Add Dawn of Chaos screenshots

This commit is contained in:
Fabien Freling 2019-10-29 23:56:37 +01:00
parent 32980958ad
commit be2c16408c
18 changed files with 68 additions and 34 deletions

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@ -13,6 +13,11 @@ HTML_TEMPLATE = main.html
%f | sed 's|%%webRoot%%|&(root)|g' > %o \ %f | sed 's|%%webRoot%%|&(root)|g' > %o \
|> %B.html |> %B.html
# Images
!png = |> convert %f %o |> %B.png
!compress_png = |> zopflipng %f %o |> !compress_png = |> zopflipng %f %o |>
!compress_jpg = |> cjpeg -quality 80 -progressive -outfile %o %f |> !compress_jpg = |> cjpeg -quality 80 -progressive -outfile %o %f |>
!thumbnail = |> convert %f -resize 400x400 -blur 0x8 %o |>
JPG_OPT = -quality 80 -strip -interlace Plane
!blur_mini = |> convert %f -resize 400x400 -blur 0x8 $(JPG_OPT) %o |> blur_mini.jpg
!thumbnail = |> convert %f -resize 200x200 $(JPG_OPT) %o |>

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@ -77,27 +77,6 @@ code {
background-color: var(--code-color); background-color: var(--code-color);
} }
div.projects {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(200px, 1fr));
grid-auto-rows: minmax(100px, auto);
gap: 10px;
grid-gap: var(gap); /* fallback */
list-style: none;
padding-left: 0;
font-size: 14pt;
}
div.item {
display: grid;
text-align: center;
align-items: center;
border: 1pt solid #ddd;
height: 100%;
text-transform: uppercase;
}
ul.projects { ul.projects {
display: grid; display: grid;
grid-template-columns: repeat(auto-fill, minmax(200px, 1fr)); grid-template-columns: repeat(auto-fill, minmax(200px, 1fr));
@ -126,6 +105,26 @@ ul.projects a {
background-position: center; background-position: center;
} }
ul.screenshots {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(150px, 1fr));
grid-auto-rows: minmax(150px, auto);
gap: 10px;
list-style: none;
padding-left: 0;
}
ul.screenshots a {
display: grid;
align-items: center;
border: 1pt solid #ddd;
height: 100%;
background-size: cover;
background-position: center;
}
#footer { #footer {
max-width: 800px; max-width: 800px;
margin: 0 auto; margin: 0 auto;

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@ -8,5 +8,5 @@ title: Projects
<li><a href="projects/trailr/index.html" style="background-image: url(projects/trailr/thumb.jpg);">Trailr</a></li> <li><a href="projects/trailr/index.html" style="background-image: url(projects/trailr/thumb.jpg);">Trailr</a></li>
<li><a href="projects/whereiscar/index.html" style="background-image: url(projects/whereiscar/thumb.png);">Where is my car?</a></li> <li><a href="projects/whereiscar/index.html" style="background-image: url(projects/whereiscar/thumb.png);">Where is my car?</a></li>
<li><a href="projects/maestro/index.html" style="background-image: url(projects/maestro/thumb.png);">Maestro</a></li> <li><a href="projects/maestro/index.html" style="background-image: url(projects/maestro/thumb.png);">Maestro</a></li>
<li><a href="projects/dawnchaos/index.html" style="background-image: url(projects/dawnchaos/thumb.jpg);">Dawn of Chaos</a></li> <li><a href="projects/dawnchaos/index.html" style="background-image: url(projects/dawnchaos/blur_mini.jpg);">Dawn of Chaos</a></li>
</ul> </ul>

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@ -1,6 +1,8 @@
include_rules include_rules
: index.md |> !html |> : index.md |> !html |>
: shot_01.png |> !thumbnail |> thumb_temp.jpg
: thumb_temp.jpg |> !compress_jpg |> thumb.jpg : dawnchaos_03.png |> !blur_mini |>
: foreach *.png |> !compress_png |> %g_opt.png
: foreach dawnchaos_*.png |> cp %f %o |> img/%g.png
: foreach dawnchaos_*.png |> !thumbnail |> img/%g_thumb.jpg

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

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@ -1,4 +1,4 @@
templates* templates*
tup.config tup.config
README.html README.html
*_temp.* *_tmp.*