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titsay
he wasn't even looking at me and he found me
Show & Tell
I'd rather be in outer space 🛸

Product Placement
$LAYYYTER
Game of Thrones Daily
Alisa U Zemlji Chuda
Sade Olutola

Love Begins
Stranger Things
dirt enthusiast
Three Goblin Art
will byers stan first human second
PUT YOUR BEARD IN MY MOUTH
tumblr dot com

blake kathryn

roma★
Xuebing Du
Monterey Bay Aquarium
seen from Poland

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@katamarionthecosmos
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“I’m Glad We Got To Meet…” ~~~~~~~~~~~~~~~~~~~~~~~~~~~
Today’s sketches, I got the rare hour to doodle!
またね~
I will almost never post content that I didn't make, but I came across this forum post while reading about raising moths and it seems like a fair exception. I really hope things worked out between them... @coffeetori One day you'll be commisioned in for an animated film adaptation of my fanfic.
“Why won’t anyone stop…” ———————————
Over the weekend I re-wrote my XNA engine cutting off a lot of fat and making it far easier to work off.
So expect content updates in the coming weeks for a new project!
Case Title Generator
In poking fun at @desertgame, who is creating a fantastic game that everyone who reads this should go checkout, I created a simple web app to help him along with creating case files.
It can create well over 1,000,000 unique titles so have fun learning words you never knew existed and getting frustrated trying to make sense of them! I’ll include a few examples at the bottom of this post.
https://horrifictitlegenerator.000webhostapp.com/ I did this as a good way to learn html/javascript/ajax and create simple web applications since I’m slowly coming to terms with the fact that there’s probably like 4 people on the internet who will willingly download a game/app off of a tumblr with a small follower base.
EX: Bedrock Burgraves of Breeder Breams Bonanza Bargains of Bargellos Barnyard Consents Cervices of Cornicles Clokes Unworldliness Undutifulness of Underlip Upgrades Peptide Parasitology of Pick Pedlary Begs Bums of Burthens Bloodsheds
What I’ve recently been fiddling around with.
Fun to flail in, but all I can see coming of what’s here is a wave based game, and I have little interest in that. So many VR games are wave-based and I don’t think we need another one.
Still dislike Unity, but I’m still too young with OpenGl to want to work Vive support into it and then struggle with the mess that will come with that.
I just wanted to make a quick post to give a well deserved link to Yibing Jiang's work portfolio. It details out what she used to pull off various shader effects in the game/movies she's worked on alongside very interesting personal work she does on the side for fun. She's a senior shading artist who has worked for big names such as Pixar and Naughty Dog. https://www.artstation.com/artist/yibingjiang/
Got to use psvr today! There was an event I happened to stumble into with some friends out of pure chance. Firstly before I talk about the hmd, I want to give a shoutout to Mystery Japanese Man! When I talked to one of the people running the event I was told that there were no tickets left. I was upset but not destroyed and was about to leave when the man next up in line approached me and said “I’m up next, but you can have my ticket I’ve already tried the demo” I kept making sure he meant it and then ended up getting it. This guy is absolutely amazing and I wish I had a way of thanking him again. The psvr demo I tried had me assume the position of a large monster chasing several player controlled people running from me who played on the tv screen. I knocked down buildings, overpasses, and helicopters on a rampage after them until the tides switched and the players on the tv got to chuck items at me while I dodged until I was hit enough to knock me into a daze in which the players got to use a beam to shoot me into space. The hmd worked suprisingly well, no motion sickness, tracking issues when looking around myself ( got to try in the start screen where I turned to see a crowd of cute suited humanoids that began to wave when I looked ), and everything looked pretty good and clean. I still prefer my Vive of course. But as a way to bring vr to a more mainstream community. I think psvr has a very strong foothold and happily welcome it. Also, as far as comfort goes the psvr has a ring that is fitted onto your head via a button on the back you push on and distance to the screen is adjusted by a button on the bottom of the hmd. It didn’t wiggle much at all as I swung my head about during the game and now that I think of it I didn’t see much chromatic abberation, glare, or other lens issues. Anyways, yay psvr! Oh and yeah I look like a doof sitting like that, but I was clenching two books between my legs and have no excuse for why my hands are on my knees. I just felt like I needed the stability I guess. If only I could go back and let myself know I'd look like a doof in the photo...
