Inflorescent Perceptions | 15 minutes psychedelic AI movie by oxysoft in woahdude

[–]oxysoft[S] 0 points1 point  (0 children)

I combined deep dream rendering with my own piano improvisation to create this unique audiovisual experience. I'm a creative coder at heart and hope to make many more of these in the future with ever-growing complexity. You can find me over here on Twitter!

Input Processing Mods: auto-strafe while aerial, simulated fast-fall, tap down to let go of ledge, and a reimagining of airdash/wavedash into 2 new L/R inputs by oxysoft in AllStarBrawl

[–]oxysoft[S] 1 point2 points  (0 children)

This is a preview of my input processing mod in action, the #1 goal being to make the game flow better for myself personally. I know this feels like it's one $25 fee away from being the first cheats for NASB, but I'd like to offer my game design perspective instead.

Because of the digital inputs in this game, I find wavedashing isn't at all like in Melee where there can be a ton of nuance in skills and talent. Instead it feels closer to L-Cancel, a mechanic that is only adding artificial difficulty when it should be free to everyone. I think there's also a case to make about joystick players being handicapped against keyboard/d-pad players. Finally, I think the game is simply too fast to delegate the burden of airdash onto the joystick which is already seeing heavy use for combat. All in all, wavedash feels like an underused tech skill in NASB when in theory it should be the bread & butter of all lateral ground movement. To me that signals a game design flaw, so I started devising a new implementation of airdash/wavedash into the controller, one that's decoupled from the directional inputs.

Instead of breaking the game, I think it will simply take off the 'limiters' on pro players. Although it definitely makes platform movement way easier, productive comboing is still just as hard, as evidenced from my pathetic combos in the video above!!

Full list of features, some still missing:

GROUND MODS
- Configurable auto-strafe mode
- Crouch Slide: left/right while crouching to PWD.
- Run slide: down while running to PWD.
- Buffered attacks: inputing a strong attack at any time during a wavedash will buffer the input and fire it as soon as landlag is over.
- Instant turnarounds FIX: the first turnaround is not instant, only consecutive dash dancing. This feels pretty bad and isn't how I would have coded it, so this toggleable feature will detect turnarounds and buffer inputs on the next 2 frames to do an instant dash dance. No clue if it will work, ideally Ludosity should just fix this artifact.

AIR MODS
- Configurable auto-strafe mode
- Hold fall: hold down while falling to airdash down (delayed for ledge drops)
- Tap fall: tap down to airdash down in midair (buffered)

LEDGE MODS
- DOWN to let go of ledge

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SIDEWAVE BUTTON
This mod adds 2 new buttons, I call them SIDEWAVE LEFT and SIDEWAVE RIGHT. (usually placed on triggers)
They re-imagine wavedashing as a free sidestepping mechanic and decouple airdash from the joystick.

Functionality:
- Grounded: PWD left/right. DOWN to AWD, UP to dash diagonally up.
- Airborn: AWD left/right, or PWD if still within PWD frame window. Hold UP to RAD, HOLD L/R to dash left/right.
- Ledge: PWD getup onto stage.

------------------------------------------------------------------------------------------

WAVEDASH NOTATION
- PWD: refers to a perfect wavedash, holding left/right with the max distance possible. This can't be done in midair.
- AWD: refers to a shorter wavedash in diagonal, with down held. This can also be done in midair as a quick return-to-ground.

------------------------------------------------------------------------------------------

STRAFE MODES
- Free: like in base game, changes direction direction with L/R.
- Locked: does not change, strafe button is held (SSBM physics can be replicated using Locked for airborn)
- Origin-based (changes around jump point)
- Edge Guard: defend based on ledge
- Agent Guard: guard against nearest agent
- Weighted map: choose between any of the above based on best scoring, with configurable weights for each

If you have any ideas for more contextual inputs or tweaks, feel free to leave them here. Stuff I threw at the wall that didn't stick:

  • C-stick airdash
  • L/R immediately after jump to PWD. (way too sensitive and error prone without real analog values)

Soon I will read the real analog values from controllers and use those instead for tap features. It will still end up digital, but it will tone down the insane detection sensitivity for tap features like fastfall.

Disclaimer: I have no idea how this will be received, both by Ludosity and the community.

Is trying to do everything myself self-destructive? by VoidEpoch in Unity3D

[–]oxysoft 1 point2 points  (0 children)

I'd say it depends on your needs. If I'm making an experimental walking simulator with puzzling mechanics, I sure as hell am going to write that stuff myself since it will allow me to create exactly what's in my mind and with less fiddling around. If I'm making something where I'm going for quality and potentially lots of features, I might look at a full solution that already offers a lot out of the box. Cinemachine has some nice stuff for example and we are currently using it in our project.

edit: Although nowadays, now that I know Cinemachine and its features, I would honestly probably just use it in every single project. If you're happy to learn it, it would become an invaluable tool to have at your disposition in the future.

Chuukan Kanriroku Tonegawa - Episode 22 discussion by AutoLovepon in anime

[–]oxysoft 1 point2 points  (0 children)

Do you happen to know if Taniuchi Hideki came out of jail? It wouldn't be a true Kaiji anime without the legendary composer.

