[HN Gopher] Put the DVD logo in the corner (2023)
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Put the DVD logo in the corner (2023)
Author : EndXA
Score : 264 points
Date : 2024-07-05 14:48 UTC (8 hours ago)
(HTM) web link (eieio.games)
(TXT) w3m dump (eieio.games)
| frakt0x90 wrote:
| That was really fun and a good explanation of the PICO-8
| environment. Well done! I got 19 but think I got lucky towards
| the end.
| tombert wrote:
| Stuff like this makes me utterly adore Pico-8. It's one of the
| most fun coding environments I've used since I first discovered
| the ActionScript in Macromedia Flash MX.
| Waterluvian wrote:
| The retro IDE is a huge attractor for a lot of people but for
| me I just love the limited constraints at runtime. I wish I had
| a high resolution modern editor for code/sound/graphics to work
| with, but was still limited by resolution, cpu power, API, etc.
| galleywest200 wrote:
| Check out Lexaloffle's new project, Picotron. You can
| _almost_ think of it as a "Pico-64" with desktop environment.
| Comes with a tracker, larger text editor, etc.
|
| https://www.lexaloffle.com/picotron.php
| tombert wrote:
| Yeah I agree. Being constrained to a relatively low
| resolution and memory makes everything a lot more
| approachable and more fun for me.
|
| Obviously I _could_ have as much flexibility as I want if I
| learned Vulkan and wrote all the graphics calls myself, but
| of course that 's really hard and time consuming. Pico-8
| being restricted makes it easy for me to quickly hack
| something together just for fun.
| hbn wrote:
| Creating within set constraints breeds unprecedented
| innovation and some really interesting stuff.
|
| For about 25 years there's been a small but dedicated group
| of people making romhacks for Super Mario World, and the
| early stuff was pretty quaint -- mostly rearranging tiles and
| enemy placements to make new levels. But over the years
| people have done some incredible hacks with custom graphics,
| enemies, mechanics, you name it. I've played some of them on
| real Super Nintendo hardware with a Super Everdrive which
| allows you to load rom files to the cartridge memory from an
| SD card. It's amazing what some people have made.
| tombert wrote:
| Extremely tangential but I think relevant: some of the DOOM
| mods that are still being made are utterly phenomenal.
|
| It's easy for people to think "Why would you constrain
| yourself to a DOOM engine when you could use
| Unity/Godot/Unreal/whatever and have better graphics and
| more freedom?!", but that's kind of missing the point. The
| point is figuring out how far you can stretch something,
| and how to get the most out of something limited.
|
| Blade of Agony, for example, exclusively runs on GZDoom,
| which while more advanced than the vanilla DOOM engine, is
| still a lot more limited than Unreal or something, but I
| think that what they did to really stretch that engine to
| its fullest extent has made something that's extremely fun,
| charming, and gives it a distinct look and feel that you
| simply wouldn't have if you used a "modern" engine.
| whou wrote:
| Selaco is also another jaw dropping example of a modern
| game using the GZDoom engine!
| tombert wrote:
| I am surprised I haven't heard of this one, doing a quick
| search it looks downright incredible and hard to believe
| that they managed to stretch GZDoom to handle it.
| davikr wrote:
| Yeah, it runs surprisingly well due to their
| optimizations. Sadly, you are still somewhat CPU-
| constrained due to the way BSP processing works (every
| single wall is processed, one by one, and the map is
| rendered a few triangles at a time)
| Waterluvian wrote:
| I love the SMW romhack that's an entire game just in the
| over world.
| eieio wrote:
| Have you played with Mario Builder 64? I did a game jam
| with it last month and found it really delightful. You're
| pretty restricted in what you can do - practically no
| coding, just pulling in components from the Mario 64 base
| game - but in exchange it's really simple to get a whole
| level up and running in like an hour (our whole game jam
| was 2 hours long).
|
| My level design skills are pretty weak. Being able to
| partially compensate for that by getting built-in nice
| character movement, enemy design, etc for free was really
| really nice. If I wanted to do more 3D stuff right now I'd
| almost certainly be using something like Mario Builder (I
| think stuff like Doom custom maps get at a similar idea).
| noman-land wrote:
| You can actually set it up to do Pico-8 code editing in your
| normal editor, while auto reloading in the browser, then
| building the cartridge and deploying the game via GitHub
| actions. It's been a little while but I set something like
| that up in some of my Pico-8 explorations1.
|
| [1] https://github.com/noman-land/piconet/
| noman-land wrote:
| +1 on this. The Pico-8 is a delightful little platform. I have
| a few unfinished projects kicking around and this is inspiring
| me to go back to them.
| tyronepalmer wrote:
| This would be a blast on the Playdate, perhaps even using its
| little crank to advance time (and additional points for keeping
| the right rhythm?)
| nosrepa wrote:
| Stars Of the Screen has a DVD attract screen game.
| omoikane wrote:
| Here you go:
|
| https://uguu-org.itch.io/bouncing-dvd
|
| It's pretty bare bones since I made it just now, feel free to
| fork it:
|
| https://github.com/uguu-org/playdate-dvd
| eieio wrote:
| dev here, fun surprise to see this on the front page (I'm glad
| it's resonating! give the pico-8 a try!)