IT’S OUT
VA-11 Hall-A: Cyberpunk Bartender Action is out on Steam and Itch.io, with GOG and Humble joining soon.
waifubartending.com
store.steampowered.com/app/447530
kiririn51.itch.io/valhalla-bar
Enjoy!
Check out my buddy who prolly doesn't remember my name! Be sure to at least look into the game the art is amazing and it's a bartending vn so...
I'm being pulled in all directions. Please send help.
First Night Studying Abroad in Japan
Been up for 30 hours, last time I slept it was for 5 hours and boy oh boy I feel like I should feel awful. But I don’t so yay. That said I look awful and am currently typing this while in the bathroom on a “shyawa-toire.” I feel like tomorrow is when I’m going to feel it the most.
Anyways, Japan has been absolutely amazing. The moment we landed everyone was so kind. We took a train and I walked the district a bunch and not one person was obnoxious. Also there is no litter and tons of flower beds, small parks with tons of vegitation. And just a few minutes from Tokyo there are tooons of rice farms. Everything has some sort of sentence asking not litter or be wasteful and I’ve seen so many people go out of their way to recycle.
So far I’ve been speaking in broken Japanese with lots of “gomenasai”’s and every person I’ve spoken to has been extremely kind about it being supportive to either try to speak in English or motion and speak slower Japanese. The architecture is mostly large concrete pillars essentially but vary wildly depending where you are in Tokyo, regardless you can see cultural influences in everything. It’s really beautiful.
My first meal was from a Y’s mart ( essentially a grocery store ) and wow everything was so cheap so long as it wasn’t fruit or foreign vegetables. I got some amazing orange juice and inari for ~300¥. The Japanese absolutely love their food. I walked through several areas and 80% of the shops were resteraunts. They sold all sorts of food items and the quality was surprising everything looked so fresh!
I’ve also noticed that almost every Japanese worker seems to be very diligent and does their best with their job. At the airport all the police were very polite and easily approachable. Then again at the convenience stores I visted the workers wre all moving around politely and smiling when looked at as they loaded shelves and worked register. It was a strange change of pace from the standard American worker at grocery stores who kind of louches around and complains.
I’ll be resuming to dev pretty hard once I get back.
Finishing up work on my car spawner script then I technically have the game roughed out. I’ll post a link with a download and all that jazz once I get there.
Then I’m either going to pretty things up with actual models and textures, or move onto another project to get as much experience in as possible before going back to stuff. Anyways, still having fun so that’s good even though I’m stuck with dumb Unity.
GREENLIGHT GO VOTE
https://steamcommunity.com/sharedfiles/filedetails/?id=686469165
vote yes pls
Hey guys, it’s been quite a while since I posted something here. Despite being pretty silent, we’ve still been working on making games. I didn’t really update a lot on the social media since the beginning of this year. This is partially because our current project, at this stage, is not ready to be shown to the public yet, but the main reason is that unfortunately, my friend and only game dev teammate (he coded almost every game I designed), Matt, has been diagnosed with a malignant brain tumor.
Matt and I have met way back in 2011 during Steam’s winter sale event called “The Great Gift Pile”. He randomly added me on steam, offering me a series of unreasonable trades. After refusing all of his ridiculous offers, I was about to delete him from my friends list, but then he asked me not to. He told me that he has read some of my game reviews and thought that we shared a similar perspective when it comes to video games.
Matt then asked me what I was doing at the time, so I told him that I was attempting to make an indie game with a IRL friend of mine. Matt wanted to join in. Matt was actually a lost spirit. He quit his college in order to become a gamedev, but then he was sort of lost as to what to do. So he just practiced his programming and art hoping that one day, he can make a game all by himself. I refused his offer, but few months later, my IRL friend had to leave due to financial concerns. That’s when I remembered about Matt and asked him to join me as a programmer.
After that, we were engaged in game development almost everyday since then. At first, I was worried because I live in America, and Matt lives in Slovenia. We have never even seen each other’s faces. So I was concerned he would one day get demotivated and silently vanish like how most wannabe devs do. However, this never happened. No matter how difficult my demands were, and no matter how much I criticized his mistakes, Matt was always there to make something with me. He actually believed in me- a guy he has never seen, and worked with me for almost 4 years. When we started, we didn’t know that much about gamedev, but through all the suffering and pain, we learned a great deal.
