macOS users who have large photo libraries: do you have a recommendation for a photo deduplication program that will run on Monterey/12.x? i've got a collection of 40k+ photos that needs massive deduplication, and I cannot upgrade this production machine to a newer version of macos (which has dedupe built-in to Photos)
when i was a kid, you could build a simple game or application by dragging and dropping a few UI controls, and gluing them together with a few dozen lines of BASIC or Pascal. it might take 15 minutes, at most, to get your little character walking around on the screen. this is how we ended up with a lot of hilariously good and cheap shareware you could share on BBSes in the 90s.
for the past year i've been quietly working on building a software thingie that doesn't exist anymore. i've been building a software toolkit that's kinda like Visual Basic and Borland Delphi, designed for making tile-based 2d games.
i've been using it to build my own little goofy games, and improving on the drag'n'drop IDE as i figuring things out. it's not done yet, and has a long ways to go before it's ready for other people to start making their own little applications and games. think PICO-8 or ZZT if they had grown up on a steady diet of Windows 3.1 and GeoWorks Ensemble instead.
i'm really, really bad about polishing turds to infinity and never releasing them. to break that habit, i've built a mini-website for the IDE/Shareware Creation Kit. it's called Exigy, named like a bad 80s metal hair band or richard garriott game.
i'll be posting weekly blog/devlog updates there, so i don't irritate anyone with them on this account. there is an rss feed button at the top right if you hate my demonic php and css.
huge thanks to @talin for uploading his Faery Tale Adventure (amiga) source to github
several users are already hard at work digesting the source tree and getting things working. one of the best is Xarklabs' ongoing SDL2 port, located here:
filmmakers/vfx coders - i came across a *very* subtle dissolve effect in a game that i've very rarely seen used in games, and i can't figure out what it is, and how it's done.
the first 5 seconds show the game's dissolve effect.
the second 5 seconds shows a dissolve to black using a standard cross-dissolve algorithm that any film editing program would use
look at them very closely, frame by frame. they dissolve *very* differently. the game seems to dissolve the thinnest parts of the font first, and dissolves only the thickest parts toward the end.
the standard cross-dissolve dissolves all pixels simultaneously, which doesn't look very interesting.
update: thank you demosceners and film nerds! you nailed it - it's a "film dissolve" - and it is produced by dissolving in linear RGB color space with gamma 1.0
can anyone recognize the algorithm or industry name for the effect used in the first one?
TIL La Abadia Del Crimen got a 256 colour remake several years ago under the name "The Abbey of Crime Extensum", and the animation and pixel art is *gorgeous*
the controls have been modernized a bit, and it's a joy to explore.
@lunarloony I can think of only one film that pulls it off in a convincing manner and yet is absolutely mysterious about the mechanism. it was a little indie film called Primer by shane carruth
twelve years ago, a painter by the name of anders ramsell painted 12,597 aquarelle paintings of blade runner, shot by shot, of the entire film edited down to ~35 minutes. it took two years of painstaking work, all done in his spare time after work each night.
the video circled around the web for a few years, and quietly disappeared from every single site it was hosted at.
a few months ago i spent a few hours digging for it, and finally found a copy of the original file.
i'm not sure how long it will last over at IA, so enjoy it while you can. it is a true achievement. 🙏
buried in my 30 year old copy of NSCA Mosaic alpha was a bookmarked hyperlink to a university of cambridge (uk) live webcam of a coffee pot, brewing in the Trojan Room computing lab
while live coffee/lab cams were not uncommon in the mid 90s, this one is fascinating for a few reasons:
- it was up and running in 1991, predating the graphical world wide web by a few years - it ran over the MSNL protocol using a telecom network standard called ATM, which was a competitor to ethernet - an entire machine was dedicated to grabbing a frame from the camera, compressing it, and uploading to the web server: an Acorn Archimedes 🔥 - the exact URL stored in Mosaic still resolves today, and the web page hasn't changed in 30 years
indigenous canadian, recovering academic → gamedev & interactive media artist with a penchant for dial-up modems, the 4o3 bbs scene, 1-bit art, classic macs, and 80s/90s gaming. curator of internet, canadian & gaming obscura.current major projects: → tomo: a reddit-like decentralized discussion group network built on NNTP https://tomo.city→ exigy: a VB/Hypercard-like shareware game creation kit https://exigy.org#nobot #nobots #noindex(profile pic: a 1988 red fox 6¢ canada stamp)