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The jump to the balloon is the same 10 block jump at the start of the WHY stage in CPJchute's Long Jump Obby.
Now create a Mandelbrot Set Renderer.
I changed how this works a bit, and got some more colorful renders.
I forgot to put in a lag alert. WARNING: THIS CAN LAG WITH TOO MANY OBJECTS.
added in lag alert
Yeah, and I tried doing a 12292 pixel render(smaller version of 16384 1:1 pixel render) and Algodoo completely failed. MAKING ANOTHER CHANGE
Thanks for adding my suggestion!
Thanks! I had to go through a bit of bugfixing to get to this. Also did a smaller 6144 pixel render but now I'm just gonna leave it in my Screenshots folder...
thanks:)
New PB - 2:50
At the "A skillful level" part in Medium, it is GENERALLY IMPOSSIBLE. The damage blocks simply deal TOO MUCH damage!

also please recreate beat blocks for this(or atleast do that for part 2 if you are gonna make one)
Did you know that FRA32 is the only person to have released a Julia Set Renderer on Algobox.
Thanks:)
Using Shadertoy, I got an HD version of my renderer, and using the EXACT same settings it was normal, but with even just 100 iterations it looks quite crazy. And also dark.

By iterations, I mean the MAX amount of iterations that can be done.
WHAT?! I made an animation engine too, but the way that you also added in easings amazes me!
Nice! By the way, the coloring algorithm(in HSV) is:

if iterations is not equal to max_iterations:
color(iterations / max_iterations, 1, iterations / max_iterations)
else:
color(0, 0, 0)

After some playing, I realized using a constant instead would fix the darkness problem I was having with the Shadertoy renderer.
So, instead this could be used(Color in HSV again):

if iterations is not equal to max_iterations:
color(iterations / 20.0, 1, iterations / 20.0)
else:
color(0, 0, 0)

I may try creating another version of my renderer using Processing.
I got a Mandelbrot render through the Shadertoy I created:
https://ibb.co/VNvYY6N
ITERATIONS: 100
ZOOM: 1
COLORING ALGORITHM: HSV(ITERATIONS / 20, 1, ITERATIONS / 20)
@s_noonan I'm sure that "Na2xb5" is just used as an EXAMPLE! I'm sure that it means: When 2 of any piece is on the same row / column("columns only" for pawns, as pawns only move forward/diagonal), different notation needs to be used to specify which piece was moved.

For the other 2 questions, here's my answer(Maybe not correct):
Q1 - "What buttons?"
A1 - Buttons that probably aren't in the scene yet.
Q3 - "Why show "LEGAL MOVES" if it's not being used?"
A3 - I can't even think of an answer
wait is the AHOX Hydrogen faster than the AHOX Basic computers?
Fun fact: This is my two hundredth comment:)
[Seriously, check my comment count]
Fun fact: They're both the same size, so neither one is bigger.
Please, just please playtest your towers. You CAN walljump on the walls of the tower.
ez please patch the ability to skip most of this tower
@Little I feel like one of the main reasons for that is that the AHOX Hydrogen can have a higher clock speed than the AHOX Basic PC's thanks to the Clock Rate Multiplier. Maybe attempting to run it at a Clock Rate Multiplier of 1 can give the same results as in the AHOX Basic PC's.
a
Right after I commented that, I did another run and got to HCO part 6 stage 3, and then gave up while being stumped by the stage's difficulty.
Did level 10 in 15 seconds using a speedrun technique.
Levels 1 - 10 in 2:49.00
New WR: 3:08.416
I am trying to make a cube with a 3D polygon renderer I made, and I am basically just NOT able to get camera rotation to work. It seems like it is creating some problems with some points getting behind the +z axis. I also do NOT understand how Z-clipping can work. Checking this scene to see what I'm doing wrong...
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