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TIGSource ForumsCommunityDevLogsThaumaturgy
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Pineapple
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« Reply #60 on: July 10, 2012, 07:52:50 AM »

I got the bright idea that I wanted to take this in a slightly different direction than I have been. So recently I've been screwing around with possibly taking it there. Stay tuned for updates, and whether I decide to go with it or stick with what I was doing.

 Wizard
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happymonster
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« Reply #61 on: July 10, 2012, 11:17:22 PM »

I don't get it either.. yet
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« Reply #62 on: July 11, 2012, 09:46:28 AM »

I rewrote most of the physics code to be much more optimized and less buggy, and added pruning capability.

the number in the top-left is how many milliseconds the physics sim took for the pictured frame (not counting rendering)

green lines indicate velocity, red lines indicate directional links from one solid to another so that when the target becomes awake the owner of the link wakes up too. white lines show on which face a collision took place.









« Last Edit: July 11, 2012, 10:01:57 AM by _Madk » Logged
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« Reply #63 on: July 11, 2012, 01:25:04 PM »



because fuck you, that's why.
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« Reply #64 on: July 12, 2012, 09:56:21 AM »



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« Reply #65 on: July 12, 2012, 03:49:37 PM »



first-ever screenshot featuring the dev console. I'm planning on using that newfangled practice of making the level editor integrated into the actual game to make testing things and structuring levels streamlined as possible.
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« Reply #66 on: July 13, 2012, 11:32:17 AM »

physics along with some basic rendering code = implemented



note to future self: FPS does not exceed ~58 even when literally nothing is being drawn or updated. don't set the game's FPS limit too high.
« Last Edit: July 13, 2012, 11:42:05 AM by _Madk » Logged
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« Reply #67 on: July 13, 2012, 12:00:20 PM »

I gave that bitch a slightly transparent console

bitches love slightly transparent consoles

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« Reply #68 on: July 13, 2012, 01:48:53 PM »

thanks to the awesome that is the rendering code I spent an inordinate amount of time on a little while back, it is not only entirely possible but also awesomely easy to play the game at any resolution without fucking anything up



also, I made a new font for the console

« Last Edit: July 13, 2012, 01:55:15 PM by _Madk » Logged
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« Reply #69 on: July 13, 2012, 02:04:09 PM »

Looks nice, perhaps the font should be one pixel higher though so you can have a proper lower case 'e'?

Are you going to explain about the game yet? Smiley
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« Reply #70 on: July 13, 2012, 02:18:58 PM »

Once upon a midnight dreary, while I pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore —
While I nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
Bitches ain't shit but hoes and tricks
Lick on these nuts and suck the dick
Get the fuck out after you're done
And I hope in my ride to make a quick run
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« Reply #71 on: July 13, 2012, 03:46:32 PM »

Looks nice, perhaps the font should be one pixel higher though so you can have a proper lower case 'e'?

Are you going to explain about the game yet? Smiley

that font is just for the console and I wanted it to be 8 pixels high including spacing and thin as possible, I don't intend on using it for the actual game font

as to the second bit, I updated the first post with something that should give a bit of an idea but don't expect any more than that for now.
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« Reply #72 on: July 17, 2012, 05:09:54 AM »



working on getting the basic game data functional

Which of these fonts do you think I should use as the game's primary one?
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« Reply #73 on: July 17, 2012, 10:00:36 AM »

I like Maiden, Mark and Molly the best (but you may want larger fonts?)
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« Reply #74 on: July 17, 2012, 10:30:46 AM »

I like Maiden, Mark and Molly the best (but you may want larger fonts?)

the game is restricted to a 256x192 resolution

also, I was leaning toward molly myself, I think that's probably what I'll use.
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Hangedman
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« Reply #75 on: July 17, 2012, 11:53:13 AM »


It. It is. Every DOS game font. Epileptic
Where did this collection come from? Where can I get it? Why do they all start with M? Does that mean there are more? Crazy
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AUST
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« Reply #76 on: July 17, 2012, 12:44:52 PM »

I made all the fonts myself and they all start with m because I can

I've been thinking about selling them all as a package but they're in a custom format and documentation on standard raster font formats (so I can convert them to something that could actually be used) is really fucking hard to come by
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« Reply #77 on: July 17, 2012, 01:19:15 PM »

So how did you do all the text with them in that image, in your own engine?

(Very impressive work btw)
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« Reply #78 on: July 17, 2012, 01:29:58 PM »

I make the characters in paint, make the background transparent in gimp, use a utility I wrote to designate spacing and other properties, and then draw them using a library I wrote. what you see is just a program that loads all the fonts from a directory, draws them onto an image, and then saves the image.

for example, here's what the Mark font looks like with its opaque background. (note that only a few fonts have such an inclusive character set, and only about half include the characters with tildes/accents/whatever on them)



and you can see it being used in the images I generated and collected on this page

the font format is pretty much just some of the metadata, the bitmap and the rest of the metadata PNG-compressed crammed into one file.
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Hangedman
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« Reply #79 on: July 17, 2012, 01:53:46 PM »

I would definitely be interested in getting ahold of some of them, if not all of them. They're beautifully done.

Were some of them inspired by other game fonts? So many of them look so incredibly familiar. I suppose at small resolutions there is a limit on structural patterns, but wow.

Fawning aside...

There's an open source program I used recently to turn a digitally-drawn font into a ttf, with little extra work necessary. It basically just separates it into glyphs and you tell it where sequences begin and end.
Fontforge is the name of the program, and there's another open source tool called Glyphtracer that autoconverts bitmap fonts into files Fontforge can read.

With pixel fonts I imagine it'd be even easier to import and export them, as you wouldn't have to fiddle with paths to get curves right as I did.
« Last Edit: July 17, 2012, 02:00:21 PM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
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