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Joeb Rogers

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A member registered Sep 03, 2015 · View creator page →

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(2 edits)

Hey!
No problem, I just double-checked from my end, it was a WPF app that I used the default install wizard for. In the installer, you're prompted to set the install location, which when running the installer was by default for me: Progam Files (x86) -> Pixcel Studios -> DirectorySetup.

Hope that helps! 

As a separate tip, a tool I use that I do still see infrequently recommended (and would definitely recommend myself) is 'Everything' by Void Tools (https://www.voidtools.com/) - it indexes your file system and then lets you search and filter files instantly, so you can much more easily find lost files by partial filename matching and file types without waiting 30,000 years for the built in windows explorer search to work and give unuseful results. In this case, could've searched "*.exe directory" and instantly found it! I find it very useful for relocating individual assets from specific projects or hard drives, or just old things I downloaded but don't remember the exact names, etc.

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Hey, I'm glad you like it! So I did a bit of digging, the indexes you need should match the decimal codes listed for the Latin-1 supplement characters found here: (https://en.wikipedia.org/wiki/List_of_Unicode_characters#Latin-1_Supplement)

For example, the character range you're after for the accented characters I think would start from the À character (192), and end at the