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Socoder -> Concept/Design -> Challenge Jay

Posted : Sunday, 12 June 2022, 04:05
Jayenkai
Haven't really done anything productive at all for the past few days. That's not like me at all. Guess I need a mid-year break or something.
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My mind seems to be in a bit of a lull, more than anything. I think, last year, doing the JSE was a whole new level of fun.
Now I'm just back to doing AGameAWeek normally, and.. my head kinda can't be arsed!!

I've been meaning to write some tutorial type stuff for JSE, though. Maybe I'll spend some time doing that.
If there are any coding concepts you're struggling with, let me know and I'll see if I can code up some nice examples in JSE for you.

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Posted : Sunday, 12 June 2022, 04:05
Pakz
Maybe you could go look around for new programming routines to pass time? See what things might be usable for future games?

I started at trying to create a populous style map engine. Then started expanding different routines for math and logic and such.
Posted : Sunday, 12 June 2022, 05:16
rychan
It's gotta be tough, hopefully you're getting better at walking outside? It might help a bit hopefully if possible.

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Web / Game Dev, occasionally finishes off coding games also!

Refresh Games - Game Dev Blog - Doll Photos
Posted : Sunday, 12 June 2022, 06:08
Jayenkai
My mind seems to be in a bit of a lull, more than anything. I think, last year, doing the JSE was a whole new level of fun.
Now I'm just back to doing AGameAWeek normally, and.. my head kinda can't be arsed!!

I've been meaning to write some tutorial type stuff for JSE, though. Maybe I'll spend some time doing that.
If there are any coding concepts you're struggling with, let me know and I'll see if I can code up some nice examples in JSE for you.

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Posted : Sunday, 12 June 2022, 07:52
Pakz
I have been wondering hoe you did those Symbols in jse, how do you create those strings from pixels. And how do you turn them back.
Is there any familiar technique used like run time length encoding?
Posted : Sunday, 12 June 2022, 08:43
Jayenkai
Symbol data is like so..
There's only 64 colours available so each pixel is represented by a character ( 0-9 or a-z or A-Z or ; or : )

The symbol data is mostly just those.
A mild amount of compression is, however, additionally included.

Usually the letters are as-is, but if there's between 3 and 9 identical characters in a row, rather than saying "AAAAA" it'll convert it to "?A"
3 is "," 4 is "." 5 is "?" 6 is "!" 7 is "/" 8 is "@" and 9 is "_"

Right at the very start of symbol data is the resolution of the data, (0 = 8x8, 1 = 16x16, 2 = 32x32), a second value if you've changed which of the palettes the symbol uses (highlights/shadows/etc), and then a third value which I haven't actually used yet, but figured it best to leave a value there in case I do in future!!!

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Posted : Monday, 13 June 2022, 09:34
Pakz
I discovered you can convert any image to a html .src data format. I found this site(ezgif.com) and there you upload a image. It then presents the html code.

Those days of data statements are still here.
Posted : Monday, 13 June 2022, 09:56
Jayenkai
JavaScript also has a couple of simple "base64" commands that make forum postable data.
But anything I do that requires certain layers would make it impossible to move this in future, in the case that there's a significant changes to JavaScript or how browsers even work.
The more "everything done by me" it is, the less I need to rely on others to fix things when it all goes tits up!

.. of course, I also then need to fix everything myself, so it's not all roses..

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Posted : Tuesday, 14 June 2022, 05:14
Pakz
@jay You asked for some challenges. I am still impressed with how you did that circle fade with just the line thickness. Got any more of those effect tricks?

My 'make games' look special toolbox is not that large. I was spending hours yesterday just trying to add a light layer on top of my game. This with a tile map layer made of rectangle draws and alpha. Using a distance flood fill to create spots. It still looks lackluster.

For instance those speckles camera and such in jse.
Posted : Tuesday, 14 June 2022, 07:35
Jayenkai
Lighting is something I struggle with quite a bit. The concept is easy enough, but the execution is kinda hard for me, due to the 2D methods that I use.

For the most simplest of lighting functionality, create a second black buffer, and for each light draw onto that buffer a glowing circular area.
Once you've drawn all your objects on the main screen, and all the lights onto the second buffer, draw the buffer over the top of the screen using Multiply blend effect.

I can do this in an art package well enough, but I need to create the extra buffers for it to work well in GotoJSE..
I DID make a start a long time ago. There's a Light command that draws a nice gradiented light orb thing. My intent was to expand this to add darkness, but .. I just never got around to it.
Perhaps I should..

But, basically, draw lights onto a black buffer, then at the end draw that buffer onto the rest of the screen with Multiply blend functionality.
You can reduce the Alpha to reduce the black's darkness, too.



(Additional extra : I'm not 100% convinced that Javascript can do an entire screen of multiply-blend as fast as I'd like it to!)

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