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I've been making a zine in Decker for almost two years

A topic by Millie Squilly created Sep 10, 2024 Views: 2,586 Replies: 39
Viewing posts 1 to 16
(+12)

I don't think I've ever posted a thread about it here, but I've been making zine of millie for a while now, and I'm working on issue 22! Here is a link where you can find it all: https://zine.milliesquilly.com/

Developer(+7)

Zine of Millie is truly a delight, especially as a way to look back on how it has evolved along with Decker.

I'm really looking forward to what you're cooking up in issue 22!

(+4)

I have one hint and it's "rpg town"

(+4)

I will probably update this thread with issue 22 and future issues if that is OK

Developer (1 edit) (+5)

Absolutely!

And for anyone else reading, let me be clear: Anyone is more than welcome to make threads to show off their cool projects! If you make anything at all with Decker, we'd love to see it here!

(+5)

I've just put out issue 22! https://zine.milliesquilly.com/issue22.html

I used the path module and the follower to make an RPG town style menu!

Developer(+1)

Wow, this is really high-concept. You knocked it out of the park, Millie!

(+1)

Thanks so much! Next issue I think is gonna have to be less high-concept but I still have some Ideas, haha!

(+3)

So cool. borlington is speaking the truth

(+3)

The Institute makes no specific claims as to the veracity or lack thereof of any views held by any given Fellow but advises caution regarding unconditional trust

(+5)

Issue 23 is out! https://zine.milliesquilly.com/issue23.html

I ended up packing way too much stuff into it, but one thing that may interest people here is an attempt at writing a "how to make decker adventure games" tutorial.

Developer(+2)

A lovely tribute piece to Cohost; I'm glad the palette came in handy. (And I found the chicken!)

(+2)

Your "all about colour" deck was handy too, in particular the image importing code (and associated palette exporting functions and helpful links to dithering methods) was a useful reference!

(+3)

Issue 24 is out now! https://zine.milliesquilly.com/issue24.html

(+2)

Color! :D So cool

(+4)

Wow, it's been a while but I have Issue 25 out now! https://zine.milliesquilly.com/issue25.html

This one's got an article about all the projects in the recent jam!

Developer(+3)

A fellow containment breach? Wonder where they'll turn up next...

(+3)

Don't tell the Institute!

(+4)

Issue 26 now exists! https://zine.milliesquilly.com/issue26.html

I've made some use of the new DeckRoman character set!

(+4)

And I've been really quick with the new issue, even though it turned out huge! Issue 27 is upon us! https://zine.milliesquilly.com/issue27.html

(+5)

It has been a while, but I now have Issue 28 out. https://zine.milliesquilly.com/issue28.html

Please feel free to let me know what you think!

Developer(+4)

all hail drito pope millie, actual-factual game developer!

(+1)

Hey Millie! I love your zine collection and have been going through them slowly to get inspiration as I'm new to Decker. Stupid question - How do you get your Decker builds to not include the menu bar at the top? I want people to be able to experience my Decker build without changing anything in it - if that makes sense?

(+1)

Hi and thanks! If you go File->Properties in Decker there's a "Protect" button that lets you save a "locked" version of the deck, so if you save it there in html format then that should be what you need.

(+1)

Thank you so much, this is super helpful! Appreciate you responding to me :)

(+1)

I'm looking forward to seeing what you make!

(+3)

Issue 29 is out! One more issue before the season 3 finale! https://zine.milliesquilly.com/issue29.html

(+4)

i believe smatrick did nothing wrong, that face is so innocent

(+3)

This belief will serve you well

(+3)

and the season finale is out https://zine.milliesquilly.com/issue30.html

(+3)

And from that season finale, a reboot! Which took less time than I expected, I think because I felt inspired by the less weight! https://zine.milliesquilly.com/ex/ex1.html

(+2)

Yay EX! It feels really fresh and new, and also very Millie.

(+3)

And the reboot continues! https://zine.milliesquilly.com/ex/ex2.html

I had a lot of fun with the new dither brushes in this one, and as a result it's now the largest size deck I've ever made and I had to zip it to fit it on a floppy disk! Lemme know what you think!

(+4)

Zine of Millie EX3 was also too big to fit on a floppy disk without zipping, but it's online now! https://zine.milliesquilly.com/ex/ex3.html

(+1)

I love the intro animation where the letters teleport in, Mega Man style. Very cool!

(+1)

Thanks! It's basically just some clever use of transitions, haha!

(+4)

EX4 is out now baybee! https://zine.milliesquilly.com/ex/ex4.html

(+4)

Thanks for shouting-out my Deck Jam entry!

I also really liked the Star Wars like intro animation. For a brief moment I was worried that you’d figured out how to do the perspective-correct text crawl in Decker, but I’m glad to see you’re not that crazy. :)

(+2)

Oh I mean I am kinda tempted to work out how to do a perspective correct text crawl but it seems a lot more complicated than a simple zoom. It feels like an interesting challenge now though... I wonder how some of the old Star Wars games did it

(+1)

Super Star Wars would be a good example, I think - the SNES provides an easy way to scale and rotate an image like Decker’s .scale[] and .rotate[] methods. The Star Wars logo in that video looks very like the one in your deck.

For the text crawl, the SNES has an advantage: rather than scaling the whole image in one go, it can change the position and scale factor on each scanline, so the top scanlines are scaled very small, and the lower scanlines are at full size, or even scaled up.

Actually calculating which scanlines to show and the scale to show them at could be quite expensive, but luckily the perspective doesn’t change, so you could calculate them once at the beginning of the scene, or even just calculate them with a pencil and paper and type them in.

I’m imagining something like, for each line of the target canvas:

  • use an easing function on the Y coordinate of the target to pick a Y coordinate of the source image
  • use .copy[0,y width,1] to grab the source scanline
  • use a (different?) easing function on the Y coordinate to pick a horizontal scaling factor
  • use .scale[factor,1] to scale it horizontally
  • optionally, use the chosen scale factor to .map[] white pixels to one of Decker’s shaded patterns (or if you’re feeling fancy, colours in the greyscale ramp)
  • draw it to the target

I’m sure there’s more mathematically rigorous ways to get a proper perspective effect, but I bet that would look pretty good. The question is, would it run at 60fps?