Luminosity Swizzler Tool

Because of reasons, I recently needed to get a greyscale image and randomize the values of the different greys in the image. I couldn’t be bothered doing it all by hand, so I wrote another mini tool to do it for me.

This tool will get all the different greyscale values in your image and replace them with new randomized ones. It can be used to make lots of permutations of greyscale images, in case for some reason you ever wanted to do that.
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Download the tool here.

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Fixing Xbox One controllers for win 7

On Windows 7, Xbox One controllers are a bit hit and miss. It’s extremely likely that you will plug in your controller and get no response. There is a consistent solution on this reddit page, but that page is the only location on the entire internet where a proper fix is provided. In the case that this page disappears for any reason, I want to duplicate the solution here.

The problem: Xbox One controllers need some drivers to run natively, and these are usually not installed on PCs prior to getting the controller itself. The drivers are distributed through windows update, so it’s likely that you don’t have them.

The fix: These are the two updates you need:

User-Mode Driver Framework version 1.11 Link: http://support.microsoft.com/kb/2685813

and

Kernel-Mode Driver Framework version 1.11 Link: http://support.microsoft.com/kb/2685811

In case these downloads ever go dark, I’m mirroring the files here:

https://dl.dropboxusercontent.com/u/94454272/XboneCFixes.zip

Install one kmdf and one umdf; there are 64 bit and 32 bit versions.

Remember to thank reddit user TheNut007.

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New solo game project

Anti Gravity Legends Website

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SSGX is quite fun but it doesn’t make me any money, and I’m soon going to be leaving university. I figured it was high time I start a real life project for myself, with the intention of really going somewhere productive with it.

I’ve been working on the basics for Anti Gravity Legends for a few months now. One of the things I learned from SSGX was to make your presence known as early as humanely possible, so I’ve been posting some of the development of it on Twitter.  But now that it’s starting to take shape, I went ahead and created a website for it, too.

The site only has one page on it right now, explaining what I want to do. But it’s a start, and I have a home base now that I can send people who are interested in the project. 🙂

Check out AG Legends here: Anti Gravity Legends

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Tile Sheet Bleeding Tool

Download: https://dl.dropboxusercontent.com/u/94454272/tileBleeder.rar

During development of rocket reaction, it became necessary to get a tileset we had already created and extend a 1px border around every tile to give us some buffer zone in the renderer we were using.
This kind of edge is known as bleeding, and can be necessary sometimes.

I couldn’t be arsed doing the whole tileset by hand, so I made a tool to do it for me, and I’m putting it up for download here.

Enjoy an easy way to fix your tilesets in incredibly niche situations!

Download: https://dl.dropboxusercontent.com/u/94454272/tileBleeder.rar

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How to seperate a CD jewel case (A better way)

A better explanation of how to split a jewel case than what I’ve seen so far on the web.

To begin with, it can make it easier to remove the case lid (although it’s not necessary). The lid is attached with pins that you can flex outwards to pull apart.

The pin is the clear element in this image.

Slide a nail in here to separate the pin from the rest of the case.

With the actual case inset, the important thing to note is these pins holding it:

There is also a pin on the other side

There is also one more pin on the other side

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You’ll need to pull the pins out of their slots, and then move the inset up and out of the case while the pins are clear. I find it’s easiest to start on the outside pins. So slide a nail in between the inset and case at the blue mark and try to hold them apart; at the same time get a nail underneath the case floor at the green mark and when the pins are clear, pop it up and out of the case.

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Now do the same on the other side. I usually hold it at these points:

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When it’s clear at all the pins, it should come up freely.
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After replacing the paper or whatever it is you’re doing, putting the inset back in is much easier. It should just snap into the right place.

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Update

Since I finished my honours degree a fortnight ago, it seems like it should be time to get back into game dev or something. I tallied up the projects I had put on hold. It’s a bit awful. List with frameworks/languages:

Twine: 4
Unity: 3
LibGDX: 2
HTML5: 1
Misc: 5

The two LibGDX projects I’m tempted to bring across to Unity. The miscellaneous ones are really just ideas and scraps of paper.

