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tripalay

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A member registered May 04, 2024 · View creator page →

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ty, you (we) were very lucky, the pad has a bug that plays dissonant notes and i had to step away from it for a moment, will try to face it again soon :p thanks for making a video of the entries, everyone gains!

thanks for the kind words.. and props on surviving! russian devs are often awe inspiring.. (i just checked up on vst dev aleksey vaneev and it look like i'm going to be reading for a minute.. i hope i don't need to warn him.. ;)

i get the jazz buff ting now ;) classy, for people who can play.. it's too cold to convert to a kejora bintang scheme :p

ty, there's a point the engine rolls a "new song" where the temperament is applied to the intervals, so that's easy to change to eg. maqam or just ratios but it  uses a 7 note scale from a mode for composition, i think the blues scale is usually noted as 8 pitches, but if someone has an idea, it should be easy to implement it without rewriting all the other parts.

not sure if godfather is appropriate - i'm pretty sure i've been ahead of everyone all these years, but eg. even though xoxos vst won the second developer challenge at kvr and i was in Sound on Sound magazine over twenty years ago, the industry is far too corrupt to acknowledge my existence because they like to wear aprons and spend time with other men at night. thanks for trying it, it's pretty remarkable in this day and age to see someone get that far! :O

not much of a game player but looks fairly engaging, worth acknowledgement.

one wey to generate a dynamic audio signal is with feedback and rotation. instead of making a 1D table you can eg. spin a point in a circle or a sphere with various methods and effects.. if you treat the point the same way as a physical point to constrain, eg. at a unit distance from center et c., you can apply arbitrary force to it like feedback.. tapped at any axis for an oscillating audio signal :p :)

figure something may be brokken; arrow keys result in movement with some late'n'see, first notes were snare drum then i went along and the audio broke up in a wey that didn't seem real intentional :p :)

liked "click here to generate a list of floats" aah roses
sponsors list is somewhat traumatic tho ;)

i've just completed a project for the "very similar" procjam, i thought i'd post it here in case anyone enjoys actually finding out something new,
https://tripalay.itch.io/formu

i'm the world's leader in procedural music, i wrote the first (yup) lyrical music engine in 1994, but for the last twenty years nobody wants to knwo who i am because of eg. a lodge, but this project is: 1440 lines of c/c++ source for a complete realtime synthesized perpetual music engine (and a demo win32 app). if anyone wants to ask any questions or solicit help that's fine but i'm really not used to other human beings being capable of acknowledging that i exist whatsoever so enjoy my post human <(O)>

it needs a usb game controller (something windows will recognise using JOYINFOEX) sorry no keys

thanks for letting me know! it's nice to hear the OpenGL code is working!

the joystick is input with standard windows JOYINFOEX, i don't have any error reporting coded for it but it sounds like it didn't detect it for some reason (occasionally mine isn't detected, unplug/plug). the X button/bottom right button/jump button, i think a couple of buttons are in the code.

i should add the error reporting in though, it will make everyone's life easier..

i was passing vec4 color without casting it to vec3 in my sky material. thanks for sticking with it to the point of me implementing error reporting :p no more time constraints for this dev.

ty, i'm running an asus L210 which is a $210 mini lappy, i'm pretty curious as welsh since my methods are common. i'll add debugging comments today or tomorrow if anyone's still around, because really i would have enjoyed helping people learn how to use the techniques :p

i've been programming about as long as there have been programs and i've never been an enthusiast for environments or SDKs, it always seems to me like everyone releases resources but their intent is never for people to actually be able to use them. i've been trying to learn opengl since 1.4 but their demo was impossible to integrate with the win32 code i had for using the audio drivers and, well, gamedev.net for example keep a special URL where they state their reasons for banning me and not letting me tell anyone how i've managed to find out how to do anything for a couple decades. for example. but that information doesn't help anyone unless they also need to avoid people.

ty, i'll prolly add debugging comments in the next day or two and see if anyone is still around.
that said, preemptive congratulations ;) ideally, i wouldn't mind rigging your horses and putting a bit of facial expresson on them :p :)

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i hate to be pedantically thorough in replies but actually i do like to; i noticed i responded to your compliment and acknowledged your game but i didn't compliment your aesthetic practice and corporeal representations, so now complimenting. i mention that due to decades of unpleasant experiences resulting from limited popular expression .. well, you get what i'm saying. people are also wide.

