hey!
welcome back to average4k ramblings I know i haven't said much in a bit, but that's because I was busy working!!!
we're basically rewriting a bunch of stuff to be able to be built on easier, as the previous itteration of the engine SUCKED. My testers have been getting sick of me rewriting features so I am rewriting the whole ass game.
oops
(join our discord btw, for cool shit. we got a minecraft server now!!
Anyways, how's that going? (pretty good if I say so myself)
I went crazy on creating a better logging system with a GOOD console, allowing me to develop stuff way faster.
ImGUI is a must have for indie game dev's, it allows you to create UI that looks good SUPER FAST!! with minimal code, and banger support.
very amazing stuff, check them out here
alright though what else have I been doing, well pretty much the game's base engine is now done. Named "AvgEngine" because I am great at naming, it's a 2d engine (maybe 3d in the future) built on GLFW and OpenGL.
The previous iteration was on SDL, and SUCKED. Well, SDL doesn't suck. It's just not what I want currently, and the event system it was using was slowing me down so I decided to remake it. With that I said, fuck it. GLFW time, because why not.
I dont think theres really anything terrible about SDL, it's a great tool. I just think GLFW might be better for me.
code people part
are you a "code monkey" like I am? do you wanna know how this shit works.
well please tell me I dont know.
im joking but here is the new project structure.
lot cleaner than before, and most of this is overridable oop stuff, so c users look away while you still can!
The actual game is also included in this, with all the rhythm elements and stuff there as well.
It's really nice because since a lot of stuff is overridable, you can make a custom version of the "game" class to make the original class way cleaner. We only add stuff we want and keep the stuff we need!
I really like this, and yes i've actually be unironically using namespaces. insane developments.
fonts?????
ok ok I wanted to create better fonts for SO LONG!!!
I hate SDL_TTF, which is what we were using. I decided to create my own font implementation by using BMFONT!!! (stands for bitmap font lol) BMFont - AngelCode.com
BMFont is a program that can generate XML shit for the fonts, and create FONT TEXTURE MAPS!!! which means all the fonts are stored as files.
You can't use TTF files anymore which means you can create malicious ones. MEANING YOU CAN SKIN fonts.
woohoo!! But slow down your horses as there's obviously caveats.
n1
bro this shit scales like CRAP.
obviously scaling downwards is fine, you can always take pixels and compress them to a reasonable size. If you get low enough it will look bad, but as long as you don't. It's good. Scaling upwards is a lot harder though, and can lead to text that looks like crap.
Solution: make original text BIG.
The default size for all the font maps are 128px for the text size, and yes I know you might be thinking. big? big IMAGES!
That's actually not true, believe it or not. White and transparent images don't actually take up much space. it's crazy.
n2
this just looks unintuitive
While true, it's very simple and I have a tutorial explaining this (located https://www.youtube.com/watch?v=D2E9EYkkxQA there)
It should be easy to follow, and for people to create fonts, and package them with skins or modcharts!
hi thats the end
thank you for reading. I love you <3
hopefully more updates soon.
KeinBlue
crazy shit, good work on all that chief