Yeah. Would really like to get some of these done with.

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I should probably update this

Had a very hectic last six months. Very little in the way of game dev and music creation.
Recently though, I’ve put a couple of games up on GameJolt ()
I’ve also been mucking around with Unity for the last couple of weeks. The usefulness of it finally clicked so that’s good.

As such, I am currently making another adventure game. Won’t say much about it yet but it should take only an hour or so to play-through.

Before I head off to Tokyo, I should have this released as well as D1C2.

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Final #7dRTS :(((

Welp, I’m conceding defeat.
A huge draw bug has occurred.

Simply, units you can control live in an array. You have a dragbox to select them.
Once the dragbox falls over them, their respective select() method is called. This turns flips a boolean to true and changes their colour.
Simple.

For all units (except the final one) doing the select procedure calls the method select() but the colour does not change. You can actually issue individual commands to them still.
If you select the final unit in the array, all units are coloured but only the final one has the select() method called.
Bizarre…

I tested by creating a different way to select them (using the exact same methods) and it works. Reducing the population to 1 also works (the only unit is the end of the array.)
It seems like the dragbox doesn’t it EXCEPT that the select() methods on the units that should be selected is called at the correct times.

Painfully aggravating.

I’ve run about 10 different tests and I end up with the same issue so I’m thinking it’s a draw issue. Still, it could be something glaringly obvious.

So, that’s that.
Final screenshots
RPG Mode:(Ignore that minimap issue…)

RTS Mode:

As this will be my last game for quite sometime, this is most disheartening. But hey, in my 3rd attempt to make an RTS, this is by far the furthest I’ve gotten. A shame to be cut down by such a silly bug.

After the cut is me rambling on about the concept. (Which I actually rather enjoy.)

Okay. This all began with the idea of isolation.
You are an inhabitant in a town that has no connection to the outside. This had a couple of variations:

  • The town was forced to be closed by a military-like force. Would have had patrolling guards. Also would have had recruitable units.
  • The town had been cut-off for thousands of years but no-one ever dared to venture outside. Also would have had recruitable units.

The key difference between those two is the motive of the protagonist. The former is purely the protagonist’s yearning for freedom outside once again. The latter’s is the protagonist is tired of tradition and people’s contentedness to remain where they are without knowing anything of the world around them. (That last one sounds a little familiar but I came up with it before watching SNK.)

The former I thought was a goer for a little while. Little being the operative word here.
I started off using this concept and by day 2 (I think) I was very sick of it. Why? It wasn’t very good from a narrative stand-point.

So, I spent a little bit thinking again. I went back to the 2nd idea.
I then remembered I have a concept for something kinda similar but instead of physical walls, the walls lie in the protagonists mind and it’s a metaphor for learning how shitty the world is blah blah blah.
So I combined them.
And named it [eyknir].

So, I’ll describe how it goes in an procedural fashion:

  • You start in RPG mode. You can talk to inhabitants of the town and learn their views. Eventually, you’ll speak to everyone and you’ll go to sleep.
  • Next, in a subconcious state (dream or not…) you’ll have to do battle with various aspects of ones self in RTS mode. In your arsenal you have Confidence, Knowledge, Curiosity and Willpower. The enemy has Mediocrity, Tradition, Laziness and Subservience.
  • There are resources, sort of. Energy and Motivation. Energy decreases over time and is halted by destroying an enemy. Motivation increases everytime an enemy is destroyed. Once Motivation reaches its max, you can build a new unit.
  • After the RTS mode, you go back into RPG mode where the inhabitants speak in a slightly different tone. The colours of the town also change slightly.
  • You talk to the people, do battle and so on, all the time the town is getting worse and the people are getting weird.
  • If you lose, you return to a perpetual state of mediocrity.

So, that’s how [eyknir] goes.
It deals with ignorance, truth and perception.

The world is not always as we perceive it to be, but we strive to perceive it in a way where ignorance and truth can be balanced out. A total truth can be just as harmful as total ignorance.

Because I have to make all my games deep or something…
Fuck, I might find time to make a Twine game from this idea.

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