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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

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3981  Community / Townhall / Re: Chaos Stream Demo - fast-paced ascii shmup [NEW VIDEO!] on: August 19, 2011, 06:02:13 PM
I'm really digging this! Smiley I'm using libtcod for my current project, and I've added animated .gif export to the ascii-paint editor also written in libtcod, thread here. Did you hard code your animations, or did you write your own editor?

3982  Developer / Art / Re: ascii animator on: August 18, 2011, 09:05:55 PM
3983  Developer / Art / Re: ascii animator on: August 18, 2011, 08:02:29 PM
Also, I desperately would love a 2x zoom option, my desktop res is so high, it makes everything so tiny!
That or fix the fullscreen option so that the mouse position works properly.

Nice animation! As for the zoom, you can change the font in ascii-paint.cfg, so you could rescale the font bitmap however big you want then use that. (though then your gifs will come out bigger too. Smiley )
3984  Developer / Art / Re: ascii animator on: August 18, 2011, 03:58:58 PM
wonder if we could do a comicompo, animated ascii-style?  Evil
3985  Developer / Art / Re: ascii animator on: August 18, 2011, 03:19:48 PM
could you slow down a bit the speed on your avatar anim eigenbom?
It looks better when it's slower

done, thx!

and so the monsters inherited the earth..

...we ran screaming for our lives...

..and left earth in a daze...

3986  Developer / Art / Re: ascii animator on: August 18, 2011, 01:02:17 AM
fear my ascii-gif-fu!




3987  Developer / Art / Re: ascii animator on: August 17, 2011, 09:45:15 PM
Today is a historical day.

Thank you.

no worries, i'm looking forward to some sweet asciimations Well, hello there!
3988  Developer / Art / Re: ascii animator on: August 17, 2011, 09:20:16 PM
owch, that's it, i'm outta here ...

... on my ascii mech!


and mini form!

3989  Developer / Art / ascii animator on: August 17, 2011, 07:20:11 PM
Inspired by Melly's ASCIIPaint, I've been working on a similar program (forked from another program called Ascii-Paint). It supports a number of cool features, but today I added export to animated .gif.

I've made a bitbucket repository, where you can access the source and the latest windows binary (in the Downloads tab): https://bitbucket.org/bpio/ascii-paint/. Feel free to report issues, and I'll try to get them fixed.

Here are some animations made so far with the program by various TIGers.



A few animations made by various Blocklanders:



(Images (c) whoever made them)

The animation exporter will slice the canvas up into a grid, and read the frames from left-to-right, top-to-bottom, based on the sprite dimensions you supply, and the number of frames you need. It will probably explode if you give it dodgy numbers. Open "animtest.asc" to see an example spritesheet.



Time to unleash some animated ascii madness :D



19 August:

Fixed a couple of bugs to do with the grid, but more importantly, I added better colour support. You can change palette using the < and > buttons. Clicking the 'C' lets you choose any 24-bit colour, the 'T' chooses (255,0,255), and 'S' swaps the fg and bg colours.

You can also define your own palettes in palettes.cfg, if anyone makes some interesting palettes I'd be happy to include them in the program.
 


23 August:

Moved source and download to bitbucket: https://bitbucket.org/bpio/ascii-paint/
Cleaned up source and README.

25 August:

A couple of days work, and lots of behind the scenes fixes.

I've implemented a new file format, the Ascii Paint Format, which uses an .apf extension. This format  is more flexible than the .asc format. As well as storing the image, it can store program settings (like grid width), and will be able to handle future additions to ascii-paint, like layers. (It conforms to the RIFF standard.)

v0.3.3
+ Added new file format, the Ascii Paint Format ".apf", which
  will support future features of Ascii Paint, like layers.
  The old .asc format is still supported, but not recommended.
/ Changed default renderer to SDL to fix full screen issue
* Full screen now works
+ Added changeable grid drawing mode (bullets and corners)
* Fixed bad slider colouring in message box
/ Changed initial foreground and background colours (blue,black)

30 August:

v0.4.0
+ Added a Guide that explains how to create an ascii animation using ascii-paint.
+ Alpha transparency now works (default key colour=255,0,255, but this can be changed in ascii-paint.cfg)
  - You can erase by selecting the 'T' colour with the right mouse button. This paints the transparent colour into the canvas. ( I couldn't get transparent gifs working tho, so if you have any transparent bits, they'll get exported as pink. )
+ LAYERS!

