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Show off your REXPAINT creations

Started by ozymandias79, May 19, 2015, 05:50:23 AM

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gumix


Kyzrati

Ah thanks, I see you're continuing to grow your website with some more info. I tweeted about it yesterday with the title screen and reception was good.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

gumix

Doodled in REXPaint an easter egg.  ;)
(Initially it meant to be upgrade parts mockup - but abanoned that idea)



Kyzrati

That's a really impressive relief effect you've managed there just with ASCII!
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

gumix

#104
While working on a menu system for my tiny game, I've decided to allow player to choose an avatar.
I've painted in RP just 6 faces, but then I've come up with idea of mixing parts of these faces together.

Mixing these 6 faces gives 1296 mutations :)



Above is a raw asset in 2 modes (color & b/w as everything in ascii patrol).
Here is animated gif link: http://ascii-patrol.com/menu.gif

Kyzrati

These are great! And I love the avatar editor--shared it on Twitter for you ;D
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

dagondev

Happy to show you my work on main menu background/logo:



Kyzrati

Nice job! I can see this in the gallery :)

How's the project coming along? It made quite the splash to begin with, though there's obviously a long road ahead :P
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

dagondev

Thanks! Let me finish this first though. Will submit when I'm done.

Project is going good, but slow, will release first binaries in the next month. (Dark Souls 3 is coming out today, so I will be off for some time :D)
Thanks for interest.
Still using your editor and I am happy with it alhough the longer I use it the more I wait for this big update you have scheduled. Any info on that?

Kyzrati

Ah okay, I'll replace it when you want since it's already there, heh.

Big update? I don't have a big update, scheduled or not ::). It's quite likely I won't have time to do a big update until next year xD

True there are a lot of things hanging out on the todo list, but not much in the way of essential stuff, since the editor's pretty feature complete as is, at least in terms of the original goal (hence 1.0 ;D ). (Also, be sure to check the manual's command list since there are a lot of features there you won't see in the program itself.)

Is there something specific you're looking for? I don't recall any feature requests from you before. When I reach a critical mass of simple-to-implement stuff from active users I'm happy to make a smaller update, so let me know if there is anything.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

gumix

Sad to say that player, but...


It still needs some polishing, but first I have to animate it from code (flames and in/out transitions).
I wonder if the fog instead of already exploited scrolling could be ganereated / animated procedurally :)

Kyzrati

You lessen the impact by making it enjoyable to look at ;)

Generated fog would look cool! Though I wonder if not really worth it in this case. Having the fires animated might be good enough, and keep the focus on the (now-destroyed...) player. If the background were to be animated it would need to be really subtle.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

gumix

Thanks, you were absolutely right :)
Indeed animated background was not only very distracting but also
because of even/odd pattern it caused annoying flickering.

Link to animated gif: http://ascii-patrol.com/gameover.gif

Kyzrati

Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

gumix


dagondev

#115
Quote from: Kyzrati on April 11, 2016, 08:52:48 AM
Ah okay, I'll replace it when you want since it's already there, heh.

Big update? I don't have a big update, scheduled or not ::). It's quite likely I won't have time to do a big update until next year xD

True there are a lot of things hanging out on the todo list, but not much in the way of essential stuff, since the editor's pretty feature complete as is, at least in terms of the original goal (hence 1.0 ;D ). (Also, be sure to check the manual's command list since there are a lot of features there you won't see in the program itself.)

Is there something specific you're looking for? I don't recall any feature requests from you before. When I reach a critical mass of simple-to-implement stuff from active users I'm happy to make a smaller update, so let me know if there is anything.

I tried to add map drawn on this piece of paper, but couldn't do it in a way that wouldn't clutter whole image too much. Too low resolution for such details.
Anyway this looks like 'final' form

Thanks! Sorry for long time to respond, can't stop playing DS3.

I understand, but I can't help to be sad about this. I feel very limited with 4 layers, especially when I try some animating.
Mostly waiting for modular GUI (would like to position/ remove specific parts myself) and ability to use bigger font for a while (changing with mouse scroll) even if resolution is too small for this (so I can work on specific detail). Will check command list thoroughly then. :) I think someone in another thread mentioned using custom fonts (more chars) which would be very awesome.

P.S. It just occurred to me that you asked me way before to post on Sharing Saturday on roguelikedev subreddit, not gamedev. Will post there in the next week then. :)

Kyzrati

Looks good! (Although why do you use jpgs instead of just ctrl-e to export the png? Then it's both lossless and the file size is still tiny due to its ASCII nature and RLE.)

Quote from: dagondev on April 21, 2016, 11:24:40 AM
I feel very limited with 4 layers, especially when I try some animating.
Mostly waiting for modular GUI (would like to position/ remove specific parts myself) and ability to use bigger font for a while (changing with mouse scroll) even if resolution is too small for this (so I can work on specific detail). Will check command list thoroughly then. :) I think someone in another thread mentioned using custom fonts (more chars) which would be very awesome.
Ah okay, got it. Those are all previously requested things I'd like to work on (except for fonts too large for your desktop--I can allow you to override the window size restrictions for special purposes, but it would be difficult to edit since the window would be larger than your screen).