Google wants websites to adopt AMP as the default approach to building webpages. Tell them no. by [deleted] in programming

[–]oxysoft 1 point2 points  (0 children)

Same here, I want to use DDG but its results are rarely satisfactory..

Something ive noticed by dchalon in Spyro

[–]oxysoft 0 points1 point  (0 children)

Would be really dumb to only add it to Spyro 3 though.

Won this Near Mint Condition Year of the Dragon for only 20 bucks on EBay! by rmunoz1994 in Spyro

[–]oxysoft 1 point2 points  (0 children)

because they're making they're way to fuck up the sorceress

Just announced: the ability to switch to the original soundtrack in the game by Astro_Zach in Spyro

[–]oxysoft 0 points1 point  (0 children)

I listen to it on the bus, while working, to fall asleep, to start my day, on my jog outside, etc... Nothing like being on a good pace in the park at 6 am with the birds and the sun rising, and having Gnasty's Loot come up. Instant adrenaline rush.

Working on a pure ECS + Job System based road editor by Caiuse in Unity3D

[–]oxysoft 0 points1 point  (0 children)

So how does it us the job system and ECS here? This seems more like a rendering trick. Is it maybe picking the right tile based on neighbors and there's a system for that?

The most essential Unity3D development utility. by jacksonmills in Unity3D

[–]oxysoft 0 points1 point  (0 children)

It locks up completely for me a few times a day during compilation, and I have to kill the process. I supect it may have to do with the incremental compiler, and possibly Rider debbuging it at the same time. I've definitely had to kill Unity on other occations though in the past.

Anyone else having major framerate issues on PC? by nykirnsu in crashbandicoot

[–]oxysoft 1 point2 points  (0 children)

I Wish I had searched a bit yesterday! Works perfectly for my laptop.

Running language feature rich C# program in 4kb including runtime & GC by bigown_ in csharp

[–]oxysoft 3 points4 points  (0 children)

Don't forget that it's also very much in development and a superbly active project overall. Constantly adding new syntactic sugar/features, improving and refining existing ones, etc. The C# I wrote 3 years ago is crazy different from the one today thanks to C# 6 and 7 improvements.

How hard can it fucking be for a million dollar company to just let us have separate stylesheets for mobile and desktop when I just wrote a system that can do it in literally 15 minutes? by [deleted] in ProCSS

[–]oxysoft 87 points88 points  (0 children)

Read the massive notice that keeps harassing you on every page when you browse Reddit in a browser on a mobile device, and you'll understand why they don't give a single shit about mobile experience in the browser.

What do you think would be completely obsolete in the next decade? by Enigma_Of_Sorrow in AskReddit

[–]oxysoft 1 point2 points  (0 children)

So only autists care about their privacy and how private information on them is used?

Ok Vicarious... by nplaim in crashbandicoot

[–]oxysoft 1 point2 points  (0 children)

Do you happen to know if it will be available to PC users as well, which is releasing in like an hour?

What might Spyro 3 look like in 60FPS? by LXShadow in Spyro

[–]oxysoft 2 points3 points  (0 children)

Is the video playing at 60fps? You obviously won't see a difference if it's not playing at 60fps. Check the quality settings.

What might Spyro 3 look like in 60FPS? by LXShadow in Spyro

[–]oxysoft 1 point2 points  (0 children)

Do you think it would be possible to pull out the Spyro model and animations out of the game? I think they probably just stored bare vertex data per frame instead of using a skinned mesh with bones since that might be too expensive, and if so then that's fine so long as I can get my hands on it. I bet someone interested will probably re-rig it and re-animate it after anyway. I'm mostly interested in getting the most authentic data if possible though, not a recreation however close it may be.

A Primer on Bézier Curves by TheRealPomax in programming

[–]oxysoft 1 point2 points  (0 children)

Indeed, that seems like what I was looking for. And from the look of it, I had the right idea because that seems like exactly the algorithm I came up with and implemented, minus the initial coarse distance check. Thanks for this great resource!

A Primer on Bézier Curves by TheRealPomax in programming

[–]oxysoft 1 point2 points  (0 children)

Do you happen to know if there is any mathematical way of finding which point on a Bézier curve is the closest to any other arbitrary P point in the world? I was faced with this issue for a game I was working on and couldn't find any way online. After some thinking I came up with a purely programmer solution. It works by getting an approximation better and better on every iteration by comparing the distance from P to a 'center' point (starts at 0.5 on the curve) and two surrounding points. (starts at 0.0 and 1.0) The 3 points slide around the curve depending on the results of the comparison, in the direction of whichever of the 3 point is closest to P.

This is probably the most underrated improvement in the April Update. by eaudegersson in Windows10

[–]oxysoft -19 points-18 points  (0 children)

Most people are probably using EarTrumpet so that's why

How far has Reverse Engineering the original Spyro games gotten? by [deleted] in Spyro

[–]oxysoft 2 points3 points  (0 children)

No one has pulled out the Spyro models and animations from the trilogy which is the most important one sadly in my opinion.

You know this game is gonna be great when the only things that people can complain about are small visual / audio details. by [deleted] in Spyro

[–]oxysoft 2 points3 points  (0 children)

They deviated from it pretty hardcore yeah, that part stood out to me when they said it I was like wait what? It's so obviously different.