Heuristic Alpha Testing for Multi-Tile Import
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0:00Recap and set the stage for the day, having updated the GitHub issues for Anna1
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0:00Recap and set the stage for the day, having updated the GitHub issues for Anna1
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0:00Recap and set the stage for the day, having updated the GitHub issues for Anna1
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1:35Show item_hat_03.png with a view to investigating why we are extracting six tiles from this four-tile asset
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1:35Show item_hat_03.png with a view to investigating why we are extracting six tiles from this four-tile asset
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1:35Show item_hat_03.png with a view to investigating why we are extracting six tiles from this four-tile asset
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5:14Determine to enable test_png to output alpha pixels full white
5:14Determine to enable test_png to output alpha pixels full white
5:14Determine to enable test_png to output alpha pixels full white
6:54Enable WriteImageTopDownRGBA() to output any alpha pixels full white, introducing ThreshAlpha()
6:54Enable WriteImageTopDownRGBA() to output any alpha pixels full white, introducing ThreshAlpha()
6:54Enable WriteImageTopDownRGBA() to output any alpha pixels full white, introducing ThreshAlpha()
9:52Run test_png on item_hat_03.png and see some spurious data in the output
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9:52Run test_png on item_hat_03.png and see some spurious data in the output
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9:52Run test_png on item_hat_03.png and see some spurious data in the output
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11:40Reacquaint ourselves with ProcessMultiTileImport() to see that it only processes tiles containing alpha pixels
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11:40Reacquaint ourselves with ProcessMultiTileImport() to see that it only processes tiles containing alpha pixels
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11:40Reacquaint ourselves with ProcessMultiTileImport() to see that it only processes tiles containing alpha pixels
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14:59Compare our RGB output in GIMP with the dump of base_game.hha in TabView
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14:59Compare our RGB output in GIMP with the dump of base_game.hha in TabView
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14:59Compare our RGB output in GIMP with the dump of base_game.hha in TabView
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18:55Implement TestMultiTileImport() based on the game's ProcessMultiTileImport()
18:55Implement TestMultiTileImport() based on the game's ProcessMultiTileImport()
18:55Implement TestMultiTileImport() based on the game's ProcessMultiTileImport()
21:59Run test_png on item_hat_03.png to see that it does indeed extract six tiles
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21:59Run test_png on item_hat_03.png to see that it does indeed extract six tiles
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21:59Run test_png on item_hat_03.png to see that it does indeed extract six tiles
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22:32Make TestMultiTileImport() output the extracted tile indices
22:32Make TestMultiTileImport() output the extracted tile indices
22:32Make TestMultiTileImport() output the extracted tile indices
23:04Check out our extracted tile indices
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23:04Check out our extracted tile indices
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23:04Check out our extracted tile indices
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23:14Make TestMultiTileImport() output the dimensions of the extracted image
23:14Make TestMultiTileImport() output the dimensions of the extracted image
23:14Make TestMultiTileImport() output the dimensions of the extracted image
24:56Check out the dimensions of our extractions
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24:56Check out the dimensions of our extractions
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24:56Check out the dimensions of our extractions
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26:06Make TestMultiTileImport() output our extractions to files using ExtractImage() and WriteImageTopDownRGBA()
26:06Make TestMultiTileImport() output our extractions to files using ExtractImage() and WriteImageTopDownRGBA()
26:06Make TestMultiTileImport() output our extractions to files using ExtractImage() and WriteImageTopDownRGBA()
32:29Check out the dumps of our extractions
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32:29Check out the dumps of our extractions
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32:29Check out the dumps of our extractions
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34:15Make ProcessMultiTileImport() only import tiles containing enough valid, solid pixels
34:15Make ProcessMultiTileImport() only import tiles containing enough valid, solid pixels
34:15Make ProcessMultiTileImport() only import tiles containing enough valid, solid pixels
44:13Reimport all the assets successfully
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44:13Reimport all the assets successfully
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44:13Reimport all the assets successfully
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45:57Revert AddPlayer() to not apply the Cook tag
45:57Revert AddPlayer() to not apply the Cook tag
45:57Revert AddPlayer() to not apply the Cook tag
46:23Find that our downward facing hat has made it into the game
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46:23Find that our downward facing hat has made it into the game
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46:23Find that our downward facing hat has made it into the game
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48:00Prevent UpdateAndRenderEntities() from drawing the collision volume debug visualisation
48:00Prevent UpdateAndRenderEntities() from drawing the collision volume debug visualisation
48:00Prevent UpdateAndRenderEntities() from drawing the collision volume debug visualisation
48:15Traverse and consider furnishing the orphanage
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48:15Traverse and consider furnishing the orphanage
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48:15Traverse and consider furnishing the orphanage
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49:43Make ExecuteBrain() correctly set the facing direction of entities
49:43Make ExecuteBrain() correctly set the facing direction of entities
49:43Make ExecuteBrain() correctly set the facing direction of entities
50:21Find our monstar facing in the correct directions
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50:21Find our monstar facing in the correct directions
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50:21Find our monstar facing in the correct directions
