A cheeky drinking session at the local pub and then see if it's fixed itself in the morning? https://twitter.com/Bitbucket/status/1009829614288596997
Happy steam sale everyone.
Remember: this is the super secret special steam sale page for turning small amounts of steam credit into games
and here is an artists preview of what that page looks like now
https://twitter.com/kometbomb/status/1009661843227512832 @kometbomb @DavitMasia @not_surt @the_ptoing A fragment shader may not have the number resolution available, even for intermediate values.
I think that would fail on a PI, possibly in a fun, hard to notice way :)
Still, it would mostly work and is probably the easiest hack to the current code.
https://twitter.com/DavitMasia/status/1009438710037966849 @DavitMasia @kometbomb @not_surt @the_ptoing Another option is hard baking the palette into the shader source. So any palette change would require an automatic construction of the palette into a unique shader.
This is probably more efficient that 256 texture lookups per texel and might suit your needs better.
https://twitter.com/DavitMasia/status/1009413280874549248 @DavitMasia @kometbomb @not_surt @the_ptoing Need to fetch it in from a texture:
vec4 colors[COLORS]; bool gotcolors=false;
void getcolors(sampler2D tex1) { if(gotcolors) { return; } for(int i=0;i<COLORS;i++) { colors[i]=texture2D(tex1, vec2( (0.5+float(i))/256.0 , 0.5 ) ).rgba; } gotcolors=true; }
https://twitter.com/DavitMasia/status/1009389591395266560 @DavitMasia @kometbomb @not_surt @the_ptoing Not uniforms, So
vec4 col[256];
may work where
uniform vec4 col[256];
would fail.
It's a surprise limit though, the compiler can get up to all sorts of shenanigans.
I think I had some code doing this sort of thing on a PI (my lowest GLES2 test machine)
https://twitter.com/_johnoshea/status/1008007376975417349 @_johnoshea Bring me this gour you speak of and have it dance before me that I may be amused and thus say unto all that we have met.
https://twitter.com/GrundislavGames/status/1007980453389840384 @GrundislavGames Harry Tuttle, heating engineer, at your service.
https://twitter.com/UridiumAuthor/status/1007566722835066880 @UridiumAuthor "mechanical keyboard" is usually code for keyboard that can detect multiple keys and also goes click
@DickWThomas looks like official emergency cleanup, not sure why it fell over, I guess it may have been hit by a car.
When playing modern video games I often bring a book with me to read during the unskipable cut scenes.
https://twitter.com/wetgenes/status/1006591565308092416 A big thank you to everyone who came last night and a reminder that next months meetup will be at the same time and place on Wednesday the 11th of July.
PS. Secret: http://itwrong.space/
https://twitter.com/MartinCaine/status/1007249577282560001 @MartinCaine Same here, I thought keeping undo data around and working out how to play it back was going to get too complex but it turns out, when you look at it, that you can just play the states in the order they are created. So the undo/redo branching is actually no big deal.
This morning has been spent observing the collapsed scaffolding being removed from the street outside.
Finally wired up the real undo to the #SwankyPaint. The idea is to save the undo buffer to disk, so you can always undo back to nothing or save your undo as a progress gif.
Pixel art is small enough for that to be something you can get away with...
https://twitter.com/assemblybd/status/1006814473414414337 @assemblybd it is so super secret that @shi and I are unsure exactly what it is but it does get more real day by day.