IndigoGollum

joined 2 years ago
[–] IndigoGollum@lemmy.world 2 points 4 days ago

Go might be a good option. It uses a simple square grid or checker board, and only has one kind of piece per player. The rules are super simple. Play time depends on the players' skill and the size of the board.

Also good is Pente, which uses the same pieces and board as 19x19 Go. It also has simple rules and is easy to learn.

Checkers is an option. I haven't played it enough to know how strategic it gets.

All of these are easiest to port if you have a board that rolls instead of folding.

[–] IndigoGollum@lemmy.world 1 points 5 days ago

Sure, what's the syntax for that⸮

 

I'm working on a two player 3D game that involves both player character models facing toward one another most of the time.

I worked out that i can use translate_object_local(Vector3.MODEL_<side>) for movement around a point that a model faces toward (there's probably a better way to do that, but that's not what i'm focused on for now), but i'm struggling to make that focus point an object instead of just coordinates.

I've tried a few things inside func _physics_process(delta): look_at($Beacon.position.x, Vector3.UP, $Beacon.position.z) to rotate around the Y axis and face the object Beacon (CharacterBody3D placeholder for player 2) crashes with the error "Invalid access to property or key 'position' on a base object of type 'null instance'."

Putting var look_here = position in the script for the beacon and then look_at($"../Beacon".look_here) in TestChar (test character) makes the character rotate around the world origin.

Adding a Vector3 variable look_here_P1 to Beacon's script and then adding or subtracting to its X and Y positions with beacon's movement keys should make TestChar face a point that's in the same place as Beacon, but i don't know how to either make TestChar use that that variable from Beacon's script, or move the variable to TestChar and make Beacon update it now that it's in another script.

Making Beacon emit a signal every time it moves in a particular direction and then using those signals to update a Vector3 variable in TestChar's script doesn't seem to work, i think either it doesn't update the variable's position or look_at() in _physics_process doesn't check for a new target to look at.

Is there a simple way to make an object always look at another object? I'm sure there must be but i can't seem to figure it out. Thanks in advance.

[–] IndigoGollum@lemmy.world 1 points 4 weeks ago

Turns out no, an imagemap cannot use relative units for its hotspots. Sort of. I can use whatever units i want for one corner of a rectangular hotspot, i can even mix units, but one corner has to be in px. What does work is adding a single pixel transparent image with a link, stretched to cover the hotspot. Then i can position and scale that image using vw units (vh and % won't work) and for reasons beyond my comprehension, that just works.

[–] IndigoGollum@lemmy.world 2 points 4 weeks ago

I just found a workaround of my own, but thanks anyway. My site currently doesn't use any JS so i'm putting off learning it until i have to.

[–] IndigoGollum@lemmy.world 2 points 4 weeks ago* (last edited 4 weeks ago) (2 children)

My problem arises when i shrink my browser window to be less wide than the image, so it scales down to fit, and i guess the imagemap doesn't. I found a browser extension that can highlight imagemaps, and here's what the page looks like from a full screen and a smaller screen.

The image is being scaled down by width:100% but the map doesn't scale with it, and uses the same pixel distances from the origin corned of the screen. I've added some relevant code to the initial post. The horizontal scroll bar is only brought back by the extension, normally the maps to the right (not shown here) are impossible to reach on a screen too narrow.

I guess as a workaround i could add invisible images with links at absolute positions where i currently have hotspots. (PS: tried this, found the same problems. Maybe i just don't understand CSS positioning, maybe what i'm trying to do is impossible. Maybe i need a break, or to not work on this stuff first thing in the morning.)

 

One page on my website consists of a single large image (with absolute position and fixed width) and an imagemap. I just realized that if i shrink my browser window or try to view the page on any screen that's not the same size as mine, the image and map become desynchronized.

I don't think this would be a problem if i could make the imagemap use percentage or vw/vh units instead of pixels, but it doesn't seem to work that way. It will accept percentages or vw/vh for one of a rectangular hotspot's coordinates, even mixed, but apparently one coordinate has to be in pixels.

Does anyone know a way around this besides letting the image be bigger than the window it's in and making users with smaller screens scroll horizontally?

I'm mostly concerned with compatibility with Firefox v138, but more generally compatible solutions are better.

