Earlier quoted context omitted.
> Has anyone used time-lapse screencap software they can suggest? A LD48 regular created chronolapse for this purpose. http://keeyai.com/projects-and-releases/chronolapse/
I'll second chronolapse. I've used it for reviewing my productivity at the end of a day.
Time lapse screencap video of a games programmer
61–70 of 79 posts
Re: Time lapse screencap video of a games programmer
#62Earlier quoted context omitted.
Works very smooth for me (Win 7, Firefox 3.6.8). As a sidenote, this difference of experience highlights a big problem with rich web applications. You get so high variance in performance depending on a particular combination of hardware, OS and browser that you are virtually predestined to fail hard for some non-negligible part of your userbase (unless your application is so trivial that even on the worst possible pl…
Except that this isn't a rich web application--this is a java applet.
Also, Java applets are canonical example of RIA:
Re: Time lapse screencap video of a games programmer
#63Earlier quoted context omitted.
Because it's for a 48h coding competition http://www.ludumdare.com/
Fascinating, it's amazing what people can do under severe constraints. I just finished my second JS10K entry (also a game, but much simpler) in about the same total time (though spread over more days). I found the hardest part was to balance playability of the game. I played it so many times while developing it that what was easy for me turned out to be very difficult for others.
Re: Time lapse screencap video of a games programmer
#64Earlier quoted context omitted.
Fascinating, it's amazing what people can do under severe constraints. I just finished my second JS10K entry (also a game, but much simpler) in about the same total time (though spread over more days). I found the hardest part was to balance playability of the game. I played it so many times while developing it that what was easy for me turned out to be very difficult for others.
Having an endless supply of 'virgins' around is a staple ingredient of game development.
At least with such short competitions your involvement is limited. Constraints work both ways: deadlines are liberating when they pass.
Re: Time lapse screencap video of a games programmer
#65Earlier quoted context omitted.
Having an endless supply of 'virgins' around is a staple ingredient of game development.
Now you made me blush. At least with such short competitions your involvement is limited. Constraints work both ways: deadlines are liberating when they pass.
Re: Time lapse screencap video of a games programmer
#66I seem to miss such contests most of the time and only hear about them when they ended. I would love to attend to some, just for the fun (because I don't know if I would have any chance to actually win). Where would be a good source for such competitions? Another fun competition I read about was the Super Mario AI competition in 2009 where the winner has succeeded with an A* algorithm which he presented in a nice vid…
visit this to subscribe. http://www.gamecompo.com/mailing-list/
The TIGSource "Competitions" forum is a great resource. http://forums.tigsource.com/
They host the occasional compo there, and they usually have a thread mentioning most other compos before or as they occur.
ps. I participate in some of these under the name 'jovoc'.
Re: Time lapse screencap video of a games programmer
#67Re: Time lapse screencap video of a games programmer
#68I compiled (yucky) with (after unzip + mkdir build):
javac -cp build src/com/mojang/metagun/{entity,level,screen,}/*.java -d build/
cp {src,build}/com/mojang/metagun/screen/exposition.txt
jar -cf app.jar -C build . -C res .
You need some html to run an applet; App.html just needs this:
Run with: appletviewer App.html
New to me (but probably standard to game writers) is: using a png to represent all the maps combined (like 10x10 maps), with each pixel's color representing a game tile type (eg. yellow for oil drum, purple for portal cube, red for spikes, green for signs etc). This representation is really cool, because it looks like what it represents (an isomorphism): you can "see" the level in a png editor, even though what you're seeing is not the actual level.Another aspect of how the data representation drives the game, is that there are no explicit arcs between game screens - instead, the screen design allows your character to walk off-screen, then that point enables you to transition to the next screen. I guess it's the most obvious way to do it: it's as if you are zoomed into a particular section of the 10x10 maps, and then you can move to adjacent maps. Maybe it's just that I've spent too much time with nodes and arcs recently :-), expecting logical concepts to be explicitly specified, instead of implied by the design. Anyway, there is no sequential index to get to a particular screen; you have to follow the path. Or you can look at that png. eg, the final boss screen is at xLevel=3, yLevel=10 (you can initialize those values in GameScreen.java; and you need to change the player start location too, because now it's not derived from the previous screen: change the last two args in the following new Level line, from 0,0 to 10,10).
Re: Time lapse screencap video of a games programmer
#69That game is from the Minecraft guy [1], here is his blogpost [2]. [1] http://www.minecraft.net/ [2] http://notch.tumblr.com/post/998637682/minecraft-alpha-v1-0-...
I just wanted to present a warning about Minecraft: That game is distilled binary crack. I have lost a couple of entire days to the damned thing, and I only purchased it a couple of weeks ago. So just be careful if you try it out. I'm a recovering Minecraftoholic.