November 2, 2006
Uploaded three images in the 3D-section, all made in Cinema 4D. The first two are small experiments, really; just getting to know the program. The third image, Bionicle Matoran Garan, is a slightly bigger project. And one that kinda throws me right back into childhood at that! ;-)
July 21, 2006
I've revised some sitecode in order to make Somnirealm XHTML 1.0 Transitional valid...
March 19, 2006
Added Broken, my first 3D-image for 2006. Hope you like it....
February 7, 2006
Added a new tab to the menu: 'Software', which shows some apps I've written..... The latest is one is called Tagline, a text-based signature creation tool for e-mail clients...
January 9, 2006
A new quiz is online; test your knowledge of Shakespearian quotes, and see if you recognize from which play they originated....
November 21, 2005
Added a new 3D-image: Portrait. And quite a special one it is, too; it's my first crack at realism, ànd it's my very first image featuring a dude instead of a dudette...
October 5, 2005
After designing the Ransacker-logo, I also got entrusted with the website-design. Release was today; check it out...
August 15, 2005
Added keyboard functionality to the factorization tool.
August 12, 2005
Latest addition to the ever growing collection of shockwave-gadgets : a prime factorization tool, handily decomposing a number into its prime constituents...
August 5, 2005
Added a new Shockwave-game: Simon. It was just a matter of time before I made something like this, I guess....
June 28, 2005
Uploaded a new Somnirealm; I changed a bunch of stuff, deleted some old stuff, and added some new stuff...(The Ransacker logo is the latest addition in the all-new 2D gallery).
I also took down version 2.0 of the timer. Although v 2.0 is extremely handy and powerful once you get the hang of it, the explanation just took too long....
April 7, 2005
Added a new update in the 3D gallery (it was about time!): NGW....
February 13, 2005
Finally a Shockwave gadget here in SR that has some actual use: a resistor color code tool. (You know what I'm taking about: those tiny bulgy electronic thingies...)
Just adjust the color of each band, and you get their actual meaning in Ohm, tolerance and ppm/°C (where available). It does so for the 4-, 5- and 6-band coding...Enjoy!
January 31, 2005
Aha! A new update! The pausable timer has reached version 2.0. This fella is completely rewritten as a parentscript, making it a tad more powerful than the previous versions. New features include the possibility of multiple timers in 1 frame, and the creation of timeouts in running timers...
The downside is that the timer is now completely Lingo-controlled, making an explanation of the necessary commands inevitable...
January 1, 2005
A new year, a new calendar and a new list of good intentions to break in the course of the coming months :-) . If you are of good will and action, then I wish you -very heartily, indeed- a very happy and fortuitous new year...
December 31, 2004
Back online! The move to another ISP has made SR unavailable for a few days, but it should be accessible for now, though changes might still happen...
October 31, 2004
Finally, one of my favorite holidays has arrived : Samhain, a.k.a. Halloween. In Celtic cultures this 'Last Harvest' was a time for reflection about the passing of things and for communion with the spirits. Today it's a good darn excuse to scare the hell out of your friends and family...Happy Halloween, people !
September 22, 2004
Remember Jacks or better ? Well, I so enjoyed making it, I decided a few months ago to turn it into a game that was really worth playing. The result is Video Poker Deluxe. It contains 20 variants of video poker, plus the bonus game Pickem Poker and the ability to create personal profiles. Check the shockwave-section for some screenshots. It also comes with a 17-page manual containing gamerules and detailed listings of all accepted pokerhands. Please note that although it has a commercial feel, this game is demoware for a selected audience and is not intended for public distribution. Feel free to contact me for further information.
September 2, 2004
Some minor updates, today. The downloads-section has been expanded with explanation-pages (conform the other sections), the readmes in the timer-files have been updated, and Blippy 1.0b has been put online. Blippy 1.0b has had a few minor tweaks: the doublebeep-bug has been repaired, and the random placement routine of the yellow and red blocks has gotten a few extra arguments, making sure the blocks appear nowhere near a radius of at least 70 pixels of the black dot. This should make the game more playeable ànd challenging...
