Hi there! Thanks for the offer, but no time recently. However, you are free to use my sprites any way you like (CC0).
Recent community posts
no but you can use imagemagick:
convert a08040205030200.png -crop 16x24 pdm-%02d.png
convert pdm-2[1-7].png -loop 0 -page +0+0 -set dispose previous a08040205030200_running.gif
works like a charm.
It's CC0. You can use the art however you want, also in commercial projects. Giving credit is appreciated but not required. If your game makes you a millionaire only better and I'll be happy for you :) please share.
I'll take a look when I'm back home.
Nice idea but I cannot understand that.
Provided blc interpreters are minified beyond recognition and lambda-calculus definitions doesn't tell me much.
As for Iota, huh, I feel stupid. I'd have to reimplement it differently because js does not support tail recursion; their implementation simply doesn't work. tbh I have no idea how approach this.
Adding an additional esoteric languages is a sound idea and I might do just that; but lc is not my cup of tea.
edit: Are you aware of any js implementation of any of those languages that works? or non-js that is written in readable code?
As for scrollbars - chrome fix is not difficult but every other browser sucks; I dislike js solutions for this issue :/ I need to consider hiding them entirely maybe, not sure yet.
The first button in editor panel ([ ]) toggles fast mode ([ ]/[F]). I'll add super fast. Not as fast as you wish I guess though. Need to optimise drawing code first; I guess it'll be super-super fast in the future :)
tldr: Doable, but the best is to just port the whole thing into your game. Drop me an email if you wanna help.
This would generate GBs of data; some of the files would be identical as other ones (e.g. when eyes are covered their colour is not relevant) but checking that would be quite time consuming (O(n²), although if you spend some time on it it could actually be a bunch of ifs so maybe not).
The problem (not a big one) is the platform really. In a browser I cannot cause it to export without your interaction (click - it's made that way so a random website you visit don't push data to your Downloads directory). So I'd have to generate all of them in memory and then push to you but it would require a lot of memory (even more then the output files) - your browser would crash sooner then it's finished. This could be done in batches I guess, I imagine it's not perfect.
I could go with Electron. It would let me to avoid browsers' safety rules (afaik, not 100% sure). Tbh I just don't feel like touching this stuff atm :/; The code that is uploaded right now is minified but the variable names are not shorten (and it's not like there was much comments anyway) so you can unminify it and give it a try. There shouldn't be much changes needed; but it would require learning about Electron.
Finally there is an option to just create a command line version of the tool (I find them easier to include them into your pipeline). Shouldn't take much time but I don't really know if this is what you'd like to use; nor if it'd be useful for anyone else.
That being said: are you sure that you want to ship your game with such an amount of data? If your use-case is "I want a few millions of different characters" than I'd suggest porting the generator to you game and just spawn enemies as you need them during runtime. Your game would be way (WAAAAY) smaller and you'll gain flexibility (removing/adding elements, changing probability of some of them, changing/adding colour-scheme, removing this stupid pirate hat you don't like, making blue-skin enemies resistant to ice-gun, generating procedurally names of the enemies, etc, etc...) and it's not like it's difficult (also fun imo). I'm happy to walk you through or answer any questions about the code over the email or skype if you'd like that - you can drop me an email.
Also, addressing your willingness to pay me money - while appreciated, I'd be happier if you make a fine game.
huh, so much typing, sorry for that XD
What browser do you use, what version?
It definitely works this way or another with chrome, firefox and safari.
It's possible you have some setting on for blocking new windows being open?
If this is an internet explorer issue it might take me a bit longer to fix; but I'd take a look over the weekend.
Well, the export button should work already; do you have a problem with that or you mean something else?
As for windows version: not planning right now; but it is doable if people wants it.
Not sure why they would though - what is your usecase?
Wow, looks very nice! I'll definitely try it out over the weekend (looks like I might need more time for this one :)).
As for colour changes: Of course I don't mind. I'm happy with people modifying the assets so it suits their game better.
As for credit: thank you; much appreciated.
I'd love to but I'm just not in the position right now to take any commitment, let alone a big one. My instant reaction is "yeah sure, sign me in" but this would be unfair, I would fail. Unfortunately I must decline. Hope you understand :(
That being said if you're stuck or have some smaller requests or whatever feel free to drop me an email or post a comment here.
Link is great, thanks :)
Hehe, I bet it would, sorry for that!
But the animation here needed to be simpler then what you've done so I could easily combine sprites. The head movement you've got in your game simply looks better - so I guess it was worth it :)
Sure, whatever works; this one is actually super nice, hearts and stuff :D thanks!
OMG it's 8 months already! I'm glad it helps someone; when I released that I was a bit afraid that no-one would care and seeing so many people actually made use of my work is truly uplifting (thanks again!).
I cannot promise any more content right now. When I finally find some time it'll probably be an extensions to the dungeon tileset first or maybe something entirely new, so please don't wait for an update for this one, sorry :(
That being said I encourage you to give it a try and draw whatever you need on your own. I know it's probably not as much fun for you as programming but who knows? Maybe you'd like it. 16x16 pixel art is very approachable. Small tip: draw robots - they are relatively easy to animate :)
Is there any place I can check out your game?
(Your English is great, you need not to be sorry about that)
No mad at all, quite the opposite, I'm happy you had something to work with, drawing rectangles is (usually) no fun at all!
Nice prototype, looks like all core mechanics work nicely. You just need to design levels now, tweak some variables here and there, add some story and you're ready to ship the game.
One suggestion if you don't mind: you used black for the background - I recommend to either change it to #1b1e28 or alter the tileset a bit if you feel like it's too little contrast.
I hope you'll continue working on this one, feel free to share progress :)
In Gimp you can use "Image" -> "Scale Image..." and then in a popup window choose "Interpolation" to be "None" and resize e.g. 300% or whatever you like..
In Krita you can use "Image" -> "Scale Image To New Size..." and then in a popup window choose "Filter" to be "Box" and resize e.g. 300% or whatever you like.
You're looking for "texture filter" or "filter" feature in your engine/framework of choice and "nearest" or "point" or "no filtering" value for that.
Sorry cannot help you any further not knowing what software you use.
And don't worry, asking questions is good. I'm glad I can help.
I'll be honest with you: I have no time right now - too many commitments I'm already have trouble to keep up with.
That being said, give it a try! 16x16 pixel art is easy animate and it's fun. You can also just rock and/or squeeze the characters/weapons programatically and get nice results like this one: https://loner-dev.itch.io/almas
Sorry, I'm not able to be more of a help but I wish you good luck with your project anyway :)