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Show HN: Video Game in a Font

coderelay.io

21–30 of 79 posts

Re: Show HN: Video Game in a Font

#22
I have a question regarding how you render "gray" pixels. You said that you use rectangles, because "dithered" pattern had low performance. But the rectangles cause "scanlines", which I presume are because of imprecise mapping to physical pixels.

Have you tried other shapes? Dividing the square by the diagonal should not have this problem, and you're even drawing a simpler shape (triangle vs rectangle).

Re: Show HN: Video Game in a Font

#23
post #10

Great project! I love the idea of extending Blender to use it as a custom game engine.

So do I! It saved me a lot of work. I started making it as a web-based react component, and I got to the part where I was doing custom bezier curves and keyframe based animation, and I was like "ah, I'm reinventing the wheel here!" So I switched. The only (possible) downside is that the addon has to be GPL3. I always intended on licensing the engine as GPL3, so it wasn't a problem for me.

Re: Show HN: Video Game in a Font

#24
post #12

this is a great abuse of GSUB tables just van rossum’s rubik’s cube is another recent example of font layout gone too far: https://twitter.com/justvanrossum/status/1340960087750402048...

And that tweet led me down a rabbit hole, to this:

https://www.darkmoondice.co.uk/collections/handmade-dice-set...

Sorry, waaay off-topic, but I've never seen such incredible D&D dice!

Re: Show HN: Video Game in a Font

#26

I have a question regarding how you render "gray" pixels. You said that you use rectangles, because "dithered" pattern had low performance. But the rectangles cause "scanlines", which I presume are because of imprecise mapping to physical pixels. Have you tried other shapes? Dividing the square by the diagonal should not have this problem, and you're even drawing a simpler shape (triangle vs rectangle).

They could use the CPAL and COLR tables to turn each glyph / frame of the game into multiple RGBA layers.

Re: Show HN: Video Game in a Font

#27
post #18

Is it just me or is the game unwinnable?

After you ybfr gb gur svany obff, lbh'er fhccbfrq gb xrrc glcvat naq gura lbh "jva" naq trg n uvag sbe fbzrguvat qvssrerag gb qb ng gur ortvaavat. (However, I haven't figured out exactly what to do after that!)

I got the bad ending. But still trying to find out the place for abaa if thats actually what the key is.

Re: Show HN: Video Game in a Font

#28
post #5

Amazing! I absolutely love projects like this, where you put a game in somewhere it clearly wasn't meant to be. I made a game you play in your file browser[0] before, and I have another idea planned using windows error dialogs. 0: https://wheybags.com/dungeons_and_directories/

You're following someone's footsteps and don't even know it.

This is years beyond the statute of limitations so I can finally talk about it - in my youth I broke into one of LANL's servers for kicks; some Lotus/IBM Domino machine, saw nothing of interest except for a project directory which even the admin didn't have access to... I didn't want to escalate privileges any further because it'd require permanent changes and would probably trip a flag - but then I found a bizarre folder.

Someone coded a series of directories within Domino and made a maze game, maybe a Zork 'lite'. I spent a few minutes exploring and got bored.

Re: Show HN: Video Game in a Font

#29

I have a question regarding how you render "gray" pixels. You said that you use rectangles, because "dithered" pattern had low performance. But the rectangles cause "scanlines", which I presume are because of imprecise mapping to physical pixels. Have you tried other shapes? Dividing the square by the diagonal should not have this problem, and you're even drawing a simpler shape (triangle vs rectangle).

I have tried other shapes at the pixel level, but not at the sprite level. Example: I draw from the top left pixel, draw the whole row of pixels (use the run length encoding), Then I draw the next row and so on. I haven't tried drawing the top left pixel and then drawing the to the bottom right corner, then moving up/down a diagonal row. You're right that might make it look a lot better, I will have to try it later. I stopped after I got it "good enough", because I wanted to finish the game.

Re: Show HN: Video Game in a Font

#30
post #26

I have a question regarding how you render "gray" pixels. You said that you use rectangles, because "dithered" pattern had low performance. But the rectangles cause "scanlines", which I presume are because of imprecise mapping to physical pixels. Have you tried other shapes? Dividing the square by the diagonal should not have this problem, and you're even drawing a simpler shape (triangle vs rectangle).

They could use the CPAL and COLR tables to turn each glyph / frame of the game into multiple RGBA layers.

Are CPAL and COLOR supported by chrome?
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