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Messages - gumix

Pages: 1 ... 4 5 [6]
126
Everything REXPaint / Re: More layers than four?
« on: March 05, 2016, 09:17:29 AM »
I bounced from this limitation too  :o, I'm hoping in addition to shortucts 0-9, adding scroll up/dn arrows onto layers border wouldn't be impossible.

127
Ascii patrol has now its hompage.
http://ascii-patrol.com

It is spookie place at the moment but i'm hoping to have enough time for regular updates :)

I improved colors a lot, thanks for pointing out the problem.


128
Indeed, contrast is a big issue in case of a black background. This is mainly due to fixed 16 colors of ansi palette, it is a compromise for bigger compatibility across targeted terminals. Where it is possible I plan to remap these 4 bit entries into more pleasant colors with way lower saturation and luminosity especially on dark blues. Also it turned out after putting all things into the game that blue color for player's car was a mistake, it was hardly to see the car on bluish background while jumping. So I switched red rocked into blue color and in turn player's car into the red.
Now it looks even more promising, everything thanks to RP!
g.

129
So need to say it out load, RP does its job - 100%
And because of its versality, I've made 2 versions quicker that could previously suppose to do just 1.
That make me worrying, which bkgnd looks better now  ;D


And Mockup:

130
Everything REXPaint / Re: Layer transparency
« on: March 02, 2016, 11:21:12 AM »
Np at all, just sharing with you what are actualy my needs ;)

131
Just want to share where RP is being used here. :)

1. ASCII-PATROL
2. No homepage yet, too busy with develompent - I know, huge marketing mistake.
3. Attempt to bring Moon Patrol by IREM (arcade legend from 1982) to text consoles.
Platforms: FreeDOS, Windows, Cygwin, Linux, maybe: js/html

Game engine is I think almost done.
Main work is focused currently on adding colors, new levels design, difficulty balancing.
So RP is being used in all colorization efforts. After doing few experiments, I've decided that game will offer 2 modes: black-on-white and color-on-black.
Simply compare my avatar (color on black) with image below (black on white).

I've made preview of 2 levels, hope you enjoy it.
(1.27MB)https://www.dropbox.com/s/n84a4hpdtev0frl/ASCII-PATROL-1.mp4?dl=1
(1.28MB)https://www.dropbox.com/s/4z2eeno71c10o7z/ASCII-PATROL-2.mp4?dl=1

4. The one image


gUmIx

132
Everything REXPaint / Re: Layer transparency
« on: March 02, 2016, 01:41:25 AM »
Existing layer transparency would do a better job for me if I could provide glyph priorities to RP.
Consider 2 wheel sprites composed in regular fashion and using back_slash '\' over underscore '_' priority.
Of course priorities should be taken into account on the upper layer boundary cells only.


  __       __        __
 /  \     /  __     /  \_
 \__/     \_/  \    \_/  \
            \__/      \__/
sprite    regular prioritized


133
THanks for posting this pyton script!

I feel more secure using c/c++ tool chains, below is a C func I've made.
Resulting file still needs to be gzipped by hand or some batch :)
Works at least for me.

Code: [Select]
#pragma pack(push,1)

struct Hdr
{
int ver;
int layers;
int width;
int height;
};

struct Cel
{
int code;
unsigned char fg[3];
unsigned char bg[3];
};

#pragma pack(pop)

int MakeXP(const char* txt_path, const char* xp_path)
{
FILE* f_txt=0;
fopen_s(&f_txt,txt_path,"rt");
if (!f_txt)
return -1;

char buf[1024];
int width = 0;
int height = 0;
int len = 0;
while (fgets(buf,1024,f_txt))
{
char* eol = strchr(buf,'\n');
height++;
if (!eol)
{
width = max(width, (int)strlen(buf));
// last line or line too long
// assume eof
break;
}
width = max(width, eol-buf);
}

fseek(f_txt,0,SEEK_SET);


FILE* f_xp=0;
fopen_s(&f_xp,xp_path,"wb");
if (!f_xp)
{
fclose(f_txt);
return -2;
}

Hdr hdr=
{
-1,
1,
width,
height
};

fwrite(&hdr,sizeof(Hdr),1,f_xp);

int cells = width*height;
Cel* image = (Cel*)malloc(cells*sizeof(Cel));
for (int i=0; i<cells; i++)
{
image[i].code=' ';
image[i].fg[0]=0;
image[i].fg[1]=0;
image[i].fg[2]=0;
image[i].bg[0]=255;
image[i].bg[1]=255;
image[i].bg[2]=255;
}

int y=0;
while (fgets(buf,1024,f_txt))
{
char* eol = strchr(buf,'\n');
int w = eol ? eol-buf : (int)strlen(buf);
for (int x=0; x<w; x++)
{
int i = x*height + y;
image[i].code=buf[x];
}

y++;

if (!eol)
break;
}

fwrite(image,sizeof(Cel)*cells,1,f_xp);

free(image);

fclose(f_xp);
fclose(f_txt);

return 0;
}


134
I have started some time ago bit odd project, pure console moon patrolish game.
So I have a lot of assets made (in notepad++) now I'd like to tune'em up using RexPaint.
(Mostly I'd like to add a bit of ansi colors)

How can I feed rex with my cookies?
Any chance for adding such feature?

gUmIx.



  Score:  1000000 Cars: 3                        Level: Champion [O-P]                                  Time: 44:47.98
                                                       __
                                                     _/__\_       _\__/_           *
                                                Y   (______)     (______)
                                                                   '  '

                                                          _\__/_        *
                *                                        (______)
                                                           '  '
                                            *              *                                              *
                                                                                           *
 *           _                                               _            *
\           / \                               _             / \__
 \__       /   \           _                 / \__         /     \                           _
 . .\     /.   .\         / \__            _/     \       /       \                         / \
  . .\___/.     .\_      /     \         _/.      .\     /.       .\__         _           /   \             _
.. . ... . . ......\____/.     .\     __/.         .\   /..          .\  *   _/.\         /.   .\           / \
. . . ... . ..... ..\ . . .    ..\   /. . _________/.\_/_ ..        . .\____/.. .\     __/..     \      ___/   \_
 . . . . .   .   . . \ . . . . . .\_/____/:. .       . .:\___. . . . . . . . . . .\___/. . . .   .\____/.  . . ..\______
_ . . . . . . . . . ./\ . . ______/:. .                  . .:\_____ . . . . . . . .._/..... . . . . ._/\. . . . ... . .
:\__ . . . . . . . ________/:. .                               . .:\____ . . . . . /.\________ . . . . .\_ . . . . . . .
. .:\_____________/:. . .                                           . .:\_________/.    . . .:\____ . . . . . . . . . .
        . . . . .                                                           . . .              . .:\_____. . . . . . . _
           . .                                                               . .                     . .:\____________/:
                                                                                                             . . .





        _____           __.______
 ~  ~~ >\  \_\         / _____ \_\_ \_\___/_/  _
  ~~  ~>/____/         \__  __   __\{:..    } (_)
                       /__\/\ \_/ /\ \_.. _/   _        _     _ . .       ..__                              __
   _    .       ,   _  \__/\_\/ \/_/__/   \__,/%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%\  _    _           /%\ __  _/%%%%%%%%%%%%
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