Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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For the past couple of months when I've had spare time I've been working on applying machine learning to everybody edits. I had trained a model to recognize good levels, and with that model I've been experimenting with the potential to mimic google's deepdreams on pictures. Here's an album of a few worlds I tried. https://imgur.com/a/bf89t4m
If you want to try for yourself, all you have to do is download a eelvl file and run a command. The brief instructions with the dl can be found here https://github.com/ajosg/KerasEE/releases/tag/ed-v1.1
They're big photos but below is 1 of the before and after
Cheers
Edit: I just realized this is actually going to be hard to access for some, you also need tensorflow + keras installed.
Not a fan of the last mini, but overall gud lvl.
Could also be the frogs !
Ok 13 is easy but can you do 13.5?!!
Ppl are saying only owners can do this jump bc benjasminsen put in owner boost, is this true??
FISHBOT SOON. ᴵ'ᶫᶫ ᵗʳʸ ᵗᵒ ʰᵃᵛᵉ ᶦᵗ ᵘᵖ ᵃᶰᵈ ʳᵘᶰᶰᶦᶰᵍ ᵇʸ ᵗʰᵉ ²ᶰᵈ
Well, now that everybody edits has campaigns, I have started to do them. In the process of the puzzle campaign it crossed my mind that the Switch Labyrinth level would be the perfect time to exercise a bit of programming and save myself a bit of time. Of course this is just for fun, and the only reason I'm posting the topic is just to share. Inb4 people say I'm helping others, you still have to modify the source a bit for it to help you.
Feel free to share any time you've created something for your own personal gain in everybody edits
spartan is betterrr
Sending events such as level complete now require two more parameters which are the x and y of the block
marcoantonimsantos wrote:BUG. Using maze tool[...]
Corrected for the next version. Until then, try to create mazes that make sense
Nou wrote:It keeps saying my auth token is not correct for the FB connection (freshly retrieved).
Maybe we can have a look at it together (because I do have a FB account).I think the problem may come from the PlayerIO version I'm using (a very old one): Could you try with the updated one?
You can download it here and repalce the PlayerIOClient.dll in the main folder of EEPainter from the "DotNet" one.
You can't just replace your reference with a newer version. Obviously if you replace the library the code will be different. One of the most obvious being that Logging in now requires playerIoSegments.
Already made and done by yours truly. https://github.com/ThyChief/EEAudio
Interesting but not very applicable because everyone's internet upload speeds are different. What would be useful is an algorithm that given your internet condition calculates an appropriate upload delay.
Not going to lie, sick of seeing illuminati references.
Touche.
No more illuminati pls. thx. k bye.
It all depends whether you have a mechanical keyboard really. Mechanical keyboards can handle as many inputs as you press.
Sigh.
Here's some handling code for you. Feel free to explore the rest of the handlers for the other lobby messages.
https://github.com/ThyChief/Fluid/blob/ … Handler.cs
I wasnt saying its hard im saying its annoying [as a kongregate user] to have to get my auth token each time. And dont say "well you can just put it in the textbox before runtime" thats the same thing basically.
There are ways to automatically get your authtoken and user id. I already have it implemented in Fluid, but if you don't want to use that the source to KongregateLogin is here.
Guy, I never said a memory leak isn't a memory leak or that gc is the magical answer. Ofc c# is vulnerable, usually only with unmanaged calls/resources though. *facepalm*
Okay, I hope you understand memory leaks because a dictionary expanding infinitely for one is impossible in this context and also makes no sense. Two if it theoretically happened wouldn't be a memory leak, dictionaries are automatically released by the garbage collector.
Having custom wrappers around the player classes is kinda hard because you need to have an internal dictionary mapping the players returned by the api to the ones you have. Oh and have fun making sure there are no memory leaks when people leave
Imo, it's really not that hard, and what memory leak are you talking about? There would be no memory leaks if they wrapped around it, .
But, because it seems "hard" to many people, I added methods to attach your own data to world players.
It would be even better you could have your own custom message, and if you wanted the deaths shown you use the same concepts as signs, %deaths%, etc.
ugotpwned wrote:-Mousebreaker authentication is supported, and as I know of now, the only supporter. (Rabbit's method is broken)
The last time I checked, EE was broken on Mousebreaker..
Works for me
http://imgur.com/0nH7kIo
Quick review, perhaps more to come.
I appreciate your feedback.
• BlockID.cs simply throws every ID into a huge list. A class hierarchy (Block type, package, color) is much better in my opinion. It may be a bit longer in usage but is a little easier to read and write.
I agree, and I'm probably going to add an alternative for people that like this option instead.
• There is a warning that I have never seen before ― mismatch in processor architecture in PcapDotNet.Core. Hasn't been a tangible issue yet but I would still look into it.
I've looked into it, and its really not an issue. Shows the warning no matter what architecture specific package your using.
• `eventMessage.ChatMessage.Message` feels redundant/repetitive. I don't see the need for the middleman there.
While it may seem repetitive, it's really just bad naming convention, the ChatMessage contains the player who said the message. Will be changed in the next update though for convenience.
• Player.cs has no public constructor. I understand the reasoning for this ― who needs to create a player if it is all handled by Fluid? Well, there is one use. If one wishes to extend the Player's properties ― for example, adding a Score property ― they have to create a new Player object from scratch (which includes Name, Id, and anything else the developer needs). Then, they need to add a layer between Fluid and their own application so that they can interact (updating properties, calling methods). It's just infinitely easier to inherit the Fluid.Player object, so they can build on top of what you've built instead of starting over and connecting the two.
...
On the other hand, it's also not revolutionary. I would like to see some features that nobody has thought of, such as the Player inheritance that I mentioned earlier. Knowing what your users are using it for is pivotal. Some people are content with an elementary reader and writer, but I like to use absolutely everything at my disposal. If I were you I would just consider the different applications of Fluid and how they can receive support.
Yes, I've actually thought about this and the solution you offered isn't really an optimal one in my mind. Letting the user creating a object used of the kit isn't optimal, especially with players because you're relying on accurate information and no unique information from the user. It's already easy for the developer to create their own player class, it just can't be a WorldPlayer. To add information around an object they could easily create a class like GamePlayer which contains a WorldPlayer and additional properties they need. That would be the best way for people to do this, that's just programming. When players need to save their data that's a different matter, and that's why I have a JsonStorageProvider to save and load user made classes.
tl;dr Fluid still has a long road-map, and I'll continue to take feedback and change as necessary.
Ah, that new-SDK smell. Since this appears to be becoming a market, I'll try it out and offer some feedback when I'm done. That might help you or other people who want to download it.
Thanks! That would be great.
1. That's very simple to implement (convert username to user id, use id to detect authentication method).
2. Fair enough, but I've yet to see pretty much any Mousebreaker users.
3. Fair enough, could be handy.
4. BotBits fully implements that already.
5. Fair enough, but could be an update to EEPhysics.Not trying to belittle the project, but I guess there's just so many now that it should be unified... q_q
Yeah of course, criticism is good.
I don't think you understand what I meant by logging in with kongregate and armorgames with a username and password. I mean that you can use your actual kongregate or armor username, and kongregate or armor password to login to everybodyedits. No token involved. And lastly, realistically there are only about a few kits that I know of, Cupcake, BotBits, and EECloud that are functional.
have you heard of #regions?
As a general rule of thumb functions should never be longer than the height of your screen. Regions only put the problem deeper, they don't actually provide any form of organization other than labeling a large cluster of unorganized code.
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