic: :sonic: :sonic: :sonic:
Title: Re: sbw2
Post by: hubol on December 04, 2016, 04:15:16 AM
jeez its almost been a month since i finished that minigame :o i've been kind of starting on another one but school has left me feeling pretty anxious....... rn im kind of bored and dont wanna work on my game so maybe ill.... play a bad video game? i don tknow
Title: Re: sbw2
Post by: Tinister on December 05, 2016, 08:12:03 AM
Do it
Title: Re: sbw2
Post by: hubol on December 13, 2016, 03:59:12 AM
(https://pbs.twimg.com/media/Czc76nyUQAA0AwZ.jpg)
Title: Re: sbw2
Post by: Tinister on December 14, 2016, 03:40:38 AM
How was the bad video game?
Title: Re: sbw2
Post by: hubol on December 14, 2016, 04:11:36 AM
i played some of skyward sword and its terrible still
Title: Re: sbw2
Post by: Tinister on December 14, 2016, 02:33:24 PM
Do you think you'll get Breast of the Wild?
Title: Re: sbw2
Post by: hubol on December 15, 2016, 04:49:26 AM
yes definitely it looks really cute
Title: Re: sbw2
Post by: Tinister on December 15, 2016, 05:47:24 AM
What if a switch is too expensive? =(
Title: Re: sbw2
Post by: hubol on December 15, 2016, 07:01:29 PM
we own a wii u already, i dont intend to buy a switch though
Title: Re: sbw2
Post by: SquareWheel on December 15, 2016, 08:01:43 PM
I kind of want a Switch.  I don't know why though.
Title: Re: sbw2
Post by: hubol on December 15, 2016, 10:01:05 PM
if i didnt have a wii u then i would probably get it to play zeldon
Title: Re: sbw2
Post by: hubol on December 28, 2016, 06:08:42 AM
(https://cdn.pbrd.co/images/x6JqBVb.png)

this might not end up getting used..... Cutey Exclusive

this ended up getting used sorry i have to revoke the Cutey Exclusive status
Title: Re: sbw2
Post by: SquareWheel on December 28, 2016, 11:14:02 AM
We paid good money for this exclusivity, hubs.

You'll rue the day.
Title: Re: sbw2
Post by: dcco on December 28, 2016, 02:28:18 PM
i was gonna get a ps4 but switch is coming out in a couple of months so idk anymore.... i wanna see the marrimo
Title: Re: sbw2
Post by: haipa on December 28, 2016, 06:28:35 PM
yeah, switch to nintendo's console
Title: Re: sbw2
Post by: dcco on December 30, 2016, 02:24:43 PM
should be the real slogan imhho
Title: Re: sbw2
Post by: hubol on January 03, 2017, 05:29:31 PM
(https://cdn.pbrd.co/images/hH67X3P0k.png)
 :dancedog:
Title: Re: sbw2
Post by: Tinister on January 04, 2017, 09:13:23 AM
I took a course on programming video games in university.  The chapter on 3D programming was probably the only time I ever didn't enjoy programming.
Title: Re: sbw2
Post by: hubol on January 04, 2017, 04:37:17 PM
i dont really know what 3d programming is.... everything basically works the same as in a 2d game. only difference was the player movement has to respect the camera, identifying the z-coordinate to stand at on the heightmap was quite a feat, but thankfully that code is reusable. the tulips are done using gl instancing and shaders. the noise and bloom are shaders i wrote too.
Title: Re: sbw2
Post by: hubol on January 05, 2017, 06:14:01 AM
im really really conflicted as to what i should do with this game... i want it to be about a retirement.... so relaxing n nice but i dont know if there should be any goals in it....
Title: Re: sbw2
Post by: juner on January 05, 2017, 11:40:46 AM
maybe let the player set their own goals? a lil retirement diary where they can write down what they wanna do & can check it off when they're done. but there's zero pressure to actually do any of it
Title: Re: sbw2
Post by: hubol on January 05, 2017, 04:06:44 PM
thats actually really cute i'll work on that today!!!!!!
Title: Re: sbw2
Post by: hubol on January 05, 2017, 10:42:47 PM
this is all ive done

