vaporwave as heck, i love it
Benjamin Mastripolito
Creator of
Recent community posts
I agree the game is not well designed. it was a very early project and I had a lot less experience with design things like balance, accessibility, intuitive mechanics, and just generally user experience. that’s why it’s up here for free!
if you’d like to see a similar concept being executed in a (hopefully) much better way, check out my project Demon Island
idk if that’s even possible to be honest… Erth was made in good ol GameMaker 8, which may not support linux builds. if you’re up for it you can grab the source code (link in the desc) and gamemaker 8 and give it a shot!
thanks for the kind comments!! im glad my little project gave you some inspiration. as for starting out making games, i think one of the best places to start out nowadays is Godot. its a free and open source game engine with its own scripting language and editor. its pretty accessible and there are a good few resources on getting started. u can really get up and going with it fast. it has some quirks but overall i think its really great, check it out if u get a chance!
while im not continuing development on this project, i am currently working on what you could consider its spiritual successor: Demon Island. Demon Island will take a lot of the ideas i thought worked well in Erth and refine them. check it out!
Yes, it currently only supports a restricted ruleset that includes GoL. This ruleset being, specifically, 2-state totalistic automata using the Moore neighborhood. I am planning on adding the capability for multi-state totalistic, and eventually, non-totalistic rules. The rule representation does get complicated, though, so it'll take some time (keep in mind I have to represent the rule in a way that can be passed as a texture to a GLSL frag shader).
You can read more about the ruleset in my blog post. You can also follow this project to get a notification when it is updated, if you like. :)
Hi all! I've made a neat little cellular automata simulator that runs in the browser. If you don't know what "cellular automata" means, you might still recognize this:
That's a cellular automaton! Simply put, it's a space filled with cells, which have states, that are all governed by the same rule. In my simulator, you can explore these rules by creating random ones, mutating preset rules, or even making up your own from scratch! I've already found about a dozen interesting rules, but I would love some help finding more! There are exactly 262,144 possible rules, so there's quite a lot to investigate. Make sure to copy the rule number in the bottom-left corner of the screen if you find something interesting!
You can play with it here. It runs nice and fast, as the entire simulation code is contained within a WebGL fragment shader. The rules (of which Game of Life is a member) are specified by a string of bits that is passed to the shader as a texture. A double framebuffer is also used to allow the simulation to advance in time. This allows arbitrary rules to be specified at runtime.
If you want a more in-depth explanation of the rule format and how it all works, I've written a blog post about it here.
Antivirus software, especially when not bundled with your operating system (such as Windows Defender) is notorious for false positives. If you want some assurance that my game isn't a virus, the fact that there are other commenters here, who have apparently enjoyed the game, can probably give you some indication that the game is not, in fact, a virus. If you want more proof than that, I'm afraid I can't help you. Honestly, these days, having extra anti virus software on Windows isn't worth it. Windows Defender does a good enough job. Just my opinion, though.