LODESTAR

Showing posts tagged voxel

Update 0.0.146e is live!
This update has a few fixes and one major addition: sprite animation editor! Currently the animator supports three types of interpolation: step, linear and cosine. Initially I had planned to also use cubic interpolation like a Hermite or TCB spline, but decided against it. The cosine has some of the features of a parameterized spline, like the smooth ease-in and ease-out, but lacks the fine-tuned control of a TCB spline. I’m ok with that for now. The cosine interpolation is cheap and the sprites are blocky. Seriously, how much granularity do we need here?
There is now an envelope editor that allows you to visualize all of the keyframes in the timeline for each transform and assign an interpolation type for each axis.
Lodestar:* Fixed crash report newline spacing… again
Launcher:+ Added animator to the menu* Fixed empty menu on initial download
Sprite Animator:+ Initial release; v0.1b
Sprite Editor:+ Added hotkey Q for Add+ Added hotkey E for Paint+ Added hotkey S for Erase 
---------------------------------------------------------------
Language     files          blank        comment           code
---------------------------------------------------------------
Java           483          12830           5477          37052
PHP            309          10275           5858          26722
CSS              6            641             68           3242
GLSL            54            407            111           1579
Javascript      14            262             89           1192
XML             11            158             16            771
HTML             3              8              0             42
DOS Batch        1              0              0              1
---------------------------------------------------------------
SUM:           881          24581          11619          70601
---------------------------------------------------------------

Update 0.0.146e is live!

This update has a few fixes and one major addition: sprite animation editor! Currently the animator supports three types of interpolation: step, linear and cosine. Initially I had planned to also use cubic interpolation like a Hermite or TCB spline, but decided against it. The cosine has some of the features of a parameterized spline, like the smooth ease-in and ease-out, but lacks the fine-tuned control of a TCB spline. I’m ok with that for now. The cosine interpolation is cheap and the sprites are blocky. Seriously, how much granularity do we need here?

There is now an envelope editor that allows you to visualize all of the keyframes in the timeline for each transform and assign an interpolation type for each axis.

Lodestar:
* Fixed crash report newline spacing… again

Launcher:
+ Added animator to the menu
* Fixed empty menu on initial download

Sprite Animator:
+ Initial release; v0.1b

Sprite Editor:
+ Added hotkey Q for Add
+ Added hotkey E for Paint
+ Added hotkey S for Erase 

---------------------------------------------------------------
Language     files          blank        comment           code
---------------------------------------------------------------
Java           483          12830           5477          37052
PHP            309          10275           5858          26722
CSS              6            641             68           3242
GLSL            54            407            111           1579
Javascript      14            262             89           1192
XML             11            158             16            771
HTML             3              8              0             42
DOS Batch        1              0              0              1
---------------------------------------------------------------
SUM:           881          24581          11619          70601
---------------------------------------------------------------

Here is some eye candy to accompany the announcement that the official Press Kit is now online!

If you want to make a nice press kit for your game or game company, I recommend grabbing presskit() from http://dopresskit.com/ and hacking the crap out of it!

Not much to display… I did add dungeon mini-maps!

Also rewrote the name generator to use multiple CSV files for prefix, fill, and suffix syllables. So, for example, if fed CSV syllable files derived from Greek male names, it produces results similar to the following: iphrosan, iphsydes, chystaxen, polylo, bacnuseis, auclecias, boaemus, pakleces, trimurus, iphaeslius, herphaislo, spynonus, aysto, puuspho, petodes, lemcerus, hyptados, piophon, diodaltes, biphaestos, xoocus, glausigos, phecarror, pondrission, hadgotes.

Working on dividing face lighting calculations between multiple frame renders.

Working on component/attribute based item system.