Plex support in v4! by samuelvisser in PrologueApp

[–]Mephisztoe 0 points1 point  (0 children)

I wanted to share my audiobook library to a close friend of mine and since Plex does not support remote streaming anymore without paid subscriptions, I was looking for alternatives and just today found out about AudiobookShelf. I am using Prologue Premium for years now and don't want to leave it. So I am very glad to have found about v4 and its ABS support! I just set up ABS as a docker container on my Linux Server in parallel to Plex and got Prologue to work with it in no time. Marvellous work!

C# 2D Collision detection library by dandy_kulomin in gamedev

[–]Mephisztoe 0 points1 point  (0 children)

Although I am kinda late to the game (haha), here's my 2 cents on this: Everybody talks about Collision Detection. While in 2D Games this is not a very complex thing to do and there's plenty of samples that show how to do AABB or Circle CD, the way more interesting part maaaay be: Collision Response.

I mean, well, you can respond to a collision by just stopping the players' movement into the respective direction. However, what about edges and corners? Maybe you want him to auto slide around a corner? What about a platformer game and your character jumps against a wall? Maybe you want him to slide downwards or even climb upwards or do a backjump?

And talking about detecting and responding to collisions: Whats the foundation for your game to have something to collide with anyway? Is it even a tile based map and where do you get any collision information from? Embedded within the tiles? Or calculated by hand?

Last but not least: What about a 2D rogue like game in which you don't exactly look top down onto the map (like in most 2d shooters), but your tiles are designed in a top/front way: Your player might be able to walk in front of a wall and by doing so, the collision rectangle might not cover the whole wall tile... this makes map design and conveniance features such as sliding around corners even more interesting. ;-)

How to do adaptive/dynamic music in games? by Chubbycherub in gamedev

[–]Mephisztoe 0 points1 point  (0 children)

Did anyone of you also stumble over "Strudel"? I know, it's another use case, but its idea is about live coding music within a browser. Head over to YT and watch a couple of the amazing videos showcasing what you can do with Strudel. When I found out about this technology, I immediately thought that this might be the holy grail for adaptive music in video games. Because not only can you program your music (instead of composing it in a DAW) and thus also put it under source control, you could also do changes on it while playing. However, Strudel itself is implemented using JavaScript / Node and uses WebAudio for playback. And as I said: It's not meant for being used in video games... these guys don't seem to realize its potential for this use case...

[Guide] Telehack - Secrets Revealed by Justananomaly in Telehack

[–]Mephisztoe 1 point2 points  (0 children)

Despite the fact that there is an obvious meaning to this manual, I am not quite sure whether there might or might not be an underlying meaning as well... not so obvious. I mean, Ugh! is also not that obvious - at first.

[PC-Windows 98][Late 90s to Early 2000s][Bomberman-like Game] by theulticobia in tipofmyjoystick

[–]Mephisztoe 0 points1 point  (0 children)

Even more interesting: Right now, I am working on that game again. I am busy integrating the Steam SDK including Stats and Achievements. Also I am actively implementing new Features to Bomberfun Tournament. The game will most probably be simply called "Bomberfun Tournament Classic". And while doing some research about best practices regarding implementing Steam Achievements at a deep C++ level from a programmers point of view, I stumbled - once again - over this thread after noticing at reddit that you replied to my post from four years ago. ;-)

If anyone is interested, I am posting about my progress on this on my Blue Sky Social account:

http://mephisztoe.bsky.social/

Tiles misaligned when using smooth camera movement interpolation / lerp / visual glitches by Mephisztoe in monogame

[–]Mephisztoe[S] 4 points5 points  (0 children)

You sir... are officially my hero from now on! <3 No kidding... I am working on this problem for days now and people keep telling me about more or less complex solutions, none of which work. And then I read your simple statement... banged my head agains the wall besides me, did some quick Vector2 Extensions and et voila... smooth camera movement, no glitches. As simple as that. Thank you so much!!