|
| happy to answer q's if anyone has one. I haven't built a full
| pico-8 game since this (my stuff got...weirder...[1]) but I miss
| it + have been toying around with playdate and picotron ideas.
|
| [1] https://news.ycombinator.com/item?id=40800869
| onemoresoop wrote:
| I absolutely love PICO-8. Never been a hardcore gamer but started
| playing PICO-8 games on my commute after buying a Myioo mini. The
| games are simple but are extremely playable and fun.
| sureglymop wrote:
| Same here and I highly agree! My favorite games are simple
| (e.g. Suika Game Demake) but so fun and addicting.
| smokel wrote:
| Amazing to read about the Recurse Center [1]. It seems to be some
| kind of artist-in-residence, but for programmers.
|
| I've spent some time in residencies as an artist, and it's
| amazing how much it helped me to open up new perspectives. It'd
| be nice if there were more of these opportunities to do
| nonsensical (i.e., non-commercial and non-competitive) things in
| science. I'm sure it's beneficial to society or at least for the
| lucky individuals who get accepted there.
|
| [1] https://www.recurse.com/
| zellyn wrote:
| Check out https://sfpc.study/ too!
|
| The School for Poetic Computation is an experimental school in
| New York City and online supporting interdisciplinary study in
| art, code, hardware and critical theory. It's a place for
| learning and unlearning.
| eieio wrote:
| (post author here)
|
| If Recurse sounds fun and magical to you - it is! And you
| should consider applying :). You can always defer your
| acceptance until the timing works out. It's free (they make
| money via job placements, but when I applied I was clear that I
| wasn't looking for work). I've been meaning to write a blog
| about my time there - here's what I would want to say:
|
| The best thing that Recurse (RC) did for me was help me get in
| touch with my own taste. When I arrived I was making games that
| were pretty "normal" - Flash-style games with high scores and
| weak themes. While there I got weird. One of my first projects
| was an abuse of the OpenSearch spec to make a version of Wordle
| that ran in the Firefox address bar[1].
|
| It was the perfect place to build something like this - folks
| were encouraging and supportive and interested; it made me
| realize that people were interested in the type of thing I
| actually wanted to do. I think I shipped 8 games during my 12
| weeks at RC. I wouldn't have started making the types of things
| I now make without RC. I think plenty of folks have similar
| experiences across all sorts of techy things, not just games.
| Kinda like finding product-market fit but for your own
| interests.
|
| RC also connected me with a bunch of folks that were doing
| similar things. The community is huge and kind and weird in the
| best way. It is like a writers' retreat but for people that
| want to program (and become better programmers).
|
| I am probably coming off as shilling RC hard and I suppose I am
| (although I'm not being paid for this - I'm just a grateful
| alum). I'm literally typing this from the RC space right now (I
| occasionally stop by to chat with people in batch and work).
|
| [1] https://eieio.games/nonsense/implementing-wordle-in-the-
| fire...
| guessmyname wrote:
| I also attended the Recurse Center years ago, but it didn't
| quite click for me, which was surprising because everyone I
| spoke to had such positive experiences there. Even now, I find
| it hard to pinpoint exactly why it didn't feel worthwhile for
| me.
|
| Perhaps it was the location. New York City is expensive, and
| although I had enough savings to justify taking unpaid leave
| from work, many things seemed unreasonably priced. New Yorkers
| also have a reputation for being unfriendly, which added to my
| feeling of disconnect. Despite hearing glowing reviews from
| others, I didn't quite mesh with the environment at Recurse
| Center, similar to how some visitors to the city might not feel
| entirely welcomed during certain encounters.
|
| On the bright side, some of the residents and alumni [1] have
| become quite well-known in the tech industry. You might get
| lucky and find one of them around the space, which could lead
| to some really insightful conversations. During my time there,
| I had the chance to meet people like Robert Lefkowitz [2] and
| Filippo Valsorda [3], which was pretty cool. They definitely
| added some interesting perspectives to my experience.
|
| [1] https://www.recurse.com/residents
|
| [2] https://www.linkedin.com/in/r0ml
|
| [3] https://filippo.io
| robin_reala wrote:
| Worth mentioning this tale of the psychological and social
| suffering brought about by the DVD logo never quite hitting the
| corner of the screen: https://www.youtube.com/watch?v=_ws0QtAiiXQ
| EGreg wrote:
| Jazz Emu fan!
| pseudosavant wrote:
| Obligatory post to my DVD screensaver done in all CSS and inline
| SVG. https://dvd-player-screensaver.glitch.me/
| rylittle wrote:
| Is there an easy way to actually make this my screensaver? (on
| mac)
| pseudosavant wrote:
| I've never used it but it seems like this would do the trick.
