Hacker Newsnew | past | comments | ask | show | jobs | submit | hvidevold's commentslogin

Made this using the tool: https://github.com/emnh/mantary-platformer/blob/main/mantary...

I used the website, downloaded the mp4 and postprocessed to walk in place using a shell script: https://github.com/emnh/mantary-platformer/blob/main/animscr...

The character was generated using stable diffusion.


True. Unity WebGL does not work on mobile. It's possible to compile it to an iOS or Android app though, but I don't plan to currently.


That's cool. I am the author :) . Actually I submitted a direct link to the search a month ago, but didn't get any upvotes. So I'm happy that I got some now with the write-up :)


If you posted "I built a pixel art reverse image search for OpenGameArt" over in https://www.reddit.com/r/gamedev/ they'd love it.


Ok done :)


Ok, since you're here, we'll leave the "Show HN" bit up. Looks like we made a mistake that turned out ok by accident :)

https://news.ycombinator.com/showhn.html


It was a comment. In a subthread. On a submission showing a "managed vector storage for ML applications". Each of these points reduces visibility.


Yes true, but also a submission, see https://news.ycombinator.com/submitted?id=hvidevold :)


As far as I can see, your three most recent submissions do not contain it:

> WebGL Fluid Dynamics: Reintegration Tracking (michaelmoroz.github.io) 1 point by hvidevold 80 days ago | past

> Show HN: Categorizing OpenGameArt (using Grid t-SNE) (github.com/emnh) 1 point by hvidevold 7 months ago | past

> Show HN: Browse Random OpenGameArt (lart.no) 2 points by hvidevold 8 months ago | past

I skimmed the following 7 submissions, nope, not there.


Ahh ok it's at number one for me "Show HN: Reverse Image Search for OpenGameArt using pinecone.io" 36 days ago. Anyway, it's not important.


After reading this comment I made an image search engine for OpenGameArt using pinecone.io today: https://emh.lart.no/ogasearch/?imsi=dungeon%20crawl%20monste...


I once attempted a TD using the same graphics as you :) but didn't get further than a visual demo (as I usually do hehe..).

It's live at https://emh.lart.no/github/yargled-js/dist/ (might have to zoom out due to a bug) and source is at https://github.com/emnh/yargled-js


on my cellphone it didn't work very well, I'll look again on my computer in a while.

To be 100% honest, even thought I love Kenny assets, I wrote a mapping so my game could be texture agnostic.

this way it is easy to mod or to change the graphics completely.



Yeah, sorry about that. I don't know if it's possible to change the title now though.

Glad you like the wrecking ball :)


Yes I haven't optimized a lot for older hardware, but I think it could definitely be done, just have to ditch the complex stuff I am using to scale to high number of units when there are not many of them.


It's not old hardware :)


The models have about 1k triangles each. The code is optimized to scale to many units (racers), but the initial rendering cost of instancing with pre-rendered animation skeleton may be high I suspect, so it may be slow for few units on old hardware. I could try to have different rendering paths for small and big number of units to alleviate the problem.


Maybe it's a problem with mesh instancing as it is used for the racers but not the giant ones in the middle. Do you get any errors?


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: