Our great sponsors
-
WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
-
signed-distance-field-font-generator
Automatically exported from code.google.com/p/signed-distance-field-font-generator
1) Come up with a name - the name might change in future, but I want to have some for now. 2) Prepare the project, it's structure, CMake, git ... 3) (basic) Network: - create basic client(s) <-> server communication (nothing fancy, just be able to handle multiple clients or server and communicate) - "design" first version of what messages (and how) will there be 4) Adding some logging mechanism (likely will use https://github.com/gabime/spdlog for now as I have experience with it) to help me with resolving, the unavoidable, bugs 5) Graphic: - getting some images (tiles|monsters|...) - showing map on screen - "layers" - making some spaces where inventory and other stuff will be shown (I think it would be called frames, but am not much of an expert in it...) - Adding some status data for debugging 6) Basic event handling: - decide on how to do this, what do I want to support (keyboard|mouse|both) - window events - movement etc. 7) Sound: - learn anything about it (I know nothing about sound) and try to get some that will not tear someone's ears :D
This week I have raised the difficulty of a few dungeons. I have also added more colors based on players' feedback which greatly improves game experience (see demo above). Therefore I published a nightly release on GitHub and itch.io. I picked all the colors ([grey](f8f9fa-e9ecef-dee2e6-ced4da-adb5bd-6c757d-495057-343a40-212529), green and orange) from Coolors. Below are their hash values.
If you're interested in nice-looking fonts at any resolution, check out the paper Improved Alpha-Tested Magnification for Vector Textures and Special Effects by Valve, and you can find code online (here and here)
If you're interested in nice-looking fonts at any resolution, check out the paper Improved Alpha-Tested Magnification for Vector Textures and Special Effects by Valve, and you can find code online (here and here)
Heh :) I am neither True Type wizard myself. I use stb_truetype for that. It takes like 1ms to create atlas in memory.
I realise this is the hard way, but my long-term intention is to reimplement Alphaman from the original source, so I figured start with the existing software interfaces.