Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kyzrati

Pages: [1] 2 3 ... 83
1


Cogmind Beta 13 "Zoom All The Things" released! (was back during bay12 outage)

Now with map zooming and multiple UI layout options for larger text/tiles! (Also a new map, new items, and new robots, but BIG TEXT!)

For more details and demo images check out the release notes.

And more recently, an update on Cogmind's coming price increase, and expansions to come...


2
Other Games / Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« on: February 16, 2024, 06:19:34 pm »
SITREP Saturday #54: "Map Zoom QoL" - A summary of map zooming features, on top of the fully-upscaled UI layout introduced last week.

Spoiler (click to show/hide)

3
Other Games / Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« on: February 14, 2024, 12:50:26 am »
Yesterday did a live demo/playtesting of the first new upscaled UI layout which is mostly complete!

https://www.youtube.com/watch?v=nf4pS_sph2Q

4
Other Games / Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« on: February 02, 2024, 07:15:46 pm »
SITREP Saturday #53: "Full UI Upscaling" - Last time I added map zooming, but what if you didn't need to zoom in because *EVERYTHING* is larger?!


5
Other Games / Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« on: January 15, 2024, 07:35:53 pm »
Latest mockups are in for the new modal UI which will enable an option to upscale everything in exchange for seeing less at once: Full UI Upscaling, Part 2: Holy Mockups! It's a comin'...


6
Creative Projects / Re: REXPaint, the ASCII art editor
« on: January 11, 2024, 04:28:57 am »
Yeah they should work if you've got 'em around. I loaded up a bunch of different .ans from the past several decades and everything worked okay except for the animated ones, which is out of scope so I had to block importing of those (generally a minority, but there sure are more of them the further back you go! really interesting stuff to research...).

7
Creative Projects / Re: REXPaint, the ASCII art editor
« on: January 10, 2024, 11:10:48 pm »
Hehe it is totally still around, and there are totally still a ton of users! More and more over the years, really, so happy to continue expanding on it. Getting to 2.0 would be super neat--I want to do a compo when that's released, so many unprecedented new feature ideas I think people would enjoy playing with...

I've always enjoyed seeing what the folks here do with it, too :)

8
Creative Projects / Re: REXPaint, the ASCII art editor
« on: January 09, 2024, 11:53:40 pm »
Progress on Cogmind has recently led to numerous engine improvements (and a few bug fixes), so combined with feature request patches from the past few years we're getting an official release for the new and improved REXPaint!

Big items this time around include autoscaling of font bitmaps, .gpl (GIMP) palette support, and even better .ans (ANSI art) support--for the first time REXPaint can automatically import a format other than its own!

First, the full changelog...

REXPaint 1.70 (240110) changelog:
  • NEW: Support for automated upscaling of font bitmaps (see manual under Custom and Extended Fonts)
  • NEW: .ans file automated importing and conversion (ANSI art)
  • NEW: .gpl (GIMP) palette support
  • NEW: Ctrl-v during active file naming dialog or Text tool pastes text from system clipboard (single line only)
  • NEW: Reopening REXPaint recalls the last glyph index and brush foreground/background color in use
  • NEW: Remap all layer colors to closest from current palette (Shift-Alt-p, or Ctrl-Shift-Alt-p for all unlocked layers)
  • NEW: Added full list of valid color names to skins.xt file for reference
  • NEW: Command line support for creating new image files (see manual Appendix H)
  • NEW: Command line support for opening REXPaint with specific image selected (see manual Appendix H)
  • NEW: Command line support for exporting specific image as PNG (see manual Appendix H)
  • MOD: .ans export format optimized for reduced file size
  • MOD: C:DDA image exports now also reference custom Unicode glyph assignments in cases where users may want a custom font layout besides CP437
  • MOD: Updated installation instructions with new MSVC DLL download location
  • MOD: Manual Appendix H rewritten to encompass multiple types of command line options
  • MOD: Manual Appendix I changes official C:DDA font reference to reflect switch from Unifont to Terminus, provided on website Resources page
  • FIX: Reloading all images via Browse window blocked further mouse interaction with some popups like Resize window
  • FIX: Potential rare crash due to multithreaded logging
You can download REXPaint here, and note that as of 1.04 it's also available on itch.io.

.ANS Importing!

While REXPaint has had .ans exporting for many years and could therefore be used to create traditional ANSI art, only art created from scratch using REXPaint's native format could be used to do this. Now .ans files can be imported as well!

