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Thread: What are you making?

  1. #2426
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Quote Originally Posted by Renzatic View Post
    Yay? \/
    It was a classic WIN-LOSE scenario.

  2. #2427
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Well my chat bot said it's first word: "ag'a".

    Recall this chat bot is actually moving articulators of a simulated vocal tract that generates sound dynamically, chugging the actual math of simulated air flowing through the thing. The g' means it was a "g", the back of the tongue hitting the roof, followed by a glottal stop because I had the tongue actually move back to stop up the glottis before coming down.

    It wasn't its own word yet. I plugged in random numbers by hand just to see if the command system is working
    (i.e., numbers come in & things move like the numbers tell them to).
    It is. So yay! Finally!!

    One problem is something is making the whole thing freeze about 2/3 of the time, and I've lost mouse control...
    I'll have to figure what's doing that at some point.

    But it technically works. I knew it would, but it's nice that practice follows theory when you code a thing properly functionally.
    Now I can finally start on the backend, the part where a bunch of tensors are going to (hopefully!) compute articulator movements themselves and send them to the online frontend sim over a web socket...
    When that says its first word then that's going to be a big deal! (To me.)
    I mean I'm going to have it do random babbling at the start but, you know, that's the "it's alive!" moment.
    Stay tuned.
    Last edited by demagogue; 11th May 2019 at 05:12. Reason: typo

  3. #2428
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Quote Originally Posted by henke View Post
    Bought a laptop for work, mainly so I can show my game at exhibitions and stuff. Acer Nitro 5. i5-8300H, Geforce GTX 1050 Ti 4GB, 512GB SSD. 890. Once I had it set up I immediately fired up the latest build of Stilt Fella, but to my dismay it was running kinda choppy. Oh no, have I bought a LEMON, I wondered. Then I tried out some other modern games and they ran fine. Good. It's just my game that's an unoptimized piece of crap then.
    I just had the same problem. Brand new laptop with a GTX 1060 and Darkmod runs at 16 FPS. I looked into my graphics card settings and it turns out that the default setting is set so that apps run on the Intel integrated driver, and only specified games are set to run on the GTX. What you do is make a new setting profile just for Stilt Fella and you can set it to run on the GTX. I did that for Darkmod and the FPS immediately shot up to 150. I'm about 95% sure that's your issue too.

  4. #2429
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Thanks for the tip, but making a profile for it didn't seem to do much. Still getting ~40FPS on FullHD, Ultra settings. Pretty sure it was using the GTX before as well.

    However, what did help was that I added an option to turn V-sync off. With it off I get ~190FPS.

  5. #2430
    Member
    Registered: Aug 2004
    Hmm. That actually kinda suggests you have a few long frames per second.

  6. #2431
    Quote Originally Posted by Pyrian View Post
    Hmm. That actually kinda suggests you have a few long frames per second.
    Which leads me to think there could some physics and/or gameplay calculations (which the renderer waits for) happening at specific intervals. Depending on the complexity of these calculations and their frequency, that could be the true source of the stuttering and FPS issues.

  7. #2432
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Hmm! Thanks for the suggestions. Haven't looked at optimizing it at all yet but I guess I'll have to dig into it.

  8. #2433
    Member
    Registered: Aug 2004
    Hey, how much do you guys think would be an appropriate base non-discounted price for an expanded version of Cyborg Highway? I'd be adding more types of vehicles, a bunch of powers and enemies, much more dynamic traffic, and a story campaign.

    https://pyrian.itch.io/cyborghighway

  9. #2434
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    I used to think that $5 was a good standard price for indie games. Then I watched a long video on the subject, and immediately increased the price of my 2 games on Steam to $10. So I say $10. Charging $5 is essentially saying to buyers that you don't think your game is that good. Going above, says that you think it's decent. Or so the guy in the video said, so I'm going with that.

  10. #2435
    Member
    Registered: Feb 2001
    Location: Somewhere
    7.99

  11. #2436
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    Quote Originally Posted by Pyrian View Post
    Hey, how much do you guys think would be an appropriate base non-discounted price for an expanded version of Cyborg Highway? I'd be adding more types of vehicles, a bunch of powers and enemies, much more dynamic traffic, and a story campaign.

    https://pyrian.itch.io/cyborghighway
    USD? Anywhere from $4.99 - $x depending on how much content goes in.

    I liked the jam version enough as a souped-up Frogger, but my immediate reaction is, 'How does this translate to a meatier game?'. Keep in mind I'm probably not your target audience, as procedural score chasing isn't a genre I enjoy, but if there's a lot more interesting mechanics regularly thrown in the mix and zany story stuff I'd be likely to put down a bunch of notes proportionate to how long the game lasts.

  12. #2437
    Member
    Registered: Aug 2004
    Thanks for the input, everyone.

    I'm planning a kickstarter for if it does well in the Ludum Dare scoring ("When the wave comes, be ready to catch it"). Setting a price without knowing my budget feels a little weird, lol. But basically planning on the minimum, which is really just a few months work - which is still a whole lot more than 3 days, though!

    Sulphur, yeah, I'll be ditching the score chasing entirely in favor of a mission set, sort of brawler style. I've got lots of what I think are interesting mechanics planned, while trying to stay true to the principles of the core game (fast paced action focused on knocking enemies into hazards while navigating moving "terrain"). Upgrades, enemies, roads/trains, really there's no end of ideas IMO, and if I get stuck I can just go watch some silly movies for ideas.

