For now, I gotta grind towards the 1.0 release 🥵 Thanks!
Cosmo Myzrail Gorynych
Creator of
Recent community posts
You can use the engine anywhere from a browser at https://web.whimsy.rocks
Thank you for your kind words!
I only wish there were more functionality to make a bit more complex games
I’m afraid that’s how Whimsy’s magic disappear: an easy-to-use tool turns into a more complex and hard to learn tool. I’ve already added more to scripting than I initially planned “O_O
and also a way to hide the whole UI around the game so it only displays the Scene, like the original Bitsy
Probably will be a project option of the Ultra edition as scenes there won’t be necessarily with 1:1 aspect ratio. For other editions, keep in mind that the UI around a game is also the touch controls. But maybe I will add an option to go fullscreen when I add an in-game settings menu, it shouldn’t be too hard to make. I’ll add it to my to-do list.
Ah, then it should probably be smol c:
https://knowyourmeme.com/memes/ok-so-basically-im-very-smol
I don’t have positive experience with open-source and don’t plan on releasing Whimsy as a FOSS for the foreseeable future. Making it open-source still allows to sell Whimsy, yes, but definitely doesn’t make it easier. Maybe in a perfect world it would be FOSS from the start, but alas—and I hope you’ll understand that.
I’ll probably expand it in the future; this game was made as a demo for Whimsy, and I didn’t want to just make a tech demo, but also didn’t want to pay several days on making an example game when I had a ready-to-go engine awaiting its release. So it is what it is. But I will return to it as I add more features to the engine, to make this project as polished as it can be :3
I also wanted to make an outdoors section after you light the beacon — this is stripped, for now.
У меня есть Бусти, там слева есть опция одноразового доната.
А в целом для покупок на итче и других сервисах открыл карты в Солидбанке, у них вместе с их картой можно открыть визовскую карту в Лаоссе, и перекидывать деньги туда-сюда. Paypal напрямую не оплатить всё равно, там нельзя подтвердить операцию, но с другими сервисами норм.
You’re mixing up RGB space with sRGB gamut. Let me explain: a gamut is what a device (a screen, a printer) can display, and it varies a lot. And most screens that are just a couple years old cannot display all RGB colors — and compensate it with reduced saturation, lightness, or by shifting tint. You can open an image of an HSL circle/square and you will notice bands and strange luminous lines appearing on different screens at different places, if your eye is keen enough. (HSL is based on RGB color space, so the representation is valid.)

sRGB is a standardized gamut that is used as a baseline for most digital design. By using sRGB only, you make sure the colors will look the same on each device (relatively to each other, as average tint and lightness of each display will still vary). To make an image fit into an sRGB gamut, you will need to desaturate some colors and/or tweak their luminosity — and highlighted “problematic” colors are those that need such a tweak. My app decreases saturation to preserve luminosity and hue; other apps will change other properties to preserve another ones. Just one method of many.
Why Aseprite and PNG display colors not like the ones in the app? Because they can’t. And if the colors are not reduced to sRGB on export, they will look wrong in many other cases in a, let’s say, in an opposite direction.
Now, RGB space itself also cannot display all the possible colors that humans can see, is linear when human vision is not, and is just awful when interpolating colors — which is a staple in palette making and color gradients. Thus new color models were invented. The real goat nowadays is okaylch, which is the improvement of lch (luma-chroma-hue). My app uses lch, which is still perception-correct but a bit harder to use. Not the real problem for end users.
Most apps and formats still support RGB space only, though, which includes PNG image format (and many others!) and Aseprite. The real colors my app operates in are in lch format, not hex format with the leading #. lch works on the web, and in some image-editing apps. “Linear RGB” codes in the right column of the app were also invented to be used in 3D engines and rendering software, but it is still linear, though it can display brighter colors than RGB white, as well as brighter reds, pinks, blues, etc., which are a must have in emission/reflection display. These are supported in Unreal Engine for sure and probably in other 3D-related thingies, too. p3 is an Apple-invented older take on the problem and support for it can be found in Apple-made products and some other 3rd-party apps.
I really would like all this to be simpler, but color, behind the scenes, is not simple at all. There will also always be a gap between printing software and designs for digital displays, buuuuuut it’s another whole separate topic.
This is an interesting project! Thoughts in no particular order:
- Would like the main hero speed to be higher. (Shift is not enough. 😩)
- Mass mouse hysteria due to… placebo was both disturbing and hilarious
- I understood the meaning of the game’s name only after chatting with a dog in the ending twice.
- Had to look into source code for the password 🙈 I guess it’s connected with the (mild spoiler ahead) the “alphabet dog” and the watchers? Was too lost to check that.
- The torus world was sooo confusing to me and I kept getting lost and coming to the “noises behind walls” shed again and again 🤦🤣
- D O U B L E D A T I N G
- Many characters left so many open questions about the world, and the ending talks about some interesting and serious topics that would be cool to be talked more about in the main map.
TL;DR: it’s good!
Hey stmn, idk whether you will update this tool, but I at my ct.js game engine have a solution for font blurriness.
The easy way is rendering the font’s canvas at, say, x4 size and downscaling it by drawing onto another canvas while disabling image smoothing. (MDN docs.) You can also access ImageData and threshold the alpha-channel to remove the remaining blur.
The hard way (that I use in ct.js) is parsing the font file with Opentype.js and drawing the symbols as paths. This eliminates the symbol blurriness problem, but has another issue with 1px-wide lines as they get broken, so I firstly draw everything at x2 size and then downscale it. The results are then perfect and don’t require further filtering.















