(https://pbs.twimg.com/media/C1cIPOkXEAA0f1n.jpg)
Title: Re: sbw2
Post by: hubol on January 10, 2017, 04:05:15 PM
the tulips game is basically done i just want to add a piece of music for a ~particular event~
Title: Re: sbw2
Post by: SquareWheel on January 11, 2017, 02:34:37 AM
Can you frolic?  I want to frolic.
Title: Re: sbw2
Post by: hubol on January 11, 2017, 03:17:16 AM
yes you can skip if you hold space while moving. you can also press control to sit down in the field
Title: Re: sbw2
Post by: SquareWheel on January 11, 2017, 03:26:37 AM
yesssss
Title: Re: sbw2
Post by: hubol on February 27, 2017, 08:00:07 AM
(https://cdn.pbrd.co/images/DiJLwOrI4.png)

ive been making an overly-polished timeline-based editor for the virtual pet im making for the game.... its fun to use and also i intend to leave it in the game as a secret goodie for weirdos who like mods or whatever
Title: Re: sbw2
Post by: SquareWheel on February 27, 2017, 02:59:06 PM
I love the new UI for Windows 11.
Title: Re: sbw2
Post by: hubol on February 27, 2017, 03:01:51 PM
are you making fun of my windows 98 theme

i have to use it because of my shitty ridiculous resolution
Title: Re: sbw2
Post by: hubol on March 04, 2017, 06:39:57 PM
(https://cdn.pbrd.co/images/FsfOgFzbG.gif)

i added a gif exporter to CuteTech lol
Title: Re: sbw2
Post by: hubol on March 04, 2017, 08:01:45 PM
(https://cdn.pbrd.co/images/FtJm7fgla.gif)

heres the idle animation for ur pet....... notice how the pets can have traits from other characters lol.....
Title: Re: sbw2
Post by: hubol on March 26, 2017, 04:50:31 AM
hey i've mostly been working on animations for this pet and also doing lame schoolwork......

i made a collage of all of the sbw2 characters and their many appearances!!!
(https://pbs.twimg.com/media/C7f9BIrWsAQjxm8.png)

and today i made some adjustments to my bloom shader to make it a bloom + depth of field combo lol
(https://pbs.twimg.com/media/C7ztmKOUwAAu3kw.jpg)
Title: Re: sbw2
Post by: aimaina on March 26, 2017, 09:00:56 PM
is the collage going 2 be the title screen background its cute
Title: Re: sbw2
Post by: hubol on March 27, 2017, 01:38:21 AM
thank u!!!! i dont think it will be the title screen--i already made something thats pretty good for that. im hoping to make a little program that would generate an animated collage (similar to the one i made by hand lol) for the trailer though (and maybe for ingame stuff)!!!!!
Title: Re: sbw2
Post by: hubol on April 11, 2017, 04:02:08 AM
ah jeez ive been working on this virtual pet for like 3 months lol...
Title: Re: sbw2
Post by: hubol on April 26, 2017, 03:23:43 AM
(https://cdn.pbrd.co/images/8MDLdYyzQ.png)

i've implemented most of the features i want..... just need to flesh it out a bit by making some more cute items and food's.....
Title: Re: sbw2
Post by: SquareWheel on April 26, 2017, 10:54:15 AM
Looking good, hubbalub
Title: Re: sbw2
Post by: hubol on April 26, 2017, 08:06:35 PM
thanks bud!!!!!!!
Title: Re: sbw2
Post by: hubol on May 12, 2017, 09:46:48 PM
finished my last exam.... now i can gamedev it up...
Title: Re: sbw2
Post by: hubol on May 16, 2017, 01:09:35 AM
my pet is basically done!!!!! i need to make 5 more items now
Title: Re: sbw2
Post by: hubol on May 27, 2017, 09:55:41 PM
workin on an ASMR drum lesson now :-)
Title: Re: sbw2
Post by: dcco on May 30, 2017, 11:48:43 PM
loking forward
Title: Re: sbw2
Post by: dcco on May 30, 2017, 11:49:25 PM
 (looking back)..............
Title: Re: sbw2
Post by: hubol on June 01, 2017, 11:48:12 PM
ive made like 9 minutes of good shit for a trailer for this game lol
Title: Re: sbw2
Post by: hubol on June 22, 2017, 05:14:10 PM
the trailer is now 12 minutes long with 20 seconds of gameplays

