Chud's Vacation - Lazy TempleOS offering

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Your game is cool enough that I tolerate the fact that you are a troon on gitgud.

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What did you use to make all textures?
I assume you didn't manually drew Chudjak and all the other assets with TempleOS' bitmap sprite editor and instead made them in your main drive and then imported them into TempleOS. 🤔
The lighting calculation is done in grayscale, then palletized into the framebuffer.

Diffuse textures are grayscale, normal maps are obviously RGB. Certain UI elements like the cursor directly map to the 4bit palette. All of this is converted from PNG to raw unencoded bitmap data, which is then compressed and packed into the wad using zstd compression.

Years ago I tried using TempleOS art tools, but determined it was unworkable for larger efforts so I never used them for my games, not even for 2D sprites like in DigGaym. I wrote a tool to convert palettized PNG into a HolyC file simply containing a very large array of bytes. The whole embedding graphics into source is actually very error prone and hard to do version control with. This was part of the reason BlazeItFgt was vector graphics style, all code, no need for the art tools.

is there any actual combat past clipping in the backrooms? ive tried no-clipping and a shooting and a bunch of other shit to get out but i cant really figure it out
it's just a walking simulator, the troon has a lame fireball shooting behavior but it's not on display in this level.
 
I aspire to code up kino like this some day. But for now I am just a lowly webdev that codes pajeetware

RIP Terry and goodspeed @CrunkLord420.
We all start somewhere buddy! Take time on the weekends to work on small kino projects, don't just code for work. That's how you end up with ten years of nothing to show for it. Even if it's just weird lolcow stuff, it's something!
 
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