Primary tabs

Comments by User

Monday, December 14, 2020 - 16:59

Here are the body parts used in Vagabond: https://gitlab.com/vagabondgame/lpc-characters.

There is a README that should explain everything.

If you have any comment or suggestion, let me know.

Monday, December 14, 2020 - 07:15

I think that using HTML for the interface and JavaScript for the logic would be the lighter (you literally just need a text editor and your browser) and the easier way to achieve this. If you have no text editor, I advise you Visual Studio Code, it is free, easy to use, and it will help you with HTML and JavaScript.

You will find a lot of documentation on the web, but I can advise you to have a look at Mozilla Documentation, I think you will be interested by the HTML, JavaScript and Forms sections.

You can also surely achieve this by asking StackOverflow and copy-pasting snippets. ;)

Monday, December 14, 2020 - 07:06

@bluecarrot16 OK, I will publish the grayscale images, the palettes I used, my scripts, and generate all the colored variations.

Yeah, I think it would be nice to have a repo with this kind of scripts. What would be perfect is a reference script for each body part type, it would drastically ease the creation of new items, which is currently a pain.

You are still using Ruby/ImageMagick?

@Evert You adapted a lot of body parts to the new animations?

Thanks! Sharing with others is always a nice experience, I have so much feedback from this first version, it will take me weeks to fix/improve everything. I would be delighted to read your devlog.

The shadow casting on walls was a last minute addition, I was not sure but one of my brothers convinced me to add it. It still needs some polishing. Do you know any other game that uses this? I would be glad to see a screenshot of yours!

Sunday, December 13, 2020 - 13:51

I use a special format to store the images: I have grayscale images where the values correspond to the indices of a color in a palette. So to have a colored image, a grayscale image and a palette are needed.

This format allow me to quickly fix all the variations of a body part and to make sure the colors exactly match for body parts that use the same palette (body, nose and ears, or male and female versions for example).

But I am not sure this format is very useful to other people, so I will apply the palettes to the grayscale images to generate all the colored variations. I am writing a script to achieve this automatically but it takes some time.

Thursday, December 10, 2020 - 09:25

Thanks!

There are small tweaks that will be easy to merge upstream. However, I modified the female base character as there are few issues with it. Subsequently, I had to modify many items but I don't use all the items present in castelonia's LPC Spritesheet generator, so not all of them are fixed.

Monday, November 18, 2019 - 13:08

Quick update of this project.

I greatly improved the cave generator and I implemented the suggestion of MedicineStorm of using ellipses:

There is also now something looking like a game with a crude interface and we can move a character in the world and attack monsters:

You can find more info and in-game videos on my Twitter account or in the devlogs.

Have a nice evening! :)

Friday, August 9, 2019 - 15:31

I am still working on this project. But I don't have much to show since I am currently working on low-level parts of the game engine.

I worked on my graphics engine and started to implemented a light system. Here are some screenshots:

I also implemented a day-night cycle, I took inspiration from the submission of Casper Nilsson:

I am still publishing a devlog each week on my blog if you are interested by the details!

Friday, August 9, 2019 - 15:17

Thank you very much!

I use a custom engine that I am making using C++, SFML and OpenGL.

I use the Whittaker diagram to determine biomes from temperatures and precipitations.

Wednesday, July 3, 2019 - 12:53

Indeed, I am currently doing corridors border to border. Yes, if we make the corridors from vertical-center to vertical-center, there is nothing to change as far as the corridors are concerned but then corridors and rooms overlap. In my internal representation of the dungeon, I would rather not have corridors intersecting rooms. In any case, it is not a big issue: computing the intersection between a vertical/horizontal line and an axis-aligned ellipsis is easy.

Nice animation by the way!

I plan on open-sourcing the code when everything will be ready and polished but for now I have not shared it yet. It is in C++ and uses my framework. As it is, I am not sure, it would be really helpful. I think it would be faster to reimplement it from scratch using the devlogs but if you really want to see the code, I can send it to you.

If you have any question, let me know.

I look forward to seeing your dungeons!

Tuesday, July 2, 2019 - 15:48

Thanks! :)

For now it does not. But it is definitely a good idea! I have already thought about it and I agree with you, it should make the rooms even more organic.

I did not implemented that yet because it is slightly trickier to create the corridor between two ellipses than between two boxes. But in a further version, I will certainly do it.

Pages