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Search - "blocky"
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Apple you drove of delusional suckers! When will your retarded fashion devices finally support WEBP?!
A gallery page with images, and thanks to WEBP, it's 408 kB. Because Google made WEBP and handed out a well documented CLI FOSS compression tool that even can convert the source PNGs to lossy WEBP with bloody transparency. Well done, Google!
Except that Apple's shitty management can't take it that Google actually made something nice, so no WEBP. Instead, JPEG-2000 that enjoys nearly no fucking tool support. The free tools that even can deal with that mostly don't support transparency, and the encoder sucks donkeys so that JPEG still fucks JPEG-2000 big time.
So it's JPEG with matching background for iOS. Fine, but since JPEG's blocky artifacts are much more visible, the compression can't be that high, and it's 769 kB. That's 88% more image data for Shittari than for non-retarded browsers and even Edge! EDGE!!
Oh and if the user changes light/dark system mode according to surrounding light conditions, guess what happens? Yep, since JPEG doesn't support transparency, now it's different JPEGs with dark background via the media query in the "picture" element, and it's another 754 kB download. Bloody 1523 kB instead of 408 kB, that's a factor of 3.7!
Fuck your ass Crapple, with an electric eel!19 -
Blocky, a small game I created last week. You have to destroy blocks to score points and win. Check it out!11
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A quick update to a previous rant: https://devrant.com/rants/1336393/...
(If you haven’t read it yet, please do, because otherwise you won’t know what I’m talking about.)
So I got the laptop of my classmate working. I connected to my PC remotely because the laptop is way too slow. Everything was working perfectly and I was finally working on the app. But then it happened, I clicked on chrome and for some reason the laptop started to go crazy. The screen was all blocky/pixelated and I couldn’t do anything. I called someone from the ICT department at my school and he said he couldn’t fix it (probably because he didn’t know what to do or what was going on). So now the laptop is broken and I’m can start all over again. So I’m stuck, again. And my school doesn’t want to do anything about it. The worst thing is that my classmate needs to explain to his parents why his laptop broke. I hope I can get working again soon. I just don’t know what to do now.4 -
Everyone and their dog is making a game, so why can't I?
1. open world (check)
2. taking inspiration from metro and fallout (check)
3. on a map roughly the size of the u.s. (check)
So I thought what I'd do is pretend to be one of those deaf mutes. While also pretending to be a programmer. Sometimes you make believe
so hard that it comes true apparently.
For the main map I thought I'd automate laying down the base map before hand tweaking it. It's been a bit of a slog. Roughly 1 pixel per mile. (okay, 1973 by 1067). The u.s. is 3.1 million miles, this would work out to 2.1 million miles instead. Eh.
Wrote the script to filter out all the ocean pixels, based on the elevation map, and output the difference. Still had to edit around the shoreline but it sped things up a lot. Just attached the elevation map, because the actual one is an ugly cluster of death magenta to represent the ocean.
Consequence of filtering is, the shoreline is messy and not entirely representative of the u.s.
The preprocessing step also added a lot of in-land 'lakes' that don't exist in some areas, like death valley. Already expected that.
But the plus side is I now have map layers for both elevation and ecology biomes. Aligning them close enough so that the heightmap wasn't displaced, and didn't cut off the shoreline in the ecology layer (at export), was a royal pain, and as super finicky. But thankfully thats done.
Next step is to go through the ecology map, copy each key color, and write down the biome id, courtesy of the 2017 ecoregions project.
From there, I write down the primary landscape features (water, plants, trees, terrain roughness, etc), anything easy to convey.
Main thing I'm interested in is tree types, because those, as tiles, convey a lot more information about the hex terrain than anything else.
Once the biomes are marked, and the tree types are written, the next step is to assign a tile to each tree type, and each density level of mountains (flat, hills, mountains, snowcapped peaks, etc).
The reference ids, colors, and numbers on the map will simplify the process.
After that, I'll write an exporter with python, and dump to csv or another format.
Next steps are laying out the instances in the level editor, that'll act as the tiles in question.
Theres a few naive approaches:
Spawn all the relevant instances at startup, and load the corresponding tiles.
Or setup chunks of instances, enough to cover the camera, and a buffer surrounding the camera. As the camera moves, reconfigure the instances to match the streamed in tile data.
Instances here make sense, because if theres any simulation going on (and I'd like there to be), they can detect in event code, when they are in the invisible buffer around the camera but not yet visible, and be activated by the camera, or deactive themselves after leaving the camera and buffer's area.
The alternative is to let a global controller stream the data in, as a series of tile IDs, corresponding to the various tile sprites, and code global interaction like tile picking into a single event, which seems unwieldy and not at all manageable. I can see it turning into a giant switch case already.