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it may be begging the question at this point,but my entry, hypno-sis, has been updated

some of my GLSL shader language wasn't running on other gpu vendors (declaring an array internally, possibly not casting variable types in expressions) - since it's a downloadable, it hasn't received a lot of attention, and a full month of work went into it. i hope someone finds it enjoyable! https://tripalay.itch.io/hypno-sis

thank you :) 'haunt the vault' takes a little more strategic thinking than i'm accustomed to but it was nice to be able to play the browser version. things happen, but it's fun having something to enter ha :) i think i borrowed her legs a little bit from the 70s "love is.." cartoons.

thank you! you probably understand how much i appreciate feedback ;) most of the "artwork" went into wobble parameterisation, i figured with that being about the only "substance" here, it would be better to experience that responsively rather than view it in a video. i'll throw the first version back up for nvidia cards for the time being :p

i appreciate you guys making an effort to include everyone! this reminds me of c. 1985 on a radioshack I or II, but you knew that. unfortunately smoking as much weed as i do makes development/doing my own thing easy but i haven't tried to play a game or solve a puzzle or enjoy entertainment since the 1980s, i'm pretty much fish out of water as an end user so i can't give you a rating in good faith.

helped me find meaning and direction in life. i find the rating criteria are all tremendously applicable to just walking up and fucking peoples' dogs in the park. whatever you had to persevere in order to make this real for us ok i'll stop ty for teh fun

i can't rate this in good faith, i'm far too stoned as a way of life to read all the words well enough to understand what's going on :p art looked nice but i'm better at making my own stupid things than playing things. i keep having this experience, at my age there's only so many details about fantasy worlds my brain can absorb. i do very much appreciate the fast text instead of timed text, that's considerate, thank you :)

you're right i thought it was reading the preamble, i'm super tired.

one minor point i super appreciated is the second click to display all the text instead of wait for it to print, ty :)

not my sort of activity but i found the mix of "balanced" and "unbalanced" cards to add, as you say, a bit of fun, and the overall scenario to present "an engaging and reasonably apt sense and scope of play" once i got used to the idea of the card hand. easy enough for me to understand wow.

there's a bit of waffle room (or really impatience on my part, i don't do this) with trying to pull the cards up and them reordering before i can grab one again i think it was. the music had only so much time with me but it fits well :) i can see a further iteration with cards in the scene and lavish overproduction :p

ommmm

hopefully this is quite interestingly solved ;) i'll repeat it here in case it's buried on discord,

in bb1 i have an array of "random values" passed as a 1D uniform. later, i decided this was silly and declared the float array inside the shader. apparently the crux is that nvidia opengl driver are characteristically tolerant of opengl code whereas other drivers don't like this. it was quite vexing because there was so little difference between the two forms, but that is it. i've uploaded builds with the array on a 1D uniform. we'll see, but i'm guessing that nails it and provides what would have been an extremely elusive, at least for me on my own, solution! :) super thanks for sticking with me here, i'd say this issue has plagued the last 6 months of my releases unknowingly..

thanks much :p :)

the only differences i can possibly think of.. this one has a 4096x4096 for the shadow map dimension at the beginning.. but that accepted various settings in the last one.. maybe i can set it to 2048 and it will be less of a system shock or something :p
..there aren't any opengl functions that are different between the two, it's obviously just redesigning the models. i'll let it sit for a wile to see if there's any insight and then recompile it after making the arrays oversized and removing the hidden arrays for multiple puppets.
thank you for letting me know.