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50:33Make ExecuteBrain() prevent entities from hopping diagonally
50:33Make ExecuteBrain() prevent entities from hopping diagonally
50:33Make ExecuteBrain() prevent entities from hopping diagonally
51:19Find our monstar unable to hop diagonally
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51:19Find our monstar unable to hop diagonally
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51:19Find our monstar unable to hop diagonally
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53:01Consider furnishing the orphanage and making the tagging of people more flexible
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53:01Consider furnishing the orphanage and making the tagging of people more flexible
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53:01Consider furnishing the orphanage and making the tagging of people more flexible
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53:56Reacquaint ourselves with the procedural generation code
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53:56Reacquaint ourselves with the procedural generation code
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53:56Reacquaint ourselves with the procedural generation code
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56:25Make CreateOrphanage() place a chair in the MainRoom
56:25Make CreateOrphanage() place a chair in the MainRoom
56:25Make CreateOrphanage() place a chair in the MainRoom
59:42Check out our chair in the doorway of the main room
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59:42Check out our chair in the doorway of the main room
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59:42Check out our chair in the doorway of the main room
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1:00:08Make CreateOrphanage() orient our chair as per its originally drawn asset
1:00:08Make CreateOrphanage() orient our chair as per its originally drawn asset
1:00:08Make CreateOrphanage() orient our chair as per its originally drawn asset
1:00:49Consider how to place and size furniture sensibly
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1:00:49Consider how to place and size furniture sensibly
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1:00:49Consider how to place and size furniture sensibly
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1:03:06Fix UpdateAndRenderTitleScreen() to query the correct asset
1:03:06Fix UpdateAndRenderTitleScreen() to query the correct asset
1:03:06Fix UpdateAndRenderTitleScreen() to query the correct asset
1:04:06Check out our correct title screen and consider starting the furniture layout stuff
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1:04:06Check out our correct title screen and consider starting the furniture layout stuff
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1:04:06Check out our correct title screen and consider starting the furniture layout stuff
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1:06:47Split out some trees into their own files
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1:06:47Split out some trees into their own files
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1:06:47Split out some trees into their own files
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1:14:29Add those pieces of tree scenery to base_game.hht
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1:14:29Add those pieces of tree scenery to base_game.hht
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1:14:29Add those pieces of tree scenery to base_game.hht
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1:15:14And tags for Snow, Tree and Evergreen, and enable GenerateRoom() to plant trees along outdoor boundaries
1:15:14And tags for Snow, Tree and Evergreen, and enable GenerateRoom() to plant trees along outdoor boundaries
1:15:14And tags for Snow, Tree and Evergreen, and enable GenerateRoom() to plant trees along outdoor boundaries
1:21:28Crash on the GetSimSpaceTraversable() call in GenerateRoom()
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1:21:28Crash on the GetSimSpaceTraversable() call in GenerateRoom()
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1:21:28Crash on the GetSimSpaceTraversable() call in GenerateRoom()
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1:22:59Change GenerateRoom() to only place trees on open tiles
1:22:59Change GenerateRoom() to only place trees on open tiles
1:22:59Change GenerateRoom() to only place trees on open tiles
1:23:11Find that our trees are absent
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1:23:11Find that our trees are absent
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1:23:11Find that our trees are absent
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1:23:33Temporarily prevent GenerateRoom() from trying to place trees
1:23:33Temporarily prevent GenerateRoom() from trying to place trees
1:23:33Temporarily prevent GenerateRoom() from trying to place trees
1:24:12Find that our outdoor perimeter remains absent
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1:24:12Find that our outdoor perimeter remains absent
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1:24:12Find that our outdoor perimeter remains absent
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1:24:44Enable GenerateRoom() to generate the perimeter of outdoor rooms, placing trees anywhere other than at a connection
1:24:44Enable GenerateRoom() to generate the perimeter of outdoor rooms, placing trees anywhere other than at a connection
1:24:44Enable GenerateRoom() to generate the perimeter of outdoor rooms, placing trees anywhere other than at a connection
1:26:50Check out our forest of trees
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1:26:50Check out our forest of trees
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1:26:50Check out our forest of trees
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1:27:01Fix GenerateRoom() to only place trees around the edge of outdoor areas
1:27:01Fix GenerateRoom() to only place trees around the edge of outdoor areas
1:27:01Fix GenerateRoom() to only place trees around the edge of outdoor areas
1:27:31Check out our tree perimeter
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1:27:31Check out our tree perimeter
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1:27:31Check out our tree perimeter
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1:31:06Enable GenerateRoom() to randomise our trees
1:31:06Enable GenerateRoom() to randomise our trees
1:31:06Enable GenerateRoom() to randomise our trees
1:34:08Check out our forest of damaged trees
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1:34:08Check out our forest of damaged trees
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1:34:08Check out our forest of damaged trees
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1:34:46Investigate our failure to match tree assets
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1:34:46Investigate our failure to match tree assets