heres some great footage of the asmr game https://twitter.com/hubol/status/877650049685225472
Title: Re: sbw2
Post by: hubol on June 29, 2017, 12:20:29 AM
i finished the asmr game i think idk what to make next.....
Title: Re: sbw2
Post by: hubol on July 14, 2017, 03:55:16 AM
i decided 2 start workin on a game that will replace one that i didnt like very much before, since its details are semi-crucial to the "story"
Title: Re: sbw2
Post by: hubol on July 30, 2017, 03:33:21 AM
the game in the aforementioned pos't is going p well...
Title: Re: sbw2
Post by: hubol on August 05, 2017, 02:42:38 AM
(https://cdn.pbrd.co/images/GEbcWKH.png)
Title: Re: sbw2
Post by: aimaina on August 05, 2017, 03:23:33 AM
look's cute......
Title: Re: sbw2
Post by: SquareWheel on August 05, 2017, 10:46:20 AM
upcute
Title: Re: sbw2
Post by: hubol on August 05, 2017, 04:11:01 PM
ty for the upcute post :-)
Title: Re: sbw2
Post by: hubol on September 19, 2017, 09:28:39 PM
i finished the worm games and now im making a customizable art gallery!! heres a live music performance some friends and i did a couple days ago

theres a "setlist" in the youtube description if you want to skip to the non-improv parts (theres a live version of the SUMMER HEALTH PSA)
Title: Re: sbw2
Post by: dcco on September 27, 2017, 02:33:51 PM
where did you perform that at
Title: Re: sbw2
Post by: hubol on September 27, 2017, 02:57:53 PM
we played at a party for a local art zone. i recorded the audio from the mixer so most of the party sounds r muted.
Title: Re: sbw2
Post by: aimaina on October 01, 2017, 02:58:45 AM
at the start of summer health psa live it sounds like u are trying not to laugh when you sing "keep this pussy wet" its cute
Title: Re: sbw2
Post by: aimaina on October 01, 2017, 03:28:51 AM
i also liked the sample of griffin saying "just a rowdy dirty boy" from monster factory
Title: Re: sbw2
Post by: hubol on October 01, 2017, 04:31:52 PM
lol yeah most of the songs have really goofy lyrics, and i was thinking about how funny it was for people to be hanging out at a party and having that song start playing all of a sudden. also the "boy" samples were a surprise addition from the person on stage left. each of us brought things we'd never played with before
Title: Re: sbw2
Post by: hubol on October 16, 2017, 03:51:39 AM
in case u dont follow me on twit heres how good my art gallery is so far lol
Spoiler (click to show/hide)

the gallery uses batched rendering like the tulip game does...... so u can place an enormous amount of paintings
Title: Re: sbw2
Post by: dcco on October 16, 2017, 12:59:41 PM
nice tamagothchicks
Title: Re: sbw2
Post by: hubol on November 10, 2017, 06:12:39 PM
breaking New's: super bongus world 2 delayed to 2018 :dancedog:
Title: Re: sbw2
Post by: dcco on November 14, 2017, 04:18:33 PM
who's new's
Title: Re: sbw2
Post by: dcco on November 14, 2017, 04:19:55 PM
i barely have more posts than vg who would have scene the day
Title: Re: sbw2
Post by: hubol on November 24, 2017, 04:44:31 AM
heres a thing i made for my film class about my bogus ass gumm band
Title: Re: sbw2
Post by: SquareWheel on November 24, 2017, 04:49:52 AM
What does the gum taste like?
Title: Re: sbw2
Post by: hubol on November 24, 2017, 04:19:30 PM
probably bubble gum according to the first talking head
Title: Re: sbw2
Post by: SquareWheel on November 24, 2017, 09:14:16 PM
I thought it was a bit presumptuous to guess based solely on color, though.
Title: Re: sbw2
Post by: hubol on December 14, 2017, 02:30:15 AM
heres the good gumm trio taking you on a musical tour through an underground society :sonic:
Title: Re: sbw2
Post by: hubol on January 20, 2018, 05:44:30 PM
in case u dont follow me on twit heres how good my art gallery is so far lol
Spoiler (click to show/hide)

the gallery uses batched rendering like the tulip game does...... so u can place an enormous amount of paintings

the stupid gallery is almost done... some people have made a wacky suggestion pertaining to the art that you put on the walls that i might try to implement....
Title: Re: sbw2
Post by: hubol on February 04, 2018, 04:24:04 AM
(https://cdn.pbrd.co/images/H61JJFC.png)