i should add (hopefully you can both see both posts!) ll of the opengl code is straight offa learnopengl.com, there's nothing unusual, there's one buffer for the shadowmap, not a complicated setup. i don't really know what it could be since i think it's all like 20 year old opengl (3.xx whatever)
i mean i have been working on this app for the last month of unemployment. i was hoping i'd get some kind of notice, truthfully, but i hte to petition the public or others for anything. does the first one work on your machines? "bouncing beauties" i have had maybe 5 or 6 feedbacks on that.. . there's really no difference in the code at all.

that's the clear screen color for opengl, which means it's loading but some part of the opengl code is not compatible with your system.

here's the deal - i'm an old guy i don't have any friends to test stuff for me. i upload my software, maybe i get three mentions a year.

what you have is a standard msvc "win32 dektop application wizard" standard banal default app. the opengl is accessed from the .dll using LoadLibrary and getProcAddress. then i prototype a couple dozen opengl APIs, i have an example here
https://github.com/atomictraveller/win32-OpenGL

the reason i'm saying this is because i can't fix it unless i know which API isn't working on your system but does work on mine. i released my first win32 app with msvc two years ago  and have had less than a dozen reports, but it works for some people :p i did use borland fclt to use about the same win32 routine with windows for all the decades beforehand.

but i'm an old guy. i'm not using a resource or library. i can only fix this if someone talks back to me.

i appreciate the feedback ty,

if you d/l'ed the file in the first few days of release it may report a missing dependency because i released the debug build, the filename will have a capital D at the end of it..

..i did replace the .zip maybe three or four days? after initial u/l (i'm new to msvc, i hadn't changed the little window at the top to 'release' as well as select release from the menu..) which afaik should run... i've been making win32 apps with borland for decades, i've had a few users report some of the games work but shucks not too many.

best help i can give, thanks for trying to enjoy it :)

it runs! :)

quiet jam, quiet time for some things not being given much voicing.
shucks i'm only 55 and i recall a lot of things that you don't hear about so much now. but the truth is i've been waiting for this time for a decade, the planetary conjunctions have been crazy for the last year and into the next few months.

~ good energy developers ~

Ball Jam 2025 community · Created a new topic almost there

i use c/c++ instead of a game engine, a 3D ball is a good dev project because rolling/torsion requires quaternions or that (bi)vector algebra stuff everyone keeps making videos on i guess. once your torsion looks right you feel confident about whatever you want to do next.

good jam topic!

30!! :)

i'm more procedural audio dev than gamer, i figure my aesthetic probably isn't quite intended for the era, but my programming methods are :)

ok ok i guess in msvc it's not enough to select "build" from the menu, there's a little window in the top that has to be set as well. i miss the old c++ compiler :p

ty i'm used to borland fclt not msvc. i had the same error with my first release (borland doesn't have debug releases, they just ran on other systems).

i hit clean, build project from the build menu, but i'm guessing i need to close the system and restart because msvc is a bit dippy. so i'll try it again, i really appreciate that comment, because my first game was up for like 60 days before someone told me... :p

ty, submitted freedom ball for whatever good :) it's ruff over there, but it's ruff over here too.

Ball Jam 2025 community · Created a new topic ooh ooh

just uploaded. too tired to even get a pic up for it. c++, win32, needs a controller.
but i do really hope you love it
https://tripalay.itch.io/freedom-ball
i'll submit it after i pull together some graphics.

old procedural audio developer :D

the game i'm releasing an alpha for in a coupld daze isn't particularly surreal (unless procedurally modeling physical sound is surreal), but i does gots a game where you find your heart in a maze. anyweys, what i wanted to say is the alpha is in support of west papuan independence, which is sort of like palestine, except you're not allowed to know about it because it's so full of gold and palm kernel oil we enjoy. it's really terrible there for decades and zero coverage or awareness. anyway.