A full days coding sprint and I've got the initial layers implementation done. You can try it out by downloading the 0.4.0 release. Saving in .apf will preserve your layers. There's not much to it, the layers work pretty much like any other paint program. Enjoy!



07 September:

v0.4.1
+ Resize (can now anchor canvas to any corner or edge during resize)
* Save now adds an ".apf" suffix to filenames with no ".apf",".asc", or ".ascz" suffix
/ Added COPYING.txt and COPYING_libgd.txt (ASCII-Paint is governed by the LGPL)




3990  Community / DevLogs / Re: Trip the Light Fantastic (iOS rhythm game) on: August 15, 2011, 09:42:34 PM
this is cool, love the pink fro Smiley
3991  Community / DevLogs / empire/overeign/no-name-yet on: August 15, 2011, 05:23:55 PM
Thought I'd post some screens/mockups of what I've been working on lately. It's a strategy game in the vein of civilisation, but with a much shorter play length (say 5mins per game). The basic goal of the game is to expand into the entire map, you do this by conquering adjacent regions or buildings. You can also deploy buildings/units of your own to manipulate how the game unfolds. Oh, and there will be tech trees also Smiley.








3992  Developer / Art / Re: ASCIIPaint and WEPaint on: August 11, 2011, 09:46:20 PM
Just to add to the proliferation of Ascii art programs, here's one I've been working on (heavily inspired by melly's program).



I reworked the gui quite a bit, and added a number of features like copy/paste, a grid, resize, etc.

Link to TIG thread

-B
3993  Developer / Playtesting / Re: Zed and Ginger v0.3.0 (early beta) on: August 10, 2011, 03:37:54 PM
hey spoon,

i think the story works. i've got some suggestions about the intro (take them or leave them as usual):

1. ship flys in from left
2. camera zooms into window and shows ginger frolicking
3. camera back to ship
4. meteor crashes (with sound effect)
5. gas ball flying around agitated
6. gas ball enters ship and cam follows
7. gas creates zed

Also the gas ball should be 'pixelated' to match the rest of the art style.

b
3994  Hidden / Unpaid Work / Re: Looking for dedicated progrmmer on: August 03, 2011, 06:59:44 PM
email me a [email protected]

Quote

Quote
@.com

 Addicted

3995  Developer / Playtesting / Re: Zed and Ginger v0.2.1 (early beta) on: August 02, 2011, 06:46:12 PM
seems to be all good now Smiley love the screen splitting thing in 2 player mode.

b
3996  Developer / Playtesting / Re: Zed and Ginger v0.2.0 (early beta) on: August 02, 2011, 04:06:23 PM
Another bug report, clicking the resolution button doesn't change the res (or even the text indicating the res), and makes my mouse act a bit weird (as if the window size is changed, even tho it isn't). However, if I click the res - or + buttn then go into fullscreen and come back out, the window size and res changes properly.

Yes, I can see how you might get lost on the main menu page! I think, since the main menu is a bit cluttered anyway, I should have an obvious play button and then go to a sub-page where you choose level/mutators/players. Alternatively, I could make the level numbers into a radio group and have a separate play button. I'll play around with the idea before the next release; unintuitive GUIs in indie games are a personal bugbear of mine :D

In hindsight it might have been because the player is selecting options (like which cat to use) in order to set-up the game, and so the level initially seems like just another option. I personally wouldn't add extra screens, but the player should be able to easily navigate thru the set-up before reaching a Play->[1] [2] [3] option. Good luck!

3997  Developer / Playtesting / Re: Zed and Ginger v0.2.0 (early beta) on: August 01, 2011, 11:19:25 PM
Had a quick play, it works, and looks great. The controls seem a bit funny, and its very jarring when you slow down or speed up. One other small thing, I spent a little bit looking for the 'play' button on the title screen, before realising what to do to play. You might wanna fix this, or not. Smiley
3998  Developer / Art / Re: ASCIIPaint and WEPaint on: August 01, 2011, 04:13:43 PM


All slipgate warriors wear patented Technopants®, the only legwear guaranteed to be futuristic.

heh, this is cool  Hand Thumbs Up Left
3999  Developer / Art / Re: ASCIIPaint and WEPaint on: July 28, 2011, 05:32:23 PM
 Beer!
4000  Hidden / Unpaid Work / Re: I'll write music for your video game on: July 28, 2011, 05:18:09 AM
nice tracks dude
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