So instances it is.
Actually, if I do 16^2 pixel chunks, it only works out to 124x68 chunks in all. A few thousand, mostly inactive chunks is pretty trivial, and simplifies spawning and serializing/deserializing.
All of this doesn't account for
* putting lakes back in that aren't present
* lots of islands and parts of shores that would typically have bays and parts that jut out, need reworked.
* great lakes need refinement and corrections
* elevation key map too blocky. Need a higher resolution one while reducing color count
This can be solved by introducing some noise into the elevations, varying say, within one standard div.
* mountains will still require refinement to individual state geography. Thats for later on
* shoreline is too smooth, and needs to be less straight-line and less blocky. less corners.
* rivers need added, not just large ones but smaller ones too
* available tree assets need to be matched, as best and fully as possible, to types of trees represented in biome data, so that even if I don't have an exact match, I can still place *something* thats native or looks close enough to what you would expect in a given biome.
Ponderosa pines vs white pines for example.
This also doesn't account for 1. major and minor roads, 2. artificial and natural attractions, 3. other major features people in any given state are familiar with. 4. named places, 5. infrastructure, 6. cities and buildings and towns.
Also I'm pretty sure I cut off part of florida.
Woops, sorry everglades.
Guess I'll just make it a death-zone from nuclear fallout.
Take that gators!5 -
You know how when you specifically tell Developers lower than you NOT to do something like add more features without debugging first on a Site that uses the coding language "blocky" ON A CHROMEBOOK....... Guess what they do?7
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My uncle had a computer with a dot matrix printer attached. I remember that there was a Python turtle like drawing program. Spend quite some hours making blocky single line drawings with that. Printed some too.
No clue what kind of computer it was though. Probably a PC clone like headstart.2 -
Me: Ok, Lets continue with this scratch project. We need to script in a Update Alert (A button we can press to shut down the game and alert players ingame that an update is here), Add upgrades, (Yadda yadda yadda), And Debug the......
Assistant #1: How about lets not worry about Debugging the game and focus on adding more scripts.
Lead Assistant: How about lets Debug AND add the updates just like the developer said.
Just a word to Assistant #1. Number one, Debugging to a game is like cleaning, grooming, and feeding yourself. If you dont do it, the game performance is to be considered "F.I.T.A" or "Fucked In The Ass". it wont get anywhere Fast, Let alone get anywhere at all. Number Two, Updates are important, I admit that, and im not saying they are less important than debugging, but if you add an ass load of updates before you debug, it will take more time to debug ALL of those other updates than just the few we already did. Plus it will only add more stress to the developers which in turn may make us miss(or make) more bugs in development.
Keep in mind that we are developing Scratch Projects that use the coding language "Blocky". -
Who amongst you remembers Ultima Online?
At one point probably one of the best games ever made. Even wrote the record for most players online and got in the Guinness Book of records for it. This was during the dial-up days. You kids these days have no idea how slow internet was or how cool it was to hear those three special words, You've Got Mail.
Everquest and WOW dont have shit on this game even if it never really went 3D. There was a sorta blocky 3d but it sucked which is why it failed. Everyone was content with 2d because the blocky 3d was trash in most circumstances.
With Ultima it made you feel like a kinda second life. And it wasn't a chore like Life Is Feudal or many of the other grundy games of today.
My 80 year old grandfather played it all day everyday. That's how fucking good the game was.
I would still be playing the official servers a decade plus, later if they would stop adding unnecessary dlc and they wouldn't have added a pay store.
It seriously pisses me off that I spent years collecting and hoarding rare items that I actually fucking earned and the assholes add a pay store that lets these new players buy the item I fought a boss four hours to get.
It ain't fucking right. It literally makes the rares worthless and my efforts pointless.
EA also rushed Ultima IX so it was buggy as hell and technically unbeatable unless you edited the game to let you cheat. Richard Garriott made the game and bugs and all is a masterpiece. His new game Shroud of The Avatar, not so much but that's a different rant.
I honestly wish EA would go out of business. They have ruined enough of my favorite titles with their incompetent bullshit and greedy cash grabs. If they would just make UO the way it was around the second age or Lord Blackthorn I'd guess a lot of us old-school vets would come back.
But as it is our only real option is to build our own servers or play someone else's which is what I do. Fuck EA!9 -
Im very proud of myself for getting on scratch and putting in 200+ Code Blocks for 2 hours straight. Working on it to help an elementary school better teach math since I have a mild case of ADHD which made it challenging to learn. Hopefully this game will better help kiddos like i was, learn math easier. Will send out an update when its finished with the link to it.2