just under 5 months on this one LOL..... hoping to finish bogus this year :dancedog: :dancedog:
Title: Re: sbw2
Post by: hubol on February 15, 2018, 03:54:05 AM
(https://cdn.pbrd.co/images/H7Hhv4u.png)

heres a good reference sheet i just sent someone lol
Title: Re: sbw2
Post by: aimaina on February 15, 2018, 04:25:00 AM
super bogus lore question: has the drummer ever worn pants?
Title: Re: sbw2
Post by: hubol on February 15, 2018, 04:28:19 AM
no
Title: Re: sbw2
Post by: aimaina on February 16, 2018, 09:29:40 PM
whats up everyone? waiting for my burger & im bored.....
Title: Re: sbw2
Post by: hubol on February 16, 2018, 09:34:54 PM
i dont eat burgers. today i went to the art gallery and some nice person made a bunch of vegan food to give out... it was so nice and i thanked her a bunch and as i left she was taking the rest to the homeless shelter. very wholesome. apparently she and some others cook every other friday.... i should help
Title: Re: sbw2
Post by: aimaina on February 16, 2018, 10:28:22 PM
wow that sounds cute..... i actually forgot i made that post but my burger was good
Title: Re: sbw2
Post by: hubol on February 16, 2018, 10:55:48 PM
whered you get yer burgus from
Title: Re: sbw2
Post by: aimaina on February 16, 2018, 11:01:47 PM
its a secret.....
Title: Re: sbw2
Post by: SquareWheel on February 16, 2018, 11:05:05 PM
Title: Re: sbw2
Post by: Zecks on February 18, 2018, 01:21:37 AM
Title: Re: sbw2
Post by: hubol on February 18, 2018, 01:33:28 AM
Title: Re: sbw2
Post by: hubol on March 07, 2018, 08:23:56 PM
(https://cdn.pbrd.co/images/HaQnwP8.png)
Title: Re: sbw2
Post by: hubol on March 21, 2018, 03:29:26 AM
ive been pretty busy with other projects the past week and a half. i added a hot hue shift shader so i can recolor the tiles in this game.
Title: Re: sbw2
Post by: aimaina on March 21, 2018, 08:53:44 AM
i love the hue shift feature in grame makers image editor...... use that shit all the time
Title: Re: sbw2
Post by: hubol on March 21, 2018, 03:15:26 PM
yeah!!!! i made a shader for it because i dont want to have a bunch of copies of the sprites. and i could do cool stuff like animate the hue shift in the game!! also when i say "made" a shader i mean outfitted our default shader with some nice stackoverflow persons glsl rgb to hsv code
Title: Re: sbw2
Post by: dcco on March 26, 2018, 10:38:58 PM
currently taking a 3d graphics course and learning about shaders, and it's actually really interesting. like i finally understand how those 2d games with crazy lighting everywhere work. there's all sorts of cool stuff i can imagine doing with them but i am also lazy.
Title: Re: sbw2
Post by: hubol on March 26, 2018, 11:02:45 PM
yeah u can do all types of cool stuff with em!!! defeat ur laziness and do it anyway!!!
Title: Re: sbw2
Post by: SquareWheel on March 26, 2018, 11:12:55 PM
Shaders are spooky but cool.  I need to learn some glsl sooner or later.
Title: Re: sbw2
Post by: wilde32 on April 10, 2018, 12:47:35 PM
this is the sequel to cat planet right
Title: Re: sbw2
Post by: hubol on April 10, 2018, 02:29:58 PM
yep
Title: Re: sbw2
Post by: wilde32 on April 10, 2018, 03:07:40 PM
thanks hubol, you're pretty

so uh is this a game that will happen or is it dead
Title: Re: sbw2
Post by: hubol on April 10, 2018, 07:53:19 PM
yeah its happening. hopefully done soon. workin on one of the final bosses now! then we still have to make an amazing world map
Title: Re: sbw2
Post by: wilde32 on April 11, 2018, 01:23:13 AM
that's cool

i really liked bogus world 1, it had some really fun minigames (my favourites were the 3d rocket game where you try to gain speed, the ogmo ripoff and the first final bogus fight where you throw swords at him) the worst part was definitely the minigame where you have to explore that 3d space station thing and destroy the power generator, i failed that near the end once because i got lost and had to start the minigame all over again which was annoying.
dunno which of those you made so blah