Quote from: dagondev on April 21, 2016, 11:24:40 AM
P.S. It just occurred to me that you asked me way before to post on Sharing Saturday on roguelikedev subreddit, not gamedev. Will post there in the next week then. :)
Yeah, the /r/roguelikedev SS is better :D
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

melrabo

All these posts are SO beautiful!

:_{

Kyzrati

Haven't been working on anything yourself lately, melrabo? :)

I ended up REXPainting a bunch of stuff for Cogmind this week. A random assortment of components, from among a couple dozen new ones:
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

gumix

I'd like you to put labels below what these things are, again I like something but can't even name it :)
I'm talking about left most, middle row one. Looks to me like a wifi router  ;D

gumix

@melrabo
Your train-game images are one of the greatest here, why cry face?

Kyzrati

Quote from: gumix on April 22, 2016, 04:22:31 AM
I'd like you to put labels below what these things are, again I like something but can't even name it :)
I'm talking about left most, middle row one. Looks to me like a wifi router  ;D
Heh, yeah, they're labeled in game of course but since I don't like to spoil stuff I don't tend to name new content by default. Wi-Fi router is fairly close--it happens to be a type of transmission jammer :)

Cogmind's art is somewhat abstract, so it's generally meant to be viewed together with its other info. In this case we have a mix of various different components but no indication of what they might be, heh.

Quote from: gumix on April 22, 2016, 04:24:30 AM
@melrabo
Your train-game images are one of the greatest here, why cry face?
Exactly! melrabo does some amazing work; maybe just too busy lately? :P
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

dagondev

Quote from: Kyzrati on April 21, 2016, 09:47:45 PM
Looks good! (Although why do you use jpgs instead of just ctrl-e to export the png? Then it's both lossless and the file size is still tiny due to its ASCII nature and RLE.)
You are right, dunno really. Replaced image from my post to not clutter thread with same image 3 times...

Quote from: Kyzrati on April 21, 2016, 09:47:45 PM
Quote from: dagondev on April 21, 2016, 11:24:40 AM
I feel very limited with 4 layers, especially when I try some animating.
Mostly waiting for modular GUI (would like to position/ remove specific parts myself) and ability to use bigger font for a while (changing with mouse scroll) even if resolution is too small for this (so I can work on specific detail). Will check command list thoroughly then. :) I think someone in another thread mentioned using custom fonts (more chars) which would be very awesome.
Ah okay, got it. Those are all previously requested things I'd like to work on (except for fonts too large for your desktop--I can allow you to override the window size restrictions for special purposes, but it would be difficult to edit since the window would be larger than your screen).
Yay. I would really like this override. I understand it would be difficult to edit, but I dont't mind, pros outweights cons for me. There is a shifting already, happy I checked manual already :D, so it is a matter of picking specific glyph before switching to big font. Thank you in advance! :)
Also would like to see REXPaint have option to automatically set size of its canvas to size of current image.
Quote from: Kyzrati on April 21, 2016, 09:47:45 PM
Yeah, the /r/roguelikedev SS is better :D
Thanks. :)

Kyzrati

Quote from: dagondev on April 22, 2016, 12:41:31 PM
You are right, dunno really. Replaced image from my post to not clutter thread with same image 3 times...
Alrighty, I'll use the newer one.

Quote from: dagondev on April 22, 2016, 12:41:31 PM
Yay. I would really like this override. I understand it would be difficult to edit, but I dont't mind, pros outweights cons for me. There is a shifting already, happy I checked manual already :D, so it is a matter of picking specific glyph before switching to big font. Thank you in advance! :)
Okay, if you think you'd really use it, sure. I've honestly used that myself for a couple special cases so it's easy to do, just not a generally available feature :). I could put the override in the config file. Since that's easy to add, maybe I'll find a couple other easy things to throw together and put out a quick new version after the next Cogmind release is out the door.

(Too bad the big things would be way too much work right now, like a revamped UI with support for more chars and layers.)

Quote from: dagondev on April 22, 2016, 12:41:31 PM
Also would like to see REXPaint have option to automatically set size of its canvas to size of current image.
The canvas size can't be changed once the program has started :(

One recommendation from my own techniques: I have multiple copies of REXPaint pre-configured for different purposes, so some might have a larger canvas and a certain font and palette ready for a certain type of work, and another would have a different set, etc. I have four different REXPaints for Cogmind work alone :P
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

dagondev

Awesome. looking forward to it.

And option to allow rexpaint restart after resizing image is out of question?
Your recomendation is very hacky, but if nothing can be done, then so be it.