Josh Leap

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Josh Leap

Josh Leap

@LeapJosh

Follow for normal gamedev. Did tech art for My Friendly Neighborhood. Making a Lovecraftian text editor called Tentacle Typer. RTing helps me out.

Katılım Mayıs 2018
612 Takip Edilen1.1K Takipçiler
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Josh Leap
Josh Leap@LeapJosh·
Prototyping a writing challenge in this text editor. As long as you never stop writing you wont get sliced in half by a laser. #gamedevelopment | #indiegame
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John Szymanski (Ducky)
John Szymanski (Ducky)@Ducky_Szymanski·
My Friendly Neighborhood, a survival horror game with a heart. 96% Positive on Steam, 1,100 reviews 9/10 on Screenrant 84 on Metacritic Polygon Recommends Award This is my shot to get enough traction on a game to start a studio with. :) Go check it out! mfngame.dev
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Josh Leap
Josh Leap@LeapJosh·
I made an experimental GPManaTee.
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Josh Leap
Josh Leap@LeapJosh·
gpt4 has jokes
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Nick Reineke
Nick Reineke@RockLeeSmile·
I badly need someone I know right now who has either dealt with their Google account being compromised or knows someone at Google. There's no way to contact them and the recovery page won't work.
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GoatFaceGames | CALL HATING | MONDAY MORNING SIM
I'm only 5 minutes in and I love it. Check out the Tentacle Typer demo on Steam if you like to write, but also want to be a Lovecraftian monster tickling the ivories at the same time. It's the ultimate multitasking experience. @LeapJosh #indiegames
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Josh Leap
Josh Leap@LeapJosh·
@FirefoxyLeGibus If I understand you correctly, all of them would be guaranteed to if your image was big enough! Downscaling hides this, but the very top row of pixels is black in the thicc gradient on the left, bottom row of pixels should be white. The grey bands should be evenly distributed.
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Josh Leap
Josh Leap@LeapJosh·
Cool threads. Makes me want to some share dark magic I've got for getting more than 255 "shades of grey" out of a 32bit texture. Treat all 4 color channels like they're a single thicc color so you get 2^32 unique shades for packing. 4294967296 > 255 :D 1/ twitter.com/tech_art_tyler…
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Josh Leap
Josh Leap@LeapJosh·
Could pump up the jams on regular 8 bit greyscale noise textures by doing a few passes of some kind of smoothing algo and the ~ddx, ddy~ intrinsics into all channels. Overkill for most things, but really helpful for things that need more continuousness than 255 provides! 5/5
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Josh Leap
Josh Leap@LeapJosh·
You could use this technique to make a shader that shows an animation for solving an elaborate maze that's 132 years long@60 frames per second with no duplicate frames. So that's fun and definitely useful. 4/
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Josh Leap
Josh Leap@LeapJosh·
Say you want to generate a heightmap for a ramp and you're tired of 255 shades of grey is giving you stairs. Open up the whole colorspace with a shader like this. It looks like predator vision with a head injury but it's fine. 2/
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Josh Leap
Josh Leap@LeapJosh·
@ibogost Pivot to something way harder than the thing you're giving up and pour way more of yourself into it for less.
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Josh Leap
Josh Leap@LeapJosh·
@jhamby @Danielleri This'll work if the shape is guaranteed to be convex, but if you can have concave shapes this breaks down. The evil of the horseshoe requires more finger wiggling.
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Danielle Riendeau
Danielle Riendeau@Danielleri·
Dear gamedev friends — before this platform is completely dead/useless, I’m seeking help/resources for a wild thing I’m trying to figure out. I’m in unity, making a 2D grid-based game, and I want to implement a flood fill algorithm when the player creates a closed square
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Josh Leap
Josh Leap@LeapJosh·
@Danielleri Hopefully that helped! If that doesn't unstick you, happy to help you over discord or something just lmk.
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Josh Leap
Josh Leap@LeapJosh·
@Danielleri should be able to do this from any cell they marked, anywhere on their path, and floodfill will handle it from there.
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Josh Leap
Josh Leap@LeapJosh·
@Danielleri I think it might add some clarity if via those wiki articles, instead of calling the method "isInside" you call it "isntABarrier" mentally. Then I'd check any barrier cell that a player drew, loop through its neighbors for the first to isInPoly = true, then floodfill from there.
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Josh Leap
Josh Leap@LeapJosh·
@Danielleri but that leads to another question, from where do you _start_ the fill if a player draws an arbitrary path? Whats inside vs. outside? You could fill from the first empty space next to the path, inverse the filled area, and choose the smaller set of the two?
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