Associating Tags with PNGs
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0:00Recap and set the stage for the day improving our asset system
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0:00Recap and set the stage for the day improving our asset system
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0:00Recap and set the stage for the day improving our asset system
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2:14Run the game with the determination to texture our world
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2:14Run the game with the determination to texture our world
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2:14Run the game with the determination to texture our world
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3:43Set up to associate asset file contents with tags
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3:43Set up to associate asset file contents with tags
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3:43Set up to associate asset file contents with tags
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10:36Introduce ProcessSingleTileImport() performing functionality pulled out of ProcessTiledImport() into WriteImageToHHA() and DownsampleToFits()
10:36Introduce ProcessSingleTileImport() performing functionality pulled out of ProcessTiledImport() into WriteImageToHHA() and DownsampleToFits()
10:36Introduce ProcessSingleTileImport() performing functionality pulled out of ProcessTiledImport() into WriteImageToHHA() and DownsampleToFits()
37:52Change ProcessMultiTileImport() to include the border when extracting a tile, and introduce import_source_info
37:52Change ProcessMultiTileImport() to include the border when extracting a tile, and introduce import_source_info
37:52Change ProcessMultiTileImport() to include the border when extracting a tile, and introduce import_source_info
50:47Run the game and crash in ProcessMultiTileImport()
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50:47Run the game and crash in ProcessMultiTileImport()
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50:47Run the game and crash in ProcessMultiTileImport()
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51:57Step in to ProcessMultiTileImport() and inspect the TileImage
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51:57Step in to ProcessMultiTileImport() and inspect the TileImage
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51:57Step in to ProcessMultiTileImport() and inspect the TileImage
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53:01Fix ProcessMultiTileImport() to loop over the TileImage
53:01Fix ProcessMultiTileImport() to loop over the TileImage
53:01Fix ProcessMultiTileImport() to loop over the TileImage
53:20Run the game to see that it's close to working
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53:20Run the game to see that it's close to working
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53:20Run the game to see that it's close to working
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54:03Investigate the possibility that we have an offset problem
54:03Investigate the possibility that we have an offset problem
54:03Investigate the possibility that we have an offset problem
59:52Introduce GetDownsampleCountForFit() and introduce Downsample() that takes a DownsampleCount, to make sure all tiles get downsampled the same amount
59:52Introduce GetDownsampleCountForFit() and introduce Downsample() that takes a DownsampleCount, to make sure all tiles get downsampled the same amount
59:52Introduce GetDownsampleCountForFit() and introduce Downsample() that takes a DownsampleCount, to make sure all tiles get downsampled the same amount
1:07:54Run the game to see that it still works as before
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1:07:54Run the game to see that it still works as before
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1:07:54Run the game to see that it still works as before
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1:08:09Set up CheckForArtChanges() to import orphanage wall textures
1:08:09Set up CheckForArtChanges() to import orphanage wall textures
1:08:09Set up CheckForArtChanges() to import orphanage wall textures
1:20:31Introduce ParsePieces() and ProcessPlateImport()
1:20:31Introduce ParsePieces() and ProcessPlateImport()
1:20:31Introduce ParsePieces() and ProcessPlateImport()
1:33:11Specify that an asset's filename determines its tags
1:33:11Specify that an asset's filename determines its tags
1:33:11Specify that an asset's filename determines its tags
1:44:35Introduce BeginTags() and EndTags() for ParsePieces() to call
1:44:35Introduce BeginTags() and EndTags() for ParsePieces() to call
1:44:35Introduce BeginTags() and EndTags() for ParsePieces() to call
1:53:39Make ParsePieces() perform multiple parsing passes, each pulling out particular pieces of information, and introduce PopToken()
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1:53:39Make ParsePieces() perform multiple parsing passes, each pulling out particular pieces of information, and introduce PopToken()
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1:53:39Make ParsePieces() perform multiple parsing passes, each pulling out particular pieces of information, and introduce PopToken()
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2:01:26Implement BeginTags(), introducing TagIDFrom()
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2:01:26Implement BeginTags(), introducing TagIDFrom()
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2:01:26Implement BeginTags(), introducing TagIDFrom()
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2:06:43“There's gotta be a "none", said the priest”α
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2:06:43“There's gotta be a "none", said the priest”α
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2:06:43“There's gotta be a "none", said the priest”α
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2:06:49Add a Tag_None asset_tag_id, and continue implementing BeginTags()
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2:06:49Add a Tag_None asset_tag_id, and continue implementing BeginTags()
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2:06:49Add a Tag_None asset_tag_id, and continue implementing BeginTags()
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2:13:24Introduce AddTag() and fix up compile errors
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2:13:24Introduce AddTag() and fix up compile errors
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2:13:24Introduce AddTag() and fix up compile errors
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2:17:29Implement AddTag()
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2:17:29Implement AddTag()
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2:17:29Implement AddTag()
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2:27:40Step through ParsePieces() to see what happens
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2:27:40Step through ParsePieces() to see what happens
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2:27:40Step through ParsePieces() to see what happens
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2:31:50Step through EndTags() into PopToken() to discover that our bug occurs in the final item
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2:31:50Step through EndTags() into PopToken() to discover that our bug occurs in the final item