If it helps, the relevant code for the image is:

style="position:absolute; top:0vh; left:0vw; width:100%"

and the map is:

<map name="map"> <area shape="rect" coords="89,522,173,634" title="font compryption" href="inventions/compryption.htm"> </map> A normal imagemap, as far as i can tell.

[–] IndigoGollum@lemmy.world 2 points 1 month ago

I tried this and it kept adding extra faces to the spikier bits. For now i'll stick with GIMP. Thanks anyway.

 

A scene i'm trying to make includes a hole in the sky that i'd like to have disintegrating edges, as shown here. I should only need one angle on this scene so i don't need something that's pretty from every angle.

Here's what the scene looks like currently, with a filled black circle for the hole.

And here's roughly what it should look like.

I used GIMP's pick and blur filters to do this, but i'm curious to know if there's a good way to get this same effect straight from Blender. What are my options here besides editing the picture every time i update the scene?

Thanks in advance.

 

What are some interesting ailments you've invented? Probably with spoilers for the grosser details.

I have a couple. The first is my take on vampires.

VampirismVampirism in Ortharen is caused by a parasite called Esor crorum, commonly known as dracula (singular draculum). They spread through contact with blood and can infect most animals.

Dracula stop you from producing red blood cells but allows you to use blood you ingest, so if you don't drink the blood of unafflicted creatures you'll suffocate without a way to move oxygen around your body. Most blood will work for most vampires, but blood of your species and a compatible blood type works best.

This condition also stops you producing melanin and makes you more sensitive to bright lights, but that's less important than the blood thing.

Vampires are very resilient to other diseases because dracula will ruthlessly attack any other bugs you might catch. But not stuff you already had when you became a vampire, probably because it recognizes those as part of your body.

A living vampire can kill their dracula by eating lots of alliums with other immune boosting foods, but they still won't be able to produce new red blood cells and they'll need regular transfusions or they'll suffocate and die.

Then there's one about eyes.

SnolpirsiThis one is mostly like a common cold, but if you leave your eyes open for too long they'll crust over. If that happens and then you blink, they'll shatter and you'll go blind. You can usually recover from this with eye drops, but most people prefer to avoid having to deal with that and wear blindfolds to make sure their eyes stay shut.

Snolpirsi is common enough that plenty of people learn tactile writing systems so they have something to do while they wait to feel better.

The idea for this one comes from how i thought blinking worked when i was little. I don't remember why i thought that could happen.

[–] IndigoGollum@lemmy.world 2 points 1 month ago (1 children)

...gross upon gross...

Does this yinrih culture use a duodecimal number base? That's a neat detail.

I don't know much about travel that fast in my world. It's mostly low fantasy (i like fantasy but can't write magic) so there's no teleportation or portals. Some routes are particularly fast if they pass through an area of hyperbolic space, but that's as close as i get to any sci-fi fast travel. I have considered saying the speed of light is infinite, but i'm not sure yet what implications that could have.

 

My website's home page is meant to look like a star system, with a sun in the middle and planets (links to parts of the site) orbiting around it. That's how it is currently (here, scroll down and right a little).

What i'm struggling with now is making moons that can orbit planets orbiting the sun. I've tried moving a planet's inline CSS into a element around that planet's link and picture, and then adding another planet to that , but i can't figure out how to make it orbit around the parent planet instead of around the sun.

I did see this Codepen example, but it works differently from how the rest of my orbits are set up. It seems to rotate planets from an offset center, rather than moving them on a circular path without rotating them. And i couldn't figure out how to adapt its moon movement to my page.

Is there a good way to do what i'm trying to do, besides rewriting my page to work like the Codepen one? Thanks in advance.

 

I don't expect it to be possible, but it could be interesting to have different imagemaps for different frames of a gif or other animated image. For example, a large slowly spinning globe, that lets you click continents to go to more information about them. Is there a way to do this?

[–] IndigoGollum@lemmy.world 2 points 1 month ago

Obsidian is a good program for organizing stuff, but i prefer HTML. Most of the visual stuff for my world has been maps, for which i use paper, Blender, Krita, and a giant empty plastic Christmas bauble that i can draw on with dry erase markers like a globe. I use Polyglot to organize my conlangs.

 

My site is currently pretty simple, but it still uses enough CSS that some parts of it look really bad in a browser like Links2 that doesn't support CSS. Most of what i'm doing with CSS can be done with plain HTML, it just doesn't look as good.

