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Engine mark 2.
  • WolfCoder
  • Added: 04/30/2010 04:44 AM
  • Last updated: 12/27/2024 05:57 AM
  • 1887 views

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Pages: 1
*ahem* before someone starts making fun of my vague debugger symbols, let me explain them:
Events: Number of active events. There's two on this map.
Grav: Current falling speed due to gravity, also known as the current kinetic energy due to gravity.
Alt: Altitude from the ground.
Slope: Slope of the ground under Tetsumori's feet.
Zoom: Distance the camera is from Tetsumori.
Frame: Current frame of animation for Tetsumori.
Progs: Current number of active NPC progs. This is usually events minus one because the user doesn't run an NPC script. Some events can be "inert" meaning they do absolutely nothing and run no programs.
Wallocs: Current number of strips of allocated memory for specific purposes in the WeaponBirth engine (mallocs for WeaponBirth = W + alloc = Walloc)

test_kitty_npc: this is the event script being run by the VX kitty you see
Ready: this means the kitty npc is halted until it is examined (Press Key Event)
I'm very excited this is showing signs of life. Keep the updates coming!
Is it possible to have gradient text?
It's possible to have any kind of text.

These are bitmaps- I can do anything to even individual letters. The source of these letters is a 32-bit alpha bitmap, so not only that but I can rasterize true-types and draw my own fonts all fancy (but I'm not, I like the simple look). I do plan on drawing a gradient on these letters because I like faint bright gradients. I can also rotate, scale, and do all sorts of stuff down to each letter.

This engine's interface system is much more capable than before and I'm glad, the GUI for Mark 1 was a huge C-Script mess and got nearly impossible to edit nicely. Sometimes hitting it hard core in C is actually much easier and faster to develop than using the higher-level language that comes with the engine.

The engine also has a built-in normal font renderer for typical system fonts just like XP/VX, but it would really kill the whole it-working-on-other-peoples-machines-just-fine feature of my engine. However, if anyone ever wants me to write a Japanese translation for my game I would have to resort to MS Gothic or whatever since I don't feel like drawing an entire Japanese font on my own. Plus it seems to murder the frame rate on my netbook from ~80FPS down to 20-30FPS if I draw real fonts.



Oh, by the way, the algorithm for single-pixel black outline is to just draw a black-filled version of the font shifted one pixel in all four directions, and then draw the font itself on top. It's usually better to do this in Photoshop with layers and then merge. Gradients is just a interpolation between two colors done horizontally and multiplied upon the original black and white pixels for real time, use a gradient multiply layer for Photoshop (be sure to have it clipped to the lower layer's alpha map). Black multiplied by anything is black. Glow is typically the original image filled into one color, apply a Gaussian blur, and then have the original font drawn on top of it and Photshop already has a glow effect for fonts.
I totally like his frontview sprite walking. :3c
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