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2:31:50Step through EndTags() into PopToken() to discover that our bug occurs in the final item
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2:33:20Fix PopToken() to correctly parse out the full set
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2:33:20Fix PopToken() to correctly parse out the full set
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2:33:20Fix PopToken() to correctly parse out the full set
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2:35:10Step through EndTags() and into the game with the skeleton hand mostly imported
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2:35:10Step through EndTags() and into the game with the skeleton hand mostly imported
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2:35:10Step through EndTags() and into the game with the skeleton hand mostly imported
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2:36:25Fix AddTag() to correctly increment the TagCount and prevent tags from overwriting each other
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2:36:25Fix AddTag() to correctly increment the TagCount and prevent tags from overwriting each other
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2:36:25Fix AddTag() to correctly increment the TagCount and prevent tags from overwriting each other
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2:38:59Run the game to see all facing directions of our skeleton hand imported correctly
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2:38:59Run the game to see all facing directions of our skeleton hand imported correctly
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2:38:59Run the game to see all facing directions of our skeleton hand imported correctly
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2:39:47Try making UpdateAndRenderEntities() set the glove's MatchVector and WeightVector to 1 and 0.5 respectively, to see that it doesn't fix up our scaling issue
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2:39:47Try making UpdateAndRenderEntities() set the glove's MatchVector and WeightVector to 1 and 0.5 respectively, to see that it doesn't fix up our scaling issue
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2:39:47Try making UpdateAndRenderEntities() set the glove's MatchVector and WeightVector to 1 and 0.5 respectively, to see that it doesn't fix up our scaling issue
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2:41:39Enable ParsePieces() to parse (wall) block textures
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2:41:39Enable ParsePieces() to parse (wall) block textures
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2:41:39Enable ParsePieces() to parse (wall) block textures
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2:43:15Run the game to see that we may not have imported the block texture
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2:43:15Run the game to see that we may not have imported the block texture
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2:43:15Run the game to see that we may not have imported the block texture
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2:43:46Step through ParsePieces() to see what it does with the block textures
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2:43:46Step through ParsePieces() to see what it does with the block textures
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2:43:46Step through ParsePieces() to see what it does with the block textures
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2:44:53Make UpdateAndRenderEntities() pass the BitmapID to PushCube(), updating PushCube() itself to handle bitmaps
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2:44:53Make UpdateAndRenderEntities() pass the BitmapID to PushCube(), updating PushCube() itself to handle bitmaps
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2:44:53Make UpdateAndRenderEntities() pass the BitmapID to PushCube(), updating PushCube() itself to handle bitmaps
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2:47:17Run the game to see no wall textures
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2:47:17Run the game to see no wall textures
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2:47:17Run the game to see no wall textures
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2:48:37Try to break in to UpdateAndRenderEntities(), and find that our block texture has not been correctly categorised
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2:48:37Try to break in to UpdateAndRenderEntities(), and find that our block texture has not been correctly categorised
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2:48:37Try to break in to UpdateAndRenderEntities(), and find that our block texture has not been correctly categorised
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💢
2:52:23Fix ParsePieces() to set the import type for a block
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2:52:23Fix ParsePieces() to set the import type for a block
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2:52:23Fix ParsePieces() to set the import type for a block
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2:52:48Run the game and see textured walls
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2:52:48Run the game and see textured walls
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2:52:48Run the game and see textured walls
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2:53:57Rename the non-orphanage block textures out of the equation
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2:53:57Rename the non-orphanage block textures out of the equation
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2:53:57Rename the non-orphanage block textures out of the equation
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2:54:46Run the game to see our orphanage texture, possibly upside-down
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2:54:46Run the game to see our orphanage texture, possibly upside-down
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2:54:46Run the game to see our orphanage texture, possibly upside-down
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2:55:10Change GenerateRoom() to hard set the Color to all 1s
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2:55:10Change GenerateRoom() to hard set the Color to all 1s
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2:55:10Change GenerateRoom() to hard set the Color to all 1s
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2:55:32Run the game to see deep blue textures
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2:55:32Run the game to see deep blue textures
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2:55:32Run the game to see deep blue textures
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2:59:00Take a cursory look at ProcessMultiTileImport() for what could be wrong
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2:59:00Take a cursory look at ProcessMultiTileImport() for what could be wrong
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2:59:00Take a cursory look at ProcessMultiTileImport() for what could be wrong
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3:00:29Call it
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3:00:29Call it
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3:00:29Call it
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