Around last Christmas, we started a new project that has yet to be announced anywhere. It was Matt’s favorite project so far. I was also confident in my own design of it. We showed some gifs and video clips to few of the friends we knew, and they were all excited about it. Then Matt started telling me about how he is occasionally suffering from random muscle spasms and nausea. After some diagnosis, it was made clear that he was suffering a brain tumor. Having a friend who survived easily from brain tumor, I wasn’t as worried. However, few days later Matt came to me and said it’s a malignant tumor. I did some research and as I learned more, I felt something shattering in my mind. The survival rate of malignant brain tumor is around 47% at best even after a successful surgery, and that’s the most optimistic estimate. In most cases, the survival rate seems to be a lot lower.
I asked Matt what he wants to do until his surgery. I was totally ready to accept if he were to say “I will stop making games and try to do things I couldn’t do until now. I just want to enjoy my life.”, but then Matt just said:
“Well, what else? Gamedev is the only choice here”. I told Matt that if he wanted to stop, I’d understand, but he insisted that he wanted to keep going. He has been hard at work while also taking some medication since then.
Matt’s surgery is scheduled to be around next Tuesday. I wasn’t sure if I should share this to the public, so I’ve discussed with Matt to see if it’s okay with him. I think it would be nice for Matt to know before the surgery that there are people who want him to survive. He needs to know that some people are waiting for the game he had worked on to be released.
Thank for reading. Let’s all hope that he will survive through this. If you want to send a personal message to Matt, his tumblr is http://mattsuperdev.tumblr.com. Please reblog and comment on this post to show your support. He used to always complain to me how I usually get all the emails and notes while he almost got none. I want to at least do this for him before the surgery.
Probably my favourite photo I took at a monthly festival in my city. I might post more photography stuff in the future if people are interested. Or if I just feel like it.
XNA Tutorial - Sound Manager
Making a sound manager is easy as 1, 2, 3 so why don’t you learn with me :)
An issue that came up when messing with my current engine was dealing with sounds. I knew off the bat that just using the standard methods of calling sound.Play() using the SoundEffect class wouldn't cut it. What if we want no music to play? What if we want to mute all sounds? Then we are put in quite the pickle, I'm mean if you're a hardy fellow you can put an if infront of each sound call. What I also knew I wanted to be able to do was just call the sound to play and not have to deal with it past that. In example: SoundManager.Instance.Play("soundName", 100 ) and then bam the sound plays. We can also apply any other effects we want with a modified constructor. I also knew I wanted to have effects that could change all the noises active.
So with these facts laid out I immediately thought of my best friend Mr.Singleton Pattern. Using him we can have our calls at a global level and not have to deal with a disgusting tentacle class ( what I sometimes call important classes that need to be passed through the constructors of nearly any class, for example how we pass spritebatch through to anything with a draw method and that then tends to be passed even deeper ). Then the other thing that sounds nice would be to keep all the background work contained to one class, this would store all the sounds in the games content folder and hold all the playing sounds and remove them as needed. Some may concider this gross and I don't blame them, but I like it. Feel free to just keep it all in one class.
Now let's start off with a class called something like "SoundManager". In this class let's put the good ole fashion singleton pattern:
public static SoundManager Instance { get { if (instance == null) // if the instance doesn't exist then create it { instance = new SoundManager(); }
return instance; // returns itself } }
For those of you who don't know what this is, it is a pattern that essentially states "Hey, there's only ever going to be one of me so like why bother instantiating me all around your code and just instantiate me once in myself." What I mean by that is the singleton pattern creates a global point of access to the class, and it ensures only one instance of the class is ever created.
This is the fundemental part of making this approach work.
Now we're going to go ahead and move to the other class for a second. We're going to now create a class called SoundDictionary where we'll store all the work that will actually be done with the sounds for the most part. In here we need to create a dictionary for our sounds to be loaded in, an arraylist to hold the active sounds and an arraylist to hold the sounds that need to be removed.
