Not sure if bug or if those parameters are not in the space of valid options.
Cool project btw!
674 karma · joined April 6, 2012
Not sure if bug or if those parameters are not in the space of valid options.
Cool project btw!
It's in c++'s best interest to have some components whose purpose is to make things easier, especially for newcomers. io2d fills a huge gap there, one that hasn't been filled by any compilers/IDEs in a cross-platform and straightforward way. However, I agree that better c++ package management would have solved this problem, and also eliminated the need for <filesystem> etc.
I'm not happy with the specifics of the io2d proposal (50+ colour constants?) but it's a start.
// c++
AutoFile file("c:/temp/foo.txt", "w");
fprintf(file, "Hello, world");
// lisp
(with-open-file (f "c:/temp/foo.txt" "w")
(fprintf f "Hello, world"))
.. the author thinks the former is cluttered and latter uncluttered (simply because the fprintf is within a sub-scope of with-open-file)? That's a fragile rationale, but you can certainly write c++ that way if you like.I ran a 'write a game in a tweet' challenge last year, was super fun and had heaps of creative entries (mostly javascript). https://twitter.com/eigenbom/status/614783132391247872
However, I just see C++ continuing to get better and better for games programming. The recent appearance of the Core Guidelines [1] (and the eventual codified form for compilers) will be a huge leap. I wish we had full #run-type control over the compile phase, but full constexpr support is a step of the way there.
1. https://github.com/isocpp/CppCoreGuidelines/blob/master/CppC...
Not C++ specific, but I'm hopeful that we'll see some game distribution platforms built on top of this kind of tech. More competitors to Steam will be a good thing.
On projects that span years you find that you're not actually working alone, you're collaborating with your younger self. A younger self who is more naive, more optimistic, sloppier, and who leaves funny comments for you to stumble across years later.
Minor: there are a few mistakes on the landing page: 'welcome', 'implementation', etc.
Had fun over the weekend playing with this system. :)
Here's a 2048/Threes-clone in <700 characters (or 5 tweets): https://twitter.com/eigenbom/status/615424395192877056
There's only so far you can go with this tactic. Instead of a high-res LOD height-map built with the same old functions, I'd really love to see a low-res off-line calculated world with overhangs, erosion effects, impact crater, and other crazy structures.
I definitely need a right-click colour picker (or shift-click) to work more easily. Can I suggest cutting back your GUI, removing that 3d look, or if you like it too much, then making the pixel art pictures also be 3d like that.
Also your palette is way too saturated. Check out something like http://androidarts.com/palette/16pal.htm for a much nicer set of colours.
I'm also reminded of http://davegrey.net/tagged/pixel-art and http://iotacons.blogspot.com.au/ wrt small pixel art drawings from pop culture. It's amazing that you can capture character in so few pixels sometimes.
Pixel art may be overdone but I think it's a pretty flexible art form and has a long way to travel yet. Just in the last year I've seen a lot of new and different styles, some of which are already appearing in games.
When you get to higher resolutions you need to think more about what the actual pixels are doing, are they jagged, are they banding or blurring, etc. A decent tutorial which covers those concepts is:
http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299
Understanding form and colour and shape and all those things from visual art is important for a lot of bigger pieces, but the nice thing in pixel art is that if you work in a low resolution it's easy to keep tweaking until it looks good. I did a lot of adjusting earlier on.
There are so many different styles of pixel art -- so browse Pixel Joint's gallery or the @Pixel_Dailies account until you find one that resonates. Copy and paste the image into your editor and then start pulling it apart to understand how it works. We did quite a few of these studies, and I found that artists like JunkBoy, AbyssWolf, and Mmro Tarius are especially instructive.
Good luck and I might see you over on Pixel Dailies sometime.