what's up gamers i got Ogg/Vorbis decoding in real-time on the GBA https://github.com/lifning/gba-oggvorbis-demo
Suzanne_Ve.gba update, now with more visual trickery
The GBA normally only has 16 levels of alpha-blending, but taking advantage of the display ghosting on GBA LCD screens (simulated by the GBPlayer being recorded here as well), I gained an additional bit of precision. Now the gray eye / red face blending happens much more smoothly, almost imperceptibly, where in the original you'd probably notice if you looked as the level of opacity changed between 0 and 16.
This was accomplished with good old-fashioned mesh-transparency, with a checkerboard of pixels that horizontally flips every frame, and filters out the less-opaque layer using the GBA's "OBJ window" feature.
(The left and right edges have also been using a similar mesh transparency this whole time, which is why they're a little strange looking at times)
🌟 - Service Update - 🌟
A critical star in our wish-granting constellation has suffered a hardware failure, and we are working to get it the help it needs to recover. (We are above the cloud in more ways than one.)
As with all our outages, all wishes that are ⭐ Favorited will be granted in an order determined by lottery as soon as service is able to continue.
May all your dreams come true,
your brain usually processes and filters out shadows automatically for you unless you're really paying attention to what you're looking at.
there's so much about how we as living creatures intuit and understand what we're looking at just sitting there in our brains.
the concept of "3D" user-interface elements (even the buttons and such in Windows 9x that have light/dark borders on the upper-right/lower-left to give the illusion of being slightly raised count in this) seems to be largely falling out of favor and i hate it
i had never noticed this about zsnes before last night.
pay close attention to the shadow rendering on all the UI elements (menus, mouse cursor, dialogs).
every element in the UI has a *depth* and the shadows fall on each thing in the stack appropriate to how deep they are in the screen!
this is all in tightly-optimized handwritten x86 ASM pixel drawing code running on DOS-era hardware from the 90s, just to add a detail that makes the interface *subconsciously* more pleasant and intuitive but won't be noticed by 99%+ of people.
nowadays we all have powerful GPUs in devices of all sizes and they're all wasted on a design landscape that's a flat, solid-color, sea of low-contrast nothing.
(nobody should use zsnes for emulation in 2021, btw - not only is it horrendously inaccurate, there's also a VM escape vulnerability kicking around in it. but it's got some lovely stuff in its GUI!)
- the user's time is not yours, and wasting it is unacceptable. this means that you must both make the product easy to learn and easy to customize, automate, and accelerate
- if you tell the user that something has happened, saved, or worked, and it has not, you owe them money
- telling users what has actually gone wrong when an error or exception occurs not only helps them make better decisions but also reduces load on your customer success team. "sorry, something has gone wrong" is unacceptable and insufficient
- users will happily update their software to avoid security problems, lose bugs, increase performance or gain features. they will not do so if all you say is "bugfixes and performance improvements". if you do that and then people get hacked through an old version, that is your fault
Hello friends! In less than an hour I'll be going live with Big's Big World, a Big the Cat fan game where you explore an open world! It's very weird and neat and you should join me! https://www.twitch.tv/the_ti_
cross platform space cadet pinball port? cross platform space cadet pinball port.
r/traa post, may contain sensitive content (without image description)
Origionally for dnd but it works here too https://redd.it/q9jlaz