Add Dawn of Chaos screenshots
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@ -1,6 +1,8 @@
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include_rules
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: index.md |> !html |>
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: shot_01.png |> !thumbnail |> thumb_temp.jpg
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: thumb_temp.jpg |> !compress_jpg |> thumb.jpg
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: foreach *.png |> !compress_png |> %g_opt.png
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: dawnchaos_03.png |> !blur_mini |>
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: foreach dawnchaos_*.png |> cp %f %o |> img/%g.png
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: foreach dawnchaos_*.png |> !thumbnail |> img/%g_thumb.jpg
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BIN
projects/dawnchaos/dawnchaos_01.png
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projects/dawnchaos/dawnchaos_02.png
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projects/dawnchaos/dawnchaos_03.png
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projects/dawnchaos/dawnchaos_04.png
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projects/dawnchaos/dawnchaos_05.png
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projects/dawnchaos/dawnchaos_06.png
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projects/dawnchaos/dawnchaos_07.png
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projects/dawnchaos/dawnchaos_08.png
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projects/dawnchaos/dawnchaos_09.png
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13
projects/dawnchaos/generate_thumbnails.tup
Executable file
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@ -0,0 +1,13 @@
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#!/usr/bin/env bash
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set -euo pipefail
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for i in *.png; do
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base=$(basename $i)
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filename="${base%.*}"
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echo ": $i |> !tup_preserve |>"
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echo ": $i |> !mini |> ${filename}_mini_tmp.jpg"
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echo ": ${filename}_mini_tmp.jpg |> !compress_jpg |> ${filename}_mini.jpg"
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done
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#echo ": foreach *_tmp.jpg |> !compress_jpg |> %g.jpg"
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@ -14,13 +14,13 @@ we do ourselves. As such, we were lacking best practices and we learned along
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the way. The development was quite hard, because at the time we had no
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programming skill. Moreover, our team quickly fell out, with one member quitting
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the school after a few months and another one struggling with programming. It
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ended up being a two-persons project.
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ended up being a two-person project.
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Nevertheless, this was a truly rewarding experience since I learned the basics
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of video game creation and DirectX programming.
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GRAPHIC ENGINE
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Graphic engine
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--------------
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We had the choice between DirectX and OpenGL for developing our graphic engine.
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@ -50,14 +50,14 @@ tweak the sprites size manually in order to make the game look as expected on
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screen.
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PATHFINDING
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Pathfinding
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-----------
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For the pathfinding, I used the classic A*. Each tile of the map is enabled or
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not, make a boolean map on which I applied the pathfinding.
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SOUND ENGINE
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Sound engine
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------------
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"Sound engine" might sound a bit fancy for what was done. At first I thought I
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@ -84,7 +84,7 @@ enough. The enemy goes back to making his rounds if he is almost dead or if the
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hero is getting away (the hero is of course faster than any enemy).
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WHAT WAS DONE BY OTHERS
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What was done by others
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-----------------------
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My friend created a truly rich map editor that was used for making the game. He
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@ -92,12 +92,27 @@ also created the elements of the world. He was then able to define position and
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rounds for the enemies directly from his editor. Our game engine only had to
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get his data from the editor in order to generate the levels.
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At last, he was in charge for the management of the hero: life, equipment, etc.
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He was also in charge for the management of the hero: life, equipment, etc.
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LAST WORDS
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Last words
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----------
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Our game was quite pretty but it was very slow due to the too detailled models
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used for the hero and the enemies. It lacks animation too. I really wanted to
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incorporate animation but I wasn't able to.
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Screenshots
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-----------
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<ul class="screenshots">
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<li><a href="img/01.png" style="background-image: url(img/01_thumb.jpg);"> </a></li>
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<li><a href="img/02.png" style="background-image: url(img/02_thumb.jpg);"> </a></li>
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<li><a href="img/03.png" style="background-image: url(img/03_thumb.jpg);"> </a></li>
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<li><a href="img/04.png" style="background-image: url(img/04_thumb.jpg);"> </a></li>
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<li><a href="img/05.png" style="background-image: url(img/05_thumb.jpg);"> </a></li>
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<li><a href="img/06.png" style="background-image: url(img/06_thumb.jpg);"> </a></li>
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<li><a href="img/07.png" style="background-image: url(img/07_thumb.jpg);"> </a></li>
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<li><a href="img/08.png" style="background-image: url(img/08_thumb.jpg);"> </a></li>
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<li><a href="img/09.png" style="background-image: url(img/09_thumb.jpg);"> </a></li>
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</ul>
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Before Width: | Height: | Size: 1 MiB |
Before Width: | Height: | Size: 706 KiB |