  13. #2438
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Quote Originally Posted by Pyrian View Post
    Hey, how much do you guys think would be an appropriate base non-discounted price for an expanded version of Cyborg Highway? I'd be adding more types of vehicles, a bunch of powers and enemies, much more dynamic traffic, and a story campaign.
    I'd stick with my earlier recommendation to make it a mobile game, and also cut down the color-scheme to a much simpler color gradient (maybe GameBoy-aesthetic) for increased readability, and release it as a free, ad-supported game with the option to remove ads for ~3$.

  14. #2439
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    I loved the shit out of games like that in the 80s (Atari 2600, Commodore 64, arcades etc). I'm not sure if games like that are popular at all anymore.

  15. #2440
    Member
    Registered: Aug 2004
    Just updated CyborgHighway on itch.io with a full screen button (still locked to 16:9 though), more restrained car colors, arrows to point out the player's starting position, and spinning flails on each enemy. Basically a big push to make things stand out a little better. Anybody got a chance to try it out this afternoon? Thanks!

    https://pyrian.itch.io/cyborghighway

  16. #2441
    Member
    Registered: Feb 2003
    The new animations are a definite improvement.

  17. #2442
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Yup, much better. Not entirely sure how the scoring works, but if you haven't you should implement some sorta combo-system. String attacks together fast enough to keep a score-multiplier going.

  18. #2443
    Member
    Registered: Aug 2004
    Thanks, guys! C-C-C-Combo, eh? I was actually thinking about removing scoring altogether in favor of mission objectives. I'll play with it.

  19. #2444
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Currently doing a new SDL verson of my Space Invaders remake (formerly done in openGL) from back in 2010. Done nicer with proper sprite sheets etc.

    More just for myself to keep the programming skills up. If there is interest I'll provide a link when it's done. It should be a quick project, as last time round it only took me 3 weeks to make. It's just finding the time and motivation.

  20. #2445
    Member
    Registered: Aug 2004
    I setup a Kickstarter in hope of having a higher score in Ludum Dare than I actually got. Top 10% in Fun isn't bad per se but it's not great. (I am vaguely offended by how terrible some of the games that beat mine are, though, lol.)

    After due consideration ("What does this cost me if when it fails? Oh, right, basically nothing.") I went ahead and launched it anyway. So, if you're interested in Cyborg Highway becoming a full game, maybe toss a pledge my way, probably won't cost you anything but gets you my thanks!

    https://www.kickstarter.com/projects...cyborg-highway

    #hownottomarketwithconfidence

  21. #2446
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Alright amigos. This is a screenshot of my chat bot saying its first word, well, not the very first, but the first where the muscle instructions are coming in from the server (Python code) over a websocket to be triggered in the client webpage vocal tract sim (in Javascript, an app called Pink Trombone made by Neil Thapen). It is at this point that I can finally start on the actual AI speech engine in Python! For the last 3 months I've just been setting up the base architecture mostly in the Javascript.

    For this early stage, I'm just inputting the muscle instructions by hand to make sure it all works.
    I was trying to get it to say "hello", but I ended up with "aye-loh". Eh, good enough for now.
    It's still pretty buggy and unstable, but it works! I thought it was a cool milestone.

    Edit: You can actually see the tongue hitting the "L", still in the "Yee" position. In another beat the shape will slide over to "Oh".

    Last edited by demagogue; 26th May 2019 at 06:44.

  22. #2447
    Member
    Registered: Aug 2004
    Now teach it to perform oral sex and hook it up to one of those real dolls, and you'll make a fortune from this.

  23. #2448
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    I think that's pretty cool, dema! Is the voicebox control for the amount of vibration being produced?

    Also, won't it need two lips to shape the airflow for an 'oh', (not to mention the bilabial consonants)? Or more probably the diagram is a functional cross-section instead of a detailed articulator map.

    (edit: ah, you have the upper lip towards the palate arch. I'd have assumed the lower lip goes below the alveolar ridge in the diagram, but functionally it wouldn't matter.)

  24. #2449
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Thanks!
    I could have posted another thing. The sim part of it is already online now, and you can play around with it yourself to see how it works and probably answer your questions better than I could explain it.
    Here it is: https://dood.al/pinktrombone/

    I basically just lifted this part whole cloth and changed the color.
    There are a number of issues: There aren't teeth, there isn't a clear line between lips and palate... I don't know how to make a th/sh/ch on it, if it's possible at all. I don't know how to deal with loudness apart from vocalization (e.g., to whisper loudly or voice softly). It's hard in the original form to see how these functionally matter as you have to do it by mouse/finger touches, which is kind of unwieldy for answering questions like that.

    What I've added so far is a command system to moves what's already there now by plugging in all the numbers, and with this version I've hooked that up to a Python-run server.
    It was sort of the path of least resistance to get to the part I care about, which is an AI engine on the server side for moving the articulators.
    I might add the missing things on my own at some point, once I've got the engine up and running, but what's there now is enough for me to get started.

    Just as a learning project it's great. Just making the thing, you get a good idea of all the parts that go into it.
    But like I can start to answer questions like how the lip/teeth/palate transitions matter by just asking the bot to say words that touch the tongue around those areas and see how it sounds.

  25. #2450
    Member
    Registered: Aug 2004
    Cars change their speed and lanes now. Still needs some tuning to dampen harmonics (meaning "natural" generation of bunches and voids which aren't fun to play around).


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