Simply drop any .ans files into the /images/ directory structure, and on startup if REXPaint does not see any corresponding .xp files by the same name, it will automatically convert them for editing access. Although REXPaint only edits .xp files directly, you can re-export to .ans at any time. Original .ans files remain unchanged unless you choose to overwrite one with an export.

REXPaint will import and view .ans files even when ANSI mode is not active, though properly exporting to .ans again would require that mode to be active as usual. (Note: REXPaint strips SAUCE metadata when it converts .ans to .xp, and therefore does not contain any on export, either.)

Animated .ans files are beyond the scope of REXPaint and ignored--only static ANSI art is compatible.

Here is a demo of .ans conversion:



We've had text and image file importing for a while, but those are more fiddly, while this automated feature was a much bigger production. I spent a while researching the format in order to enable imports, and as a result was also able to optimize REXPaint's .ans exports to reduce the resulting file size.

(Note that one of these optimizations involves giving "cursor" instructions to skip over empty space, but if you're intending to use REXPaint's .ans exports with Discord's ```ansi feature, know that Discord's implementation of ANSI is pretty terrible and incomplete so you'll probably have to set the new ansOutputNoCursorShift cfg option to make images containing that sort of empty space compatible over there.)

Some other new features in action

Spoiler (click to show/hide)

Over a decade since the first release and REXPaint is still going :)

I've still got lots more planned, including huge features, but, you know, when I get to it :P

9
Other Games / Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« on: January 03, 2024, 09:16:20 pm »
Oh dang, broken for everyone... well that sucks xD. Thanks for letting me know, I was going to find some time to look around and see if anyone else had mentioned it, though was also thinking surely toady must have someone helping him with admin duties on such a large forum, so imagined it was probably just a me thing at this point...

I'd send him a note, but I don't want to bug the guy about this when he's got other more important things to do. I know how much I hate doing my own web maintenance when I'm supposed to be working on my game xD (email being down sucks, but web dev sucks even more!)

10
Other Games / Re: Cogmind (sci-fi robot-themed roguelike) - BETA RELEASED
« on: January 03, 2024, 07:22:52 pm »
Found the 'scrap engine' on my third run.
That was fun, got through to the factory level and then some more before the inevitable YASD
Oh hey martinuzz! Heh, the Scrap Engine is pretty chaotic and leads to all sorts of weird and fun stuff. It can get super powerful later on, but it really helps to know how to coax it to do what you want. Right now it's not integrated into the plot yet, just dropped onto the floor for you on finding that map, but when the next new expansion is released it'll have a more proper introduction, and also a little manual (currently players just share the main tips on the Discord).

Also is it just me or is Bay 12 not sending out notification emails??? I doubt that, but I've always had email notifications set, don't have it blocked or filtered in my gmail account, and there's never anything in my spam, I just don't get B12 emails at all... Always used to work for like 10 years, then suddenly stopped working I'm not sure when, some time in the past few months? Pretty annoying not getting those :/

11
Other Games / Re: XMAS 2023 GIVEAWAY
« on: December 31, 2023, 07:00:21 pm »
Indeed many thanks to a1s for organizing, which is quite a feat given all the participants and games!

12
Other Games / Re: XMAS 2023 GIVEAWAY
« on: December 31, 2023, 02:10:07 am »
Time to celebrate the final day of 2023 with the Cogmind giveaway...
Spoiler (click to show/hide)
Congratulations to the winners, Frumple and martinuzz, keys sent!

Happy New Years all :D

13
Other Games / Re: XMAS 2023 GIVEAWAY
« on: December 29, 2023, 10:10:33 am »
Hey EuchreJack, I'll take Cat Quest from the orphanage. Had never even heard of this game until I got it earlier today on Epic (free), thinking my son might be interested in trying it out since he loves cats, but it would be more convenient to have on Steam for that (only my computer has Epic on it, and I'm usually using it :P).

14
Other Games / Re: XMAS 2023 GIVEAWAY
« on: December 25, 2023, 06:23:56 pm »
Yeah that definitely goes against the spirit of the whole thing (or even being on Bay 12 at all in that case...), and certainly not something I would condone.

15
Other Games / Re: XMAS 2023 GIVEAWAY
« on: December 24, 2023, 09:05:16 pm »
Oh man, I was just telling my friends about Cogmind and how I wished it was in the giveaway this year...
Hehe, what a coincidence :D

I'm back to give back to Bay 12, the virtual birthplace of the original Cogmind community! Merry Xmas all!

Pages: [1] 2 3 ... 83