Category Archives: Not Games

SquidLib 2.0 on the Way!

SquidLib 2.0 alpha 1 is out!

This means the newest, sexiest, and most used Java roguelike library can be yours today!

This release is self-stable and feature-complete. It is the recommended version to use until a newer one comes along as it reduces the complexity of SquidLib 1.95 considerably while adding new features. The only two features removed from 1.95 are highlighting and libgdx support. It is the first SquidLib release to use Java 8.

This version is an alpha as many sections may move or have method names and signatures modified. For example all “character” placement methods now accept code points internally rather than char types. At the end user level however the overload with a char parameter still exists for convenience purposes.

For most projects conversion from 1.95 to 2.0a1 should be fairly painless. I’ve converted all of the example code projects and for the most part it was a matter of simply replacing the placeFoo() calls with put(), which is the new universal grid placement method name.

Again, this is a self-stable and feature-complete version and can be used without being required to switch to a later version when one becomes available unless a desired feature has been added to the newer version.

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Hello Loot Crate!

Oh my god, it’s full of dragons! Well bits of dragon jerky anyway.

If you don’t yet know about Loot Crate you are missing out! Short version, you sign up with them, pay a small fee, and they send you awesome surprise packages filled with things related to their monthly theme. And my April crate arrived loaded with dragon related goodies :D

And now, on with the unboxing!

Dragon Loot Crate Opening

What mystery could be contained within this mysterious black box of mystery?

(more…)

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Teaser

Something new is on the way!

like rogue teaserThat is all :)

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Why you should work with vector graphics even if you start with a non-vector file

Here’s a small demonstration of working with vector graphics as an intermediary step.

I started with a png of a Lorc icon from http://game-icons.net/ of a honeycomb style shield. There is an svg version available as well but I’ve found that due to some slight hackiness (which is normal) in the way the svg is made the following process turns out much better.

The original png version downloaded at maximum resolution.

The original png version downloaded at maximum resolution.

 

I then loaded this image into CorelDRAW X6 and used the Outline Trace – Detailed Logo option to get just the white part out. For most of the Lorc icons this is the best way to go so that the corners are properly captured. Also he has a (mostly observed) rule on himself when creating that the content is white on black.

I exported this white only vector as png file. You might not be able to actually see it since it’s white with a transparent background…

Click on it to see the attachment page if you can’t see it now.

The next step was importing the png file into Corel PaintShop Pro X5. Once in, I simply applied two different gradients to give me a basic colored icon.

The shield created by converting to a vector as an intermediate step.

The shield created by converting to a vector as an intermediate step.

 

For comparison, here is the same thing without the intermediate vectorizing step. Oh, and it took some fiddling with selecting and such to get it at all.

This is the version without going through a vector step.

This is the version without going through a vector step.

 

Notice that the version without the vector step has some awkward aliased edges and unblended interior segments. These are fixable but require more work and this version already took more time than the vectorized version.

Oh, and if you click on the images you’ll find that the vectorized version is super large and super crisp.

The moral of the story is that doing a simple vectorizing step on even a relatively large ping logo will vastly improve the final product as well as make it quite easy to work with!

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