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1:34:46Investigate our failure to match tree assets
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1:35:57Add the snow tag and apply the same alignment to all three tree varieties
1:35:57Add the snow tag and apply the same alignment to all three tree varieties
1:35:57Add the snow tag and apply the same alignment to all three tree varieties
1:36:30Check out our varied forest of snow and damaged trees
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1:36:30Check out our varied forest of snow and damaged trees
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1:36:30Check out our varied forest of snow and damaged trees
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1:37:09Consider how best to match absent tags
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1:37:09Consider how best to match absent tags
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1:37:09Consider how best to match absent tags
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1:38:43Explicitly apply damaged and snow tags to all three tress, in varying degrees
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1:38:43Explicitly apply damaged and snow tags to all three tress, in varying degrees
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1:38:43Explicitly apply damaged and snow tags to all three tress, in varying degrees
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1:39:15Check out our fully varied forest
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1:39:15Check out our fully varied forest
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1:39:15Check out our fully varied forest
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1:39:53Q&A
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1:39:53Q&A
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1:39:53Q&A
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1:40:14Enable GenerateRoom() to add lamps
1:40:14Enable GenerateRoom() to add lamps
1:40:14Enable GenerateRoom() to add lamps
1:40:24Check out our brightly lit orphanage
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1:40:24Check out our brightly lit orphanage
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1:40:24Check out our brightly lit orphanage
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1:40:42Make GenerateRoom() place only one lamp per room
1:40:42Make GenerateRoom() place only one lamp per room
1:40:42Make GenerateRoom() place only one lamp per room
1:43:55Check out our lamps
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1:43:55Check out our lamps
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1:43:55Check out our lamps
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1:44:46Prevent GenerateRoom() from placing lamps outdoors
1:44:46Prevent GenerateRoom() from placing lamps outdoors
1:44:46Prevent GenerateRoom() from placing lamps outdoors
1:45:18magzz772 Q: When will you be fixing the lighting?
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1:45:18magzz772 Q: When will you be fixing the lighting?
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1:45:18magzz772 Q: When will you be fixing the lighting?
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1:45:22mycon_ Q: What's your all time favourite game?
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1:45:22mycon_ Q: What's your all time favourite game?
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1:45:22mycon_ Q: What's your all time favourite game?
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1:45:30wheeel Q: Is there going to be lighting affecting the shading of the entities? If so, would that lighting strength be uniform along the height of the entity within a square? Is it possible to make the lighting of a 2D entity in a 3D space look "right"?
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1:45:30wheeel Q: Is there going to be lighting affecting the shading of the entities? If so, would that lighting strength be uniform along the height of the entity within a square? Is it possible to make the lighting of a 2D entity in a 3D space look "right"?
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1:45:30wheeel Q: Is there going to be lighting affecting the shading of the entities? If so, would that lighting strength be uniform along the height of the entity within a square? Is it possible to make the lighting of a 2D entity in a 3D space look "right"?
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1:46:09mycon_ Q: Is there a bug now that the guy is pointing left constantly?
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1:46:09mycon_ Q: Is there a bug now that the guy is pointing left constantly?
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1:46:09mycon_ Q: Is there a bug now that the guy is pointing left constantly?
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1:46:57jim0_o Q: Thoughts on creating some sort of weather system and / or sun noon, dusk, etc system?
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1:46:57jim0_o Q: Thoughts on creating some sort of weather system and / or sun noon, dusk, etc system?
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1:46:57jim0_o Q: Thoughts on creating some sort of weather system and / or sun noon, dusk, etc system?
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1:48:02mycon_ Q: It seems the tree graphics are for different seasons. I don't think the evergreen one is supposed to be damaged. Also you already have tags for seasons like Tag_Winter, so the Snow tag is kinda pointless?
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1:48:02mycon_ Q: It seems the tree graphics are for different seasons. I don't think the evergreen one is supposed to be damaged. Also you already have tags for seasons like Tag_Winter, so the Snow tag is kinda pointless?
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1:48:02mycon_ Q: It seems the tree graphics are for different seasons. I don't think the evergreen one is supposed to be damaged. Also you already have tags for seasons like Tag_Winter, so the Snow tag is kinda pointless?
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1:48:25alexkelbo Q: How will we do shadows? In the past we had a bitmap for that
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1:48:25alexkelbo Q: How will we do shadows? In the past we had a bitmap for that
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1:48:25alexkelbo Q: How will we do shadows? In the past we had a bitmap for that
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1:48:54Replace the "snow" tag with "winter"
1:48:54Replace the "snow" tag with "winter"
1:48:54Replace the "snow" tag with "winter"
1:50:45Take a turn through the forest
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1:50:45Take a turn through the forest
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1:50:45Take a turn through the forest
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1:51:29We're good
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1:51:29We're good
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1:51:29We're good
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