| https://github.com/liquidx/webviewscreensaver
| jimbosis wrote:
| There is this Rust program to display a bouncing DVD logo in
| a terminal:
|
| https://github.com/pythops/bouncinamation
|
| https://news.ycombinator.com/item?id=35785932 [2023]
|
| I haven't used a recent macOS in years, but I use the
| following command to get a fullscreen screensaver and locked
| screen on (Devuan GNU+) Linux. It's probably about as secure
| as a cheap padlock and flimsy chain or cable to lock a bike.
| xtrlock -f & xterm -fullscreen -e 'sleep .05 ;
| /path/to/file/bouncinamation'
|
| You can skip the 'xtrlock -f &' part to just run
| 'bouncimation' in a fullscreen xterm. 'Esc' exits.
|
| If running with 'xtrlock' you must enter your password first
| to unlock 'xtrlock', and then 'Esc' to exit 'bouncinamation'.
|
| The 'sleep .05' is to make it work better or more reliably. I
| don't remember exactly what, but there was some kind of issue
| that was fixed when I did 'sleep .05' before running
| 'bouncinamation'.
| chrisstanchak wrote:
| Made this a while ago if you just want to look at the
| screensaver.
|
| https://stanchak.github.io/dvd/
| bluedays wrote:
| https://youtu.be/QOtuX0jL85Y?si=Kwo8OZSYOVzoI-Uh
|
| Obligatory The Office reference.
| bookofjoe wrote:
| Huh. And here I thought it was a reference to "Saturday Night
| Fever."
| fsckboy wrote:
| "nobody puts the DVD logo in the corner!"
|
| _Dirty Dancing_
| Ylpertnodi wrote:
| >Obligatory The Office reference.
|
| At first I thought 'Huh?". After clicking the link I see you
| were referencing the US version of The Office.
|
| Thought I was going crazy for a few secs.
| averageRoyalty wrote:
| Americans appear to habitually do this. They'll label the
| original "UK" but won't relabel their remake. They've done
| the same with Wilfred and other shows. Just an insular
| viewpoint.
| ghostie_plz wrote:
| I'd be curious to ask someone from outside the UK and the
| US which version of the show they thought of first
| newsclues wrote:
| Canadian here. I think UK office because my family has
| lots of UK ties and grew up with that humour.
|
| Eventually saw the US office and hated it.
|
| Canadians are culturally stuck between US and Europe, so
| it can go either way
| BolexNOLA wrote:
| I would say you are generally correct re: the insular
| viewpoint, except when it comes to _The Office_ the US
| version was immensely more popular - it was a worldwide
| phenomenon. So when people say _The Office_ they are way
| more often talking about the US version. It's a reasonable
| assumption imo. Kind of like how people used to talk about
| _House of Cards._
| rahimnathwani wrote:
| TIL https://en.wikipedia.org/wiki/House_of_Cards_%28Briti
| sh_TV_s...
| 8n4vidtmkvmk wrote:
| Do Brits ever remake American shows? And if so, do they
| label their own as (UK)?
| paulddraper wrote:
| FYI you happen to be on an American-based forum.
|
| Fair warning, you might see a disproportionate number of
| American-centric references.
| dingaling wrote:
| If it somehow did hit exactly right angles into the corner,
| wouldn't it then be stuck bouncing between diametrical corners?
|
| In fact I don't see how it ever could hit a a corner exactly.
| NAR8789 wrote:
| Try on paper originating it from a corner on a rectangle
| where the initial path is just offset from the diametrical
| corner.
| sopooneo wrote:
| You clearly know more about this than me, because I'm
| currently Googling to understand what "diametrical corners"
| are. But in a simple implementation, wouldn't the x and y
| velocities both be reversed at once with a corner hit, both
| side and top/bottom collisions having been detected "at once"
| in the same part of the code between updating positions? And
| then the logo would just bounce out exactly the way it came
| in?
| Retr0id wrote:
| Here's the math:
| http://lostmathlessons.blogspot.com/2016/03/bouncing-dvd-
| log...
| Aditya_Garg wrote:
| Only if the tv is a square, which most tvs are not.
| SebastianKra wrote:
| Somehow got 19 by hitting a lucky streak at the end. Now I can
| rest easy knowing I'm not gonna beat that.
| make3 wrote:
| it would be fun to make an open-ai gym wrapper on this & train an
| rl agent to hit the corner every single time
| davikr wrote:
| Fantasy consoles would make for interesting programming learning
| environments for aspiring school or even CS students, I think.
| shortrounddev2 wrote:
| I love these little fantasy consoles. I think this is how coding
| should be taught, with small runtime requirements and simple
| tools which let people start adding graphics and movement on the
| screen immediately
| loafus wrote:
| I made this a while back if you just need your corner bounce fix
| https://oopsallcornerbounces.com/
| eleveriven wrote:
| Short games that are based on humor or a simple concept can be
| incredibly refreshing and entertaining.
| brcmthrowaway wrote:
| Has anyone reverse engineered the original DVD screensaver
| algorithm
| thih9 wrote:
| Direct link to play the game: https://itseieio.itch.io/dvdlogo
|
| Source code (pico8): https://github.com/nolenroyalty/put-the-dvd-
| logo-in-the-corn...
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