Dictionary<string, SoundEffect> sounds = new Dictionary<string, SoundEffect>(); ArrayList activeSounds; ArrayList soundsToRemove;
Now we need a way of adding sounds to the dictionary from the outside. Create a function called AddSound that takes in a soundeffect and a string.
public void AddSound(SoundEffect sound, string name) { if (!sounds.ContainsKey(name)) { sounds.Add(name, sound); } }
It's pretty self-explanatory there, just makes sure the name isn't already loaded in and if it isn't it adds it in.
Now we can get down to the Update function. Stick a standard Update in there with GameTime in the constructor if you want.
Now we need a foreach loop to make sure all the sounds are still running, and if not we'll take them out.
foreach (SoundEffectInstance s in activeSounds) { if (s.State == SoundState.Stopped) soundsToRemove.Add(s); }
After that we gotta actually remove those useless guys:
if (soundsToRemove.Count > 0) foreach (SoundEffectInstance s in soundsToRemove) { s.Dispose(); activeSounds.Remove(s); }
Now we need a function that will actually play the sound:
public void PlaySound(string name) { if (sounds.ContainsKey(name) && !disableSounds) { if ((!(disableSongs && name.Length > 4 && name.Substring(0, 5) == "Song"))) { SoundEffect soundEff = (SoundEffect)sounds[name]; SoundEffectInstance sin = soundEff.CreateInstance(); sin.Play(); activeSounds.Add(sin); } } }
We just make sure the sound of the given name exists and that sounds aren't disabled ( Just create two booleans: disableSounds and disableSongs ). At the heart all this does is make sure the sound is okay to play and if so creates an instance of the sound and plays it, then adds it to a list of active sounds. We can make all sorts of variants of this function now changing different properties of the SoundEffectInstance class.
Now what about those times when we want sound to just stop:
public void StopAllSounds() { foreach (SoundEffectInstance s in activeSounds) { s.Stop(); s.Dispose(); } activeSounds.Clear(); }
Whe can make modifications to this to do some fun stuff. I had my sounds dim out and wobble ear to ear. I'll include that in the link to my code at the bottom.
Now let's add one last function, a little guy meant to see if a dictionary key is already taken or not:
public bool ContainsSound(string name) { return sounds.ContainsKey(name); }
Okay, back to the Sound Manager. Almost there.
Let's create a private SoundDictionary for us to use. First let's add a LoadContent in there and pass through Content to it:
public void LoadContent(ContentManager Content) { DirectoryInfo DI = new DirectoryInfo(Content.RootDirectory + "\\Sounds"); FileInfo[] files = DI.GetFiles(); foreach (FileInfo f in files) { soundDirectory.AddSound(Content.Load<SoundEffect>("Sounds/" + Path.GetFileNameWithoutExtension(f.Name)), Path.GetFileNameWithoutExtension(f.Name)); } }
All this code does is automatically read in each sound in the Sound directory.
Now create an Update function and plug your SoundDictionary's update into it.
And lastly add a PlaySound function with name as a parameter:
public void PlaySound(string name) // Plays Given Sound { soundDirectory.PlaySound(name); }
Now that's that, you're done with your basic Sound Manager. Ez-pz. Maybe next time I'll do something a bit higher level. Like how to get an entity-part system off the ground in XNA. This is a very basic approach, I suggest taking what you now know and expand out from here. I like the idea of sounds having a custom class so then they can just act on themselves and make it semi-modular so you can just stick on sound effects for it to then use. You can also streamline a decent amount of the code in this.
If you have suggestions for how I should do my tutorials from now on lemme know. I’m pretty sure I’m mostly just making these for myself.
I'll put a link for the final code which includes a few extra things: Here
The linked code is a straight rip from an older version of my own project. Haven’t used it in a while but all seems like it should be plug and play for the most part.
Sound Manager Tutorial
In the next few days I’ll be putting out a tutorial for how to make a simple sound manager in XNA. I’m excited to share my approach to the issue and hope some people find it useful or at least interesting. I have it half written out, but I don’t think it’s very user friendly so gotta fix that. I should be able to get it done very soon though. I’m writing it in notepad++ since tumblr is currently lagging out on my computer for some reason, so that will be my excuse.
SoundManager.Instance.PlaySound(”TickTock”, 100, SoundDirection.PanLeftRight);