September 1, 2004
I've been browsing through my old stuff, and I came across a game I made a while ago : Tilemania. Since it wasn't all all that bad, I decided to brush it up and put it back online: I retained only one challenge of the original four, altered the sounds a bit, et voilà: a new shockwave game joins the ranks. The puzzle is fairly straightforward : just read the instructions on the gamepage (It resembles Tileflip a little). But don't be fooled: it's difficult to solve...though the mathematicians among you might not find it challenging enough.
August 26, 2004
Been a while since my last update (two months!- ouch), cause I've been busy doing other stuff, but I managed to squeeze in some time to make a tiny game anyway : Blippy. Blippy is very easy to play. You start out with a black dot and a yellow square. The only thing you need to do is, using the arrow keys on your keyboard, steer the dot towards the square. Each time you 'pick up' a yellow square, somewhere on the field a red bouncing square is launched. If the dot and a red square collide, the game is over. The goal of the game is of course to pick up as much yellow squares as you can. Sounds simple enough, eh ? Just try it, and you'll see this fella can be quite entertaining...
June 24, 2004
Time for some serious stuff : the interactive simulation of gravity, mass and friction in 2D and let's throw in some collision detection to make things interesting. In the future I'll try to do some experimenting with more advanced behaviors, but this'll do for now...Check Webexperiment 4 for more...
June 18, 2004
Okay, you've had your fun with L33T $p34k. Now it's time to have fun with binary writing. In binary writing each character -ASCII only- is encoded in 8 bits, or 1 byte. Contrary to the L33T $p34k-translator, where the writing is not standardised, this convertor works seamlessly with binary translators found elsewhere on the web...
May 19, 2004
1f '/0u (4|\| |234|) 7|-|15 53|\|73|\|(3 \/\/17|-|0u7 4|\|'/ p|208|_3/\/\5, '/0u 4|23 |)3f1|\|173|_'/ 0|\|3 0f 7|-|3 ph3\/\/ p30p|_3 0|\| 34|27|-| \/\/|-|0 (4|\|. Could you read this ? Chances are you couldn't. Then again, you might be a hardcore nerd in every fibre of your being, in which case you are perfectly familiar with L33T $p34k, or Leet Speak, so you will. The basics are very simple, yet confusing to the non-initiated. You just have to substitute characters of the alfabet with a visual representative, a character that resembles the one it actually represents. For example, 's' can be written as '$', and 'h' can be '|-|'. There are no rules, actually, although some communities try to set up some more or less standardised version to which they stick. You can change only a few characters of the alfabet, making the writing still more or less legible, or you can go really hardcore, and substitute as many characters as you can, making the writing look like total gibberish. This cryptic writing is quite popular in gaming-communities, and hacker-communities, even. Why ? Because the main goal of leet is to keep the wannabies and newbies out. If you can understand it, then you're in, you're part of the elite (hence the word leet) ; if not, then you're a llama (= lamer, newbie), and you have no business trying to read the message in the first place. That's the philosophy behind it. And now, Somnirealm has entered the domain of nerdishness, and devised two custom forms or leet, more or less based on going traditions. The simple form is more or less readeable, the extended form (like the above sentence) looks like pure nonsense, but isn't. Check out Somirealm's own L33T $p34k-translator in the shockwave section...
May 8, 2004
What do you do when you're strapped for time, but still want to do something productive ? Yep, you start tinkering with what you already have. And I'm no different. Magic 8-ball has been slightly updated : you can now use the keyboard instead of having to use the buttons in the game.(''Enter' to generate an answer, 'delete' to clear the textfield...)
