There's no specific filter. The main effect is blending the previous frame with the current frame. When blending, I modify the coordinates and add some noise. This makes the graphics look less basic and it creates this noisy trail when things move.
Interesting topic. I appreciate the effort that went into this, there are some good animations.
But I find this kind of presentation much harder to read than a classic blog post. It's difficult to skim through the text to see how far it goes (and the article structure is not apparent); instead, I was kind of forced to read the text sentence by sentence (since I was familiar with the topic, I wanted to skip over the basics).
It may be more appropriate to compare this to a video than a blog post. This is an interactive video where you control the pacing, such that you don't have to pause if you need more time to read, and can advance as soon as you're done reading the current slide. I generally prefer text content over video content myself, but this seems fine as a variation of the latter.
Very nice project!
Thanks for making it open-source and very easy to use. I hope you'll find contributors and be able to get a nice collection of animations!
I'm starting a new project, I may have to use this tool in the next few months.
I assume regret. Perhaps someone else will take it and finish it release it on steam and make bank. Who knows.
Part of the reason of asking the question is I was hoping to hear from other people who have done something similar so they can share their experience and feelings on the matter.
What if the game was completely done? To your satisfaction, which you are entitled to change, but you've been the only judge so far.
Whether you open-sourced it or not your next step might be to start building a community to allow for enthusiasts' input.
That would be pretty much of a major change without additional coding required.
This would not be the same game effort from you compared to coding it all by yourself any time you have anything to do with it. Like it has been so far.
You would have to be very careful about the community you keep, but it should be about the opposite of isolating.
Now back where we started, OTOH what if you were simply "done with the game", but the game itself is far from done?
I estimate you've got more major milestones in mind and that would mean a lot more of the same kind of effort.
As you are considering, opening it up could give it continued progress whether or not you contribute any more yourself, also whether or not it's you who builds a community.
But it might be a unique opportunity to build a pretty similar community as if the game was far more complete.
Starting right now without having to wait.
Could be the least isolating your progress has been since the beginning.
And community building or participation could be just the thing for a breath of fresh air, and you were probably going to do it sooner or later anyway.
Each time I read this kind of feedback, I wonder if there should be a free, community driven, alternative to Duolingo.
- Content may be provided by contributors (like Duolingo did for many years)
- It could be supported by donations (I believe the costs can be kept low)
My feeling is that lots of problems with Duolingo are caused by monetization (and many things were better in Duolingo a few years ago).
I'm still not sure of how it should be designed and what we need exactly. One of the problems is also to get enough contributors. I'd be interested in hearing more thoughts on this.
As a hobby, I started building an alternative to the Duolingo Stories feature (https://lingostories.org), but it's still fairly limited.
I'm making a free/unmonetized language learning app as my side project. (I made it out of anger at duolingo, lol.) You can check it out at https://yap.town . It's sophisticated in some ways but simplistic in others, for example there are not yet any stories. If you want to collaborate, hit me up, my email is in my bio. I think the world needs an actually-good language learning app
However, I would say that for very popular languages (Japanese, in my case), there are probably good (but paid) niche apps/resources. If your target language is Finnish, there are fewer options, like another commenter points out on the parent thread.
Building old code and getting the same result is not always trivial to do.
Potential issues:
- If you have content in a database, can you able to restore the database at any point in time?
- If you code has dependencies, were all the dependencies checked in the repository? If not, can you still find the same version you were using.
- What about your tools, compilers, etc.? Sure some of them like Go are pretty good with backward compatibility, but not all of them. Maybe you used a beta version of a tool? You might need to find the same version of the tools you were using. By the way, did you keep track of the versions of your tools, or do you need to guess?
Even with static websites, you can get into trouble if you referenced e.g. a JS file stored somewhere else. But the point is: going back in time is often much easier with static websites.
When I looked into CYOA, I opted for Ink. It's using a nice text-based language, a bit like markdown. It worked well for me, and I think it's a good option if you want to use a text editor.
Theoretically, epub format is ideal for a cyoa format book. Each choice at the end of the page can be a hyperlink to the next (internal) file, and the pages/files themselves could be marked non-linear (so that someone can't just page through to see all the pages).
Unfortunately, Apple and the others who have authored epub clients do not implement it correctly and behave as if non-linear pages are supposed to be some sort of footnote, and pop up models to display them, rather than just treating them as the reflowable content that they should be. Not marking them as non-linear is also problematic, because something about it seems off when you can just scrub through pages in linear order. It's unlikely to ever be fixed either, so the format itself is ruined for this purpose.
I've been tinkering on and off with a javascript hack that I hope would prevent swiping through files/chapters, but I could never get it to work right. There's not alot of documentation even saying what javascript is permitted in epub... there are a few of the Jackson Fighting Fantasy books that I'd like to convert and keep the hit points and dice rolls entirely within epub (I think CYOA had this as well with a "flip a coin and if it's heads turn to page X").
Ink looks iteresting! Twinery provides a nice visual editor for the passages and branches which I found appealing. Ultimately, I used Mermaid to create visual snapshots of the story which were useful when editing the physical book.
You are limited to 50 puzzles when off the network, and when you reconnect, the next 50 (or the delta between how many you played and 50) are redownloaded.
CT-ART 4.0 is the gold standard. Again, not fully free, but it has some very instructional features, like playing against alternate moves, solving mini versions of a puzzle, playing the opposite side etc. Used it for years.
To be fair you shouldn't be sitting in the bathroom for that long because you'll develop hemorrhoids.
Maybe he's really good at chess?
(Unlike my former co-worker who would monopolize the one men's room stall for two hours at a stretch doing chess puzzles on his phone, and I'd have to go to the IT building. Gross.)
The source code is here: https://github.com/laurentlb/shmup8/blob/main/src/shaders/sc...
Blending is on lines 241, 242.
I didn't try to get a specific 80s look, I just played with formulas.
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