anyway im looking forward to this
Title: Re: sbw2
Post by: hubol on April 11, 2018, 01:44:20 PM
ha thanks. yes many people found the descent clone especially challenging. bogey2 will have a "medals" feature that lets u get multiple rewards per minigame, so if you encounter a minigame u absolutely despise you can skip it if you have enough medals
Title: Re: sbw2
Post by: wilde32 on April 11, 2018, 02:15:03 PM
did you make the music
some of the minigames like bogmo 1 and borgus swords fight have really good music
Title: Re: sbw2
Post by: hubol on April 11, 2018, 02:21:33 PM
yes we made almost all of the music, though its a bit more experimental than the bogmo tune, and somehow more tame than the swords game music. if you played JIGGLY ZONE thats a decent approximation of what sbw2 music is like. a lot of the more recent games have music i recorded from bad instruments i got at goodwill instead of using a tracker/actual midi. im hoping to use a tape machine for more of the music soon!
Title: Re: sbw2
Post by: wilde32 on April 11, 2018, 03:03:23 PM
i wish i could make music. i like chiptunes, but i have no idea how to compose anything that sounds remotely decent.
Title: Re: sbw2
Post by: hubol on April 11, 2018, 04:12:07 PM
its easy if you come to the conclusion that most music is bs. if you can hum little tunes then youre halfway there! have you tried anything in particular for composing?
Title: Re: sbw2
Post by: wilde32 on April 11, 2018, 04:23:50 PM
i tried pxtone a few times but couldnt make anything worthwhile
Title: Re: sbw2
Post by: hubol on April 11, 2018, 04:30:44 PM
pxtone is pretty fun and simple! idk you should keep at it! was there anything in particular that was tricky?
Title: Re: sbw2
Post by: wilde32 on April 11, 2018, 04:34:23 PM
not really sure how to answer that, just getting a melody that sounds good
Title: Re: sbw2
Post by: hubol on April 11, 2018, 05:09:47 PM
in that case, a good solution is to limit yourself to a handful of notes and stick with those notes across all octaves. for example a common scale is C major, which is just all the white keys on a piano (i think pxtone indicates which notes are white keys somehow...). basically, pick 5-7 notes and only use them.

now with your limited note palette, you could first try devising a "bass line". these are lower and often slower than your melody, but tend to command the direction of your melody. a common pattern for a bass line is 1232. pick three notes from your palette to use for that pattern and try it out. here's what im thinking of visually
(https://cdn.pbrd.co/images/Hg9ahk5.png)
also, imagine all 4 notes being the same length

as i said before, your "base's line" can command your melody. by this, i mean that there should be some sort of relationship between what the bass line and melody is doing. in the example below, each time the bass plays a new note, the melody also plays that note (in a different, probably higher, octave) but with some additional taster notes after it
(https://cdn.pbrd.co/images/Hg9aBRn.png)

im not sure how interesting the example i made here is, but the idea is that you should make some kind of process like the one ive described here and then do some additional experimentation
Title: Re: sbw2
Post by: SquareWheel on April 11, 2018, 07:12:39 PM
Cute post.  Upcuted.
Title: Re: sbw2
Post by: hubol on June 20, 2018, 12:25:59 AM
wow im still workin on that stupid ass minigame...............
Title: Re: sbw2
Post by: dcco on June 23, 2018, 06:40:10 PM
that's a cute music post.
Title: Re: sbw2
Post by: wilde32 on July 09, 2018, 02:15:38 PM
hey frenchies wheres craz'd i cant find it on your website anymore i wanted to replay it
Title: Re: sbw2
Post by: hubol on July 10, 2018, 02:51:02 PM
give me a couple hours my website was rudely destroyed last week
Title: Re: sbw2
Post by: hubol on July 10, 2018, 04:38:48 PM
should be workin now
http://www.hubolhubolhubol.com/
Title: Re: sbw2
Post by: wilde32 on July 10, 2018, 05:45:52 PM
thanks

i know crazd music was mostly experimental but some of it is legitimately good (e.g. spincity music and the fridge music)
Title: Re: sbw2
Post by: hubol on July 10, 2018, 10:48:00 PM
hm thanks. i think the music is pretty bad. the most interesting songs imo are:
generic boss music - enough variation to be semi interestingg
zone after klyde music - really interesting and wacky chords
jhabibi jungle music - funny samples and weirdly long song
whoazone music - iirc something really messed up happened when i pasted into pxtone and it ruined most of what i made but i didnt bother to fix it