April 27, 2004
The pausable timer has been tested on several Director-platforms, and I'm finally able to state the minimum requirements: the scripts are compatible with Director version 8, 8.5, MX, and MX2004 on both PC and MAC. To open the cast and samplemovies you need at least 8.5, however...
April 26, 2004
Based on some questions I got about using the timerscripts, I decided to add a small sample movie on the timer website. This should beat a longwinded explanation of 'how-to-set-up-the-timer' ; better to download the movie and start expertimenting yourself.... I also added a second sample movie that should explain how to set up the timer without the progress bar, since this feature is quite often overlooked....
March 8, 2004
A third webexperiment has been added. This is an experiment in scripted drawing : not a single graphical element is used. In all four subexperiments I start out with a blank canvas, and generate the elements onto that using Lingo. Numbers 3 and 4 are a tad different, because they use an embedded reference-image as a guide. They look a lot like transition effects, though. Funny, how you can simulate these effects with just a few lines of code...Maybe I'll try simulating a few more in the future...
March 5, 2004
I finally got around to experimenting with dynamic sprite generation in Director. Safe to say this is 100 % pure fun. Just check "Webexperiment 2" in the Shockwave section for three variations on a theme, and you'll know what I mean... I also uploaded my previous webexperiment with alphablending...
February 21, 2004
The website for the pausable timer has been re-arranged somewhat. After simplifying the code of the behaviorset, I thought it wise to simplify the site accordingly.
February 10, 2004
Not so much relevant for this site, but I'll mention it here anyway : my timer-behaviorset for Macromeda's Director has been updated. The latest version is now 1.3. The scripting has been simplified where possible, and I also added the support for displaying hours. If you haven't got the faintest clue what I'm talking about : check out the links-section...
February 5, 2004
I've got a thing for oracles. Not that I believe in them, I just find them really fascinating : 'Inferno' featured an oracle in its storyline, I've written a Magic 8-ball, and now there's one more oracle-ish type of program to fill the ranks : The I Ching Reference. You've probably seen them before : those 6-line blocks of the I Ching, commonly known as hexagrams. But have you ever wondered what they meant ? Well, now you have a simple tool for looking up the meaning of those mysterious symbols. Just check out my newest Shockwave-creation : The I Ching Reference, which offers a dynamic way of looking up the meaning and prediction of all 64 hexagrams. And you get a small introduction into the world of I Ching, too...
January 27, 2004
Ah...Tileflip. My very first Shockwave game èver. I always thought the game in itself was rather good, but the graphics were a bit too thin. So I decided to restyle Tileflip with new graphics and sounds, but keeping the same code. Except for one little extra gimmick : the solution of the puzzle. Yep, that's right : a cheat. It's in there somewhere. I'm just not telling where. I also added some comments beneath the Shockwave-games...
January 26, 2004
I've joined the Renderosity-webring ! All hail, Renderosity !
January 25, 2004
Well, people, it was a long wait, but Somnirealm has returned. After a few months of retirement, my beloved nook on the world wide web has finally awoken from its deep slumber and reincarnated into this very page you are so humbly admiring.
You'll notice some very dramatic changes...:
1. site requirements have been upped from 800x600 to 1024x768; you can still visit the comfortably at lower resolutions, but it all seems just a tad more prettier on a 17"...
2. no more 'webdesign' or '2D' gallery : I don't do webdesign anymore, and my 2D-stuff became ridiculously outdated...
Content of the remaining galleries has been very scrupulously re-evaluated, leaving only the very best - which translates into a deletion of about 80% of all original content (yep, kinda drastic, I know...)
3. new links-section
If you're interested in my other 3D images -the ones I tossed out-, then you can visit my gallery at Renderosity - look in the links section for the webadress. ( I won't delete them there...I promise). Just remember that according to their policy all images featuring nudity are blocked for 'outsiders', so you won't be able to see these unless you register. But don't worry: if they're any good, I'll show them right here...
Hope you like the new approach !
TTFN,
Somnifer