COME FIGHT ME, BRO
taylor price
Show & Tell

shark vs the universe
Monterey Bay Aquarium

PR's Tumblrdome

★

Origami Around
sheepfilms
Misplaced Lens Cap

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Product Placement

pixel skylines
h

祝日 / Permanent Vacation
No title available

titsay
almost home
Alisa U Zemlji Chuda
Sweet Seals For You, Always
DEAR READER

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seen from Malaysia
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seen from United States
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@earthragequit
COME FIGHT ME, BRO
A big hello to you all, and the future players of ERQ! :)
So much code, so little time.
Localization
You know that boring hard part, where you need to translate the whole app? I thought, that it would be hard. But it was wrong. Took just some time, but it’s perfectly easy (at least with libGDX - I love you libGDX!)
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UI – UI everywhere!
Magnet for box2D and libGDX
Magnet for box2D and libGDX
Hi together, As it’s weekend I’ve had spare time and created another tutorial for you fellow box2D/libGDX fans. Today the tutorial is about a magnetic effect, which you may implement in libGDX. (more…)
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Finally finished work for today. Now creating a tutorial for you!
PS: That’s my lovely workstation!
Performance test gone well. Hey together. I've done a performance test, because I wanted to know, where the limit of my game is. I guess you could say, things gettin' pretty serious right now. Oh. Na, wrong meme.
The current menu from the upcoming game EarthRageQuit
Watch ERQ-Design GIF on Gfycat. Discover more design GIFs, game GIFs, ui GIFs on Gfycat.
It’s my game design, yay!
Giving my game a new design, yay! EarthRageQuit
Smth Gladiator by AlexTzutzy
Check out Tabletop Gaming Resources for more art, tips and tools for your game!
ART PRINT ILLUSTRATIONS BY ZANDRAART
Also available as canvas prints, T-shirts, Phone cases, Throw pillows, Tapestries and More!
//roughvsmooth_160524a
ArrayList<PointPosition> pointPosition = new ArrayList(); boolean alternate = false; int width = 540, height = 540, threshold = 135; float minLength = width/22+randomNormal(); int[] directions = { (width*-1)-1, (width*-1)+1, width+1, width-1 };
void settings(){ size(width,height); }
void setup(){ background(0); startScatter(180); }
void draw(){ fill(0,5); noStroke(); rect(0,0,width,height); stroke(255,10); float a = 0; for(PointPosition p:pointPosition){ p.a += TAU/3; p.tpos.x += sin(p.a*randomNormal())*randomNormal(); //tan(p.a); p.tpos.y += cos(p.a/randomNormal())*randomNormal(); p.update(); p.render(); if (frameCount%5==0) { minLength = width/22+randomNormal(); } for (PointPosition b:pointPosition){ float pDist = dist(p.pos.x,p.pos.y,b.pos.x,b.pos.y); if (pDist < minLength) { float cr = int(randomNormal()*255), //map(b.pos.x,0,width,0,255), cg = int(randomNormal()*255), //map(b.pos.y+p.pos.y,0,height*2,0,255), cb = int(randomNormal()*255); //map(p.pos.x,0,width,255,0); fill(cr,cg,cb,4); stroke(cr,cg,cb,100); pDist = pDist/2; bezier(b.pos.x,b.pos.y,b.pos.x+cos(p.a)*pDist,b.pos.y+sin(p.a)*pDist,p.pos.x+cos(-p.a)*pDist,p.pos.y+sin(-p.a)*pDist,p.pos.x,p.pos.y); } } } alterPixels(); filter(BLUR); }
class PointPosition { PVector pos = new PVector(); PVector tpos = new PVector(); int index; float a; void update(){ pos.lerp(tpos,0.01); } void render(){ noStroke(); ellipse(pos.x,pos.y,width/24,width/24); } }
void alterPixels(){ loadPixels(); for (int k=width+1; k<pixels.length-width-1; k++) { int pModifier = directions[int(random(directions.length))]; if (brightness(pixels[k]) == threshold) { pixels[k] = pixels[k] << int(randomNormal()); pixels[k] = pixels[k] >> int(map(randomNormal(),0,1,-1,1)); } else if (brightness(pixels[k]) > threshold) { pixels[k] = pixels[k+pModifier]; } else { // } } updatePixels(); threshold = setThreshold(threshold,25,254); }
float randomNormal() { float x = 1.0, y = 1.0, s = 2.0; while (s >= 1.0) { x = random(-1.0f, 1.0f); y = random(-1.0f, 1.0f); s = x*x + y*y; } return x * sqrt(-2.0f * log(s)/s); }
int setThreshold(int threshold, int minThreshold, int maxThreshold) { if (threshold <= maxThreshold && threshold >= minThreshold && alternate) { threshold++; } else if (threshold <= maxThreshold && threshold >= minThreshold) { threshold–; } else if (alternate) { threshold = maxThreshold; alternate = !alternate; } else { threshold = minThreshold; alternate = !alternate; } return threshold; }
void startScatter(int count){ float a = 0; int c = 0, r = 0, d = int(sqrt(count)); for (int i=0; i<count; i++) { PointPosition p = new PointPosition(); p.index = i; p.a = a; a += TAU/(count/4); p.pos.x = width/6 + r * (width/3*2)/d; p.pos.y = height/6 + c * (height/3*2)/d; p.tpos.x = p.pos.x; p.tpos.y = p.pos.y; // r++; if (r > d) { r = 0; c++; } // pointPosition.add(p); } }