my general problem with the other songs is that the patterns are way too obvious and there are a lot of janky arpeggios
Title: Re: sbw2
Post by: wilde32 on July 11, 2018, 12:54:55 PM
pasted into pxtone? did you use another tool to compose?
Title: Re: sbw2
Post by: hubol on July 11, 2018, 08:37:08 PM
no. you can copy paste from/to a pxtone project in the editor
Title: Re: sbw2
Post by: wilde32 on July 11, 2018, 10:13:23 PM
oh

now i feel silly
Title: Re: sbw2
Post by: hubol on July 11, 2018, 11:10:48 PM
nbd
Title: Re: sbw2
Post by: wilde32 on July 13, 2018, 04:05:14 PM
frenchies how do i transition from game maker to something worth programming in
Title: Re: sbw2
Post by: SquareWheel on July 13, 2018, 04:30:22 PM
You download the main IDE for the language you're interested in, print "Hello world" to the console, and then draw the rest of the fucking owl.
Title: Re: sbw2
Post by: hubol on July 13, 2018, 05:15:41 PM
transitioning from game maker -> java was kinda tricky for me. i didnt understand a lot of the OOP concepts because gm basically has none of those. if you look at the 2 code there are a lot of missed opportunities where i could have made things more concise/cleaner but just didnt know how. also i didnt really understand the use of static typing.

my saving grace was that oddwarg was around to mentor me and had made the basis of the game engine we use today.

i think you can make the transition by failing a bunch. still making unnecessary programming sacrifices because you dont know the shorthand ways for things. then you can more intelligently/eloquently ask others for simpler/cleaner ways to accomplish things.

nowadays it seems that unity is a popular game engine. unlike game maker, it is backed by a legitimate programming language. i think it has some pretty major flaws, of which my biggest issue is:
in gm, this is a no-brainer. you can override the draw event with whatever stupid shit you want. in shitty unity, you have to do some horrible nust with parenting in the editor.

if you do switch to unity, just disregard the Update() function and use FixedUpdate().
Title: Re: sbw2
Post by: hubol on July 13, 2018, 05:16:26 PM
sorry that post is stream of consciousness
Title: Re: sbw2
Post by: aimaina on July 13, 2018, 05:32:08 PM
yeha i was going to say that the popular shit these days is unity but i think its questionable whether unity is more worth programming in than game maker, especially for 2d games. you get to use c# instead of gml i guess but as a consequence you have to deal with unity, which was really awkward and unpleasant to me as a long time game maker user the one time i tried it

why do you want to switch away from game maker? if its specifically because you dislike gml as a language and want to work with something more traditional and robust then switching to unity so you can use c# might be a good idea. but at first you will probably spend a lot of time fighting the engine and not knowing how to do things that are simple in game maker, until you get used to the way unity does things

if you dont want to use unity you can probably just pick whatever language you like or know the best and look for libraries that let you do game stuff. like python has "pygame" or something but i havent ever used anything like that so i cant recommend anything
Title: Re: sbw2
Post by: wilde32 on July 13, 2018, 06:15:38 PM
idk because its looked down upon for being "not a real language" i guess

i mean im not averse to using it im just wondering what good alternatives are
Title: Re: sbw2
Post by: SquareWheel on July 13, 2018, 06:32:53 PM
It's very much a real language.  It has design flaws, but it was also designed for teaching and has since grown in scope.  I wouldn't switch languages simply because GML is looked down on by some.

If you find yourself hitting the limits of Gamemaker, or you feel ready for new experiences, that is a good time to branch out.
Title: Re: sbw2
Post by: aimaina on July 13, 2018, 06:34:58 PM
i think unity is also looked down on by weird annoying nerds, though maybe to a lesser extent than game maker. if thats a huge concern you could learn like unreal engine or something lol but i would probably just stick with gm until you have a good reason to switch like square wheel said....
Title: Re: sbw2
Post by: wilde32 on July 13, 2018, 07:06:04 PM
oh ok