Is there a way to make a page try to load normally with CSS and whatnot, and then only load a simpler version with everything done in tables if the normal version can't load? Is my best option here to make normal and simple versions of every page?

[–] IndigoGollum@lemmy.world 2 points 1 month ago (2 children)
[–] IndigoGollum@lemmy.world 2 points 1 month ago (1 children)

Thanks for the detailed answer. As a person with vision, i'm familiar with this already but i didn't know any of the math or science behind it.

I mostly was curious to know if an addon existed to adjust an object's scale as you adjust its distance along an axis perpendicular to the camera (your view, not the camera object) to keep its visual angle the same. I don't have any need for a tool like this so i probably won't try to make said addon, but it's nice to know that the formulas for this already exist.

I think photos of people posing around monuments are good examples of this. You already mentioned the Eiffel Tower appearing to be as tall as a person from the right angle.

The Leaning Tower of Pisa is obviously much bigger than this bag, but the bag is positioned at an angle to make the tower look small enough to fit inside.

 

Is there any way to move an object directly toward or away from the camera while scaling it to preserve its apparent size, so it doesn't look like it's moving or scaling? I don't think this is very useful, but it could be good for condensing a distant landscape to be visible with realistic looking scales while not requiring a huge rendering distance.

 

I'd like to be able to use vector rather than raster textures, mostly because raster images take up a lot of space. I'm pretty sure Blender doesn't support this natively, and the only extension i can find for it is Vectex, which hasn't been updated since 2012.

Does anything for newer versions exist, even just for use within Blender? Is there a better way to have detailed textures without huge texture files?

Thanks in advance.

[–] IndigoGollum@lemmy.world 1 points 2 months ago

Seems like a good option. Thanks.

 

I'm having some trouble getting my first party Wiimote Plus to connect to my Linux Mint laptop via bluetooth. I can get Blueman to say it's connected, but the sync button keeps flashing on the remote until i disconnect it, and it's not recognized by AntiMicroX, jstest-gtk, Retroarch, Cemu, or Super Smash Flash 2.

I've looked at WiiCan, wiimote-pad, and MoltenGamePad, and i can't figure any of those out. I installed xwiimote and xf86-input-xwiimote but they didn't seem to change anything.

Does anyone know what i'm doing wrong here or have experience getting a Wii remote to connect to Linux (ideally with a working nunchuk)?

That was pretty easy, actually. I added the line "ClassicBondedOnly=false" to /etc/bluetooth/input.conf, then connected the Wiimote as a normal Bluetooth device. The nunchuk doesn't work, but i think i can connect a second Wiiimote and use that in my off hand. This setup also allows me to connect a Wii U Pro Controller, and it works well enough.

I'm sure a Dolphinbar is also a good option, and i'll probably get one if i ever need a sensor bar for my computer.

 

One big advantage of phonemic scripts (alphabet, abjad, syllabary, abugida) over semantic ones (logography, idiography) is that they're simpler, smaller, and easier to learn. Languages have fewer sounds than concepts they can express with those sounds. But at what point would a language have so many different sounds that having a semantic script would be simpler than a phonemic one? Is this at all realistic?

This is more hypothetical than a lot of stuff to do with conlangs. It seems to me that this would only be the case in a language with thousands of distinct phonemes. Wikipedia's list of languages by number of phonemes doesn't mention anything close to 200. Even with lots of digraphs any phonemic system for a remotely naturalistic language should be simpler than a logography.

[–] IndigoGollum@lemmy.world 2 points 2 months ago

Pai Sho is a family of abstract strategy games. Fire Pai Sho relies some on luck, and Respite Pai Sho is a solitaire game. Both games can be played with a Skud Pai Sho set, for which you can get printable sets here.

 

First, i know this place is mostly for video game design. But i don't see many other places for game design beyond video games, and i have no idea where else to go for guidance with designing a sport.

I had an idea today for a new variety of bowling that i think would be best played with duckpin balls and pins. Problem is, those are apparently really expensive. A quick look online has a single ball going for $60-$80 US, and candlepin balls aren't better.

Less recently i wrote rules for another sport that would require mostly original equipment, and i don't even know where to start with getting totally custom equipment made. I guess talk to a smith or welder?

If anyone here has experience with this sort of thing, how do you get equipment for experimental games/sports without spending hundreds or thousands of dollars on it? Is this why apparently nobody makes new sports?

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