It’s 10:10am

Ξ June 21st, 2007 | → 0 Comments | ∇ WindEngine, My Other Junk |

Yeah, Yeah, Yeah, I know I said I’d have a playable demo a few months ago but in the interim I got a temporary job where I work 40 hours a week, applied and interviewed at a ton of places, which was soaking up the one day per week I get off as well as my free time on workdays. So please forgive me… it’s not like I’ve been in Malibu having fun. Anyways, I start a new job in a couple weeks and then I will have much more time to hack on WindEngine. Speaking of which, it’s moved over to the GNU autotools stuff, so you can probably just ‘./configure; make; make install’ it on all POSIX systems. The funny thing about autotools is how cryptic getting everything set up is, but it’s done.
Also, I work dairy next week since the guy who usually […]

Original post by Brad

 

AnimTest

Ξ March 19th, 2007 | → Comments Off | ∇ Windmill Softworks, WindEngine |

Well I checked all of my updates back into my Subversion repository, and made a new branch called animtest. I stripped everything game play related out of it in order to solely test character artwork, and made modifications so that the artwork can be loaded from the CLI. Oh, I also dug around a little in my image loader and got it to convert paletted/rgb PNG’s to rgba PNG’s. The portions that ought to be transparent are obviously not transparent, but if an end-user screws up and improperly saves a PNG, at least the program won’t segfault. I’ll release it under the GPLv2 soon. Now to talk a little about the image format. Each PNG is really a sheet consisting of 24×24 pixel sprites. Each row of sprites consists of one directional animation. You can have as many frames in that animation that you want. As of right now, the format has:

  • row 1: moving north
  • row 2: moving south
  • row 3: moving west
  • row 4: moving east
  • We can extend that however we wish. For instance, it would not be unreasonable to have moving north in row 1, and moving north while thrusting in row 2. Or even have them in the same row, where the first half is just walking and the second half is walking while thrusting. To give you something to work with and demonstrate what I’m talking about, I’ve attached a sheet of Link to this post. Pay particular attention to the embedded transparency. The shadows under link are aproximatly 65% opaque, giving a nice (in my opinion) blended shadow. shad.png

     

    WindEngine Testing (soon)

    Ξ March 14th, 2007 | → Comments Off | ∇ Windmill Softworks, WindEngine |

    Okay, I’m getting close to a point where I can issue an alpha build of WindEngine for wider testing. By close I mean within the next month. If you’d like to get in on the alpha, send me an email (ojuice[at]gmail[dot]com), and let me know what operating system you use. I expect to issue this alpha for: Windows, GNU/Linux, FreeBSD, and Mac OS X. For the OS X port, stock has volunteered to try and compile it, so thank him if you’re so inclined.

     

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