also i just finished crazd. is the final boss final thing supposed to be anticlimatic or did you run out of ideas
shorter than i remember it being when i played it as a kid, though i was also significantly worse at games back then so thats probably a contributing factor
Title: Re: sbw2
Post by: wilde32 on July 13, 2018, 07:08:30 PM
(https://i.imgur.com/bMe7zHr.png)

too lazy to grind for coins for coinlimbo so eh
Title: Re: sbw2
Post by: hubol on July 13, 2018, 11:48:43 PM
crazd was basically created with almost no ideas and the final boss was no exception

that game sucks but thanks for playing :-)
Title: Re: sbw2
Post by: wilde32 on July 14, 2018, 01:52:27 AM
hey i can only replay super bogus world so many times, i need new toys to mess with

should i play 2 now
Title: Re: sbw2
Post by: hubol on July 14, 2018, 05:45:28 PM
sure
Title: Re: sbw2
Post by: wilde32 on July 14, 2018, 06:40:44 PM
you don't sound very enthusiastic
Title: Re: sbw2
Post by: hubol on July 14, 2018, 07:30:12 PM
2 is way better than crazd, so i say yes!!!!!!! :dancedog:
Title: Re: sbw2
Post by: wilde32 on July 14, 2018, 10:59:56 PM
the first boss's intro takes waaaay too long i cant be bothered to sit through it again

aaa ill play more tomorrow
Title: Re: sbw2
Post by: wilde32 on July 15, 2018, 02:33:48 PM
hey frenchies i dont mean to nag but whats the best way to draw text with outline

currently im drawing the text 8 times behind the main text with a 1px offset in each direction but i cant help but feel that its a little unoptimal
Title: Re: sbw2
Post by: hubol on July 15, 2018, 02:54:52 PM
c = # of characters

its probably fine unless you have 1 million characters in your text. each character is just a rectangle aka 2 triangles. ideally the game maker text rendering uses a texture atlas so that should be decently cheap. likely the most expensive part of the operation (cpu-side) is generating the rectangles that the characters have to fill.

your method:
generates c*2*9 triangles
ideally requires 0 texture swaps
requires 0 buffer swaps

a good test is to try a really long string with your current system and see what happens. if performance is bad, you could try the following method:

this method:
generates (c+9)*2 triangles
probably requires 2 texture swaps (switch to surface, then back to game atlas)
requires 2 buffer swaps (switch to surface, then back to screen)
Title: Re: sbw2
Post by: wilde32 on July 15, 2018, 03:55:30 PM
ok but whats the best way of drawing a coloured "glow" around a sprite with alpha

should i just draw the sprite 8 times onto a surface then draw the surface with alpha or is there a better approach

if only i understood shaders
Title: Re: sbw2
Post by: hubol on July 15, 2018, 04:01:25 PM
again, this depends on how many you want to do in a single scene

if there are not many objects that need glow i would just draw some colored silhouette with alpha behind the sprite a bunch of times. if you want a bloom effect you should probably look at using a bloom post shader on your entire surface.
Title: Re: sbw2
Post by: wilde32 on July 15, 2018, 04:02:55 PM
like 5-8 at a time i guess
Title: Re: sbw2
Post by: hubol on July 15, 2018, 04:07:59 PM
thats not really a substantial amount so the naive approach should be fine
Title: Re: sbw2
Post by: wilde32 on July 15, 2018, 04:10:23 PM
ok thanks
Title: Re: sbw2
Post by: aimaina on July 15, 2018, 10:27:45 PM
i generally use the "draw the thing eight times" approach for outlines except i usually just do it four times (no diagonal directions)

the game maker studio debugger has a "profiler" which tells you which parts of the code are taking up the most time each step, id suggest doing things the naive way most of the time and checking the profiler if you are worried about it. if it turns out your outlined text drawing is taking up 70% of the step or something then you can try to optimize it but in my experience its usually not a big deal to draw text 5 times instead of 1 time
Title: Re: sbw2
Post by: hubol on November 25, 2018, 03:45:00 PM
breaking New's: super bongus world 2 delayed to 2018 :dancedog:

super bong rip delayed to 2019
Title: Re: sbw2
Post by: SquareWheel on November 25, 2018, 05:57:36 PM
Callooh!  Callay!
Title: Re: sbw2
Post by: wilde32 on November 25, 2018, 07:48:36 PM
does bogus world 2 have a celeste minigame
Title: Re: sbw2
Post by: wilde32 on November 25, 2018, 08:34:07 PM
hey hubol how would you react if siivagunner made a craz'd rip