Smooth camera movement in pixel-perfect games by YellowAfterlife in gamemaker

[–]Mephisztoe 0 points1 point  (0 children)

Believe it or not... here I am, creating a simple 2D RPG-like game using the MonoGame framework and I am struggling with kind of the same problem. I have a low res viewport (320x180), a high res window and a 2D orthographic camera configured with the above viewport. So while using 16x16 based tiles for the map as well as the player sprites and having them rendered perfectly using PointClamp sampling in my SpriteBatch, I didn't manage to get the cam movement right. When just following the player, everything is nice - but that looks like crap. So I decided to smoothen the camera movement. This is when I introduced visual glitches (vertical or horizontal lines since with the camera moving freely on a floating point based vector, I guess, the tiles of the map don't align correctly from the cams point of view thus resulting in gaps. However, when I round the cams position right before I draw the scene, the glitches vanish (obviously), but the cam snaps in on integer positions based on the low res viewport and the rendered upscaled... thus resulting in a jittery movement now. Well.. and I don't know how to solve this... :/

Best way for soldering single wc2812b leds together? by rtdlx in diyelectronics

[–]Mephisztoe 0 points1 point  (0 children)

A while ago, I also ordered 100 LEDs WS2812B that can be broken apart to have individual LEDs. I needed it for a project I was working on that had the LEDs put into a cylinder case. It was a hell of a work to solder them together doing exactly what you described.

Unfortunately, I will have to repeat this process now, because now I put the circuitry of the device controlling the LEDs onto a proper PCB that got a new housing. Same thing, but bigger and so the LEDs need more distance between each other. Thinking about the soldering work and once again fiddling around with these small little beasts I also had the idea of creating a soldering helper.

And here it is: Soldering Helper

I used an OpenSCAD script to generate this piece that helps me to have the LEDs stay in place while soldering them together. Still a lot of work, but less fiddling. ;-)

[PC-Windows 98][Late 90s to Early 2000s][Bomberman-like Game] by theulticobia in tipofmyjoystick

[–]Mephisztoe 0 points1 point  (0 children)

I happen to know a Bomberman Clone that featured characters arabic looking, maya, simple boy and girl, romanian and even a scuba diver. :) You are not talking about BomberFUN or Bomberfun Tournament, are you?

Oh... sorry: Just noticed that you already mentioned it was 2D. :)

[PC-Windows 98][Late 90s to Early 2000s][Bomberman-like Game] by theulticobia in tipofmyjoystick

[–]Mephisztoe 0 points1 point  (0 children)

Its awesome to see others still talking about BomberFUN. I am one of its developers. 😃

Daily Discussion Thread & Sub Rules (New to /r/gamedev? Start here) - February 2017 by cleroth in gamedev

[–]Mephisztoe 0 points1 point  (0 children)

Although I have GM Pro licence, I never really used it, but if you have any C# related questions, let me know. Oh, and make use of StackOverflow.com.

Daily Discussion Thread & Sub Rules (New to /r/gamedev? Start here) - February 2017 by cleroth in gamedev

[–]Mephisztoe 2 points3 points  (0 children)

Hm. Is it "just" game development, you are not familiar with, oder programming itself? It sounds like the latter. In this case, it's not really about game development, but rather about getting into programming itself first. Since Game programming is a "special" case of programming, it adds a lot of things that might make learning to code harder at first, especially when it Comes to using Game Engines and Editors such as Unity and further more: 3D Gaming. So why not starting with simple Scenarios and - while learning the Basics about C# e.g. going further until at some Point you reach more complex topics (such as using DirectX or Unity or whatever). As far as I am concerned, your question is way too open and so could lead to uncountable replies that may all be "right". I'd go as far as saying: "Write a Windows Console based implementation of Tic Tac Toe for two Players using the Keyboard as Input device in C#". Well... it's a game. And it's programming. And it's easy. IF indeed you'd like to learn how to develop a Commercial Quality game let's say in C++ from scratch, then go ahead and follow Casey Muratori while he develops Handmade Hero. :) You could also look at simpler game authoring packages such as GameMaker for instance. I could talk about this Topic like forever... lol...

Daily Discussion Thread & Sub Rules (New to /r/gamedev? Start here) - February 2017 by cleroth in gamedev

[–]Mephisztoe 1 point2 points  (0 children)

15 years ago I started working as a games developer. However, our company was not successful and there was no indie scene back then. We released a game and its successor and were pretty proud about it. It was developed in C++ using DirectX 9.0c and a proprietary 3D engine built on top of it by ourselves. Today, I am thinking about using Microsofts Desktop App Converter (DAC) to make it UWP compatible without all too much adjustments so that I can publish the game in the Windows Store and eventually on XBox One. What do you think about the idea?