its not that far fetched since aus has two rips now and both games were made popular-ish by raocow
Title: Re: sbw2
Post by: hubol on November 25, 2018, 10:45:27 PM
goal for bogus is to make no platformers because im tired of them, so no celeste

however i did make a pogo platformer for it in 2014

i saw a couple craz’d and i think 2 rips but i dont know if they were by that person. anyway i would think it is funny, but i wouldnt consider the crazd pieces to be memorable, interesting, or catchy enough to do a rip
Title: Re: sbw2
Post by: dcco on November 26, 2018, 12:38:05 AM
siivagunner is like an organization at this point right


also wuttttt there are untitled rips???? :O
Title: Re: sbw2
Post by: wilde32 on November 26, 2018, 01:39:28 AM
i literally finished celeste today thats why i mentioned it. cute little game, but i dunno if i'll replay it to try to get 150 strawberries. i had around 120 when i got to the end.
Title: Re: sbw2
Post by: hubol on November 26, 2018, 04:11:38 AM
i didnt get very far because i am a scrub and it got to a point where playing felt like work..................... what i saw was cool though
Title: Re: sbw2
Post by: hubol on December 15, 2018, 06:07:30 PM
need 2 make some content today but ive gotta do some chores first
Title: Re: sbw2
Post by: wilde32 on December 15, 2018, 06:08:04 PM
bogus bogus (bogus bogus)
Title: Re: sbw2
Post by: hubol on December 15, 2018, 07:03:55 PM
chores are mostely done and i ate some avocado on naan so im ready to Create Content
Title: Re: sbw2
Post by: SquareWheel on December 15, 2018, 08:09:11 PM
Nice.  Avocado is awesome.
Title: Re: sbw2
Post by: hubol on December 15, 2018, 09:58:14 PM
yeha its real good

when i was young i never wanted to try it but a few years ago i actually tried it and its really good
Title: Re: sbw2
Post by: hubol on December 15, 2018, 09:58:29 PM
so far i've made like One level of content........
Title: Re: sbw2
Post by: wilde32 on December 15, 2018, 11:12:00 PM
can bogus drive

does he have a license

is his species allowed to drive

does he require special vehicles or can he drive the same vehicles that we drive
Title: Re: sbw2
Post by: hubol on December 16, 2018, 03:03:31 AM
in sbw2 your bogusona receives a license to drive what is assumed to be a regular ass truck
Title: Re: sbw2
Post by: wilde32 on January 14, 2019, 03:22:16 AM
i just realised that if you press esc twice to quit during the 3d forest minigame the game breaks and stops drawing things properly
Title: Re: sbw2
Post by: hubol on January 14, 2019, 02:29:13 PM
cool
Title: Re: sbw2
Post by: hubol on January 29, 2019, 04:07:10 AM
i finished the minigame i had been workin on for almost a year....
Title: Re: sbw2
Post by: wilde32 on January 29, 2019, 09:10:32 AM
it is THE one and only bogus
Title: Re: sbw2
Post by: hubol on April 21, 2019, 04:45:11 AM
i can't tell how to do direct embeds using the image hosting service i've used in the past anymore
https://pasteboard.co/Ib6Qbza.png

been feeling tired and busy but slowly working on the cafe... i added a bunch of hot features to asshat engine to make this thing work how i want. there are video textures and some new linking features in the editor. i previously made the cafe conversations using a weird visual dataflow editor, but i've since changed over to using python scripts which are a lot more flexible so i can do stupid things like

Code: [Select]
bobuck.sad()
say("There are certainly parts of that life that I miss... But it's in the past now. I'm just too decrepit to be exerting myself like that anymore.")
bobuck.neutral()
say("When I especially miss it, I've got a video on my Zune to remember my touring life by...")

zune.show()
sleep(0.2)
play_reminisce_clip()
sleep(0.5)
zune.hide()
sleep(0.3)

say("We toured the world as Randy, Chuck, and Bob...")

like some of the other games in sbw2, the cafe is pretty optional and most people probably wont see much of it. right now there are 3 weirdo characters but i'm hoping to have at least 5. i might do something like add a medal that you earn after having 5 cafe conversations which seems fair since i think the conversations should be interesting enough

once the cafe is done i can make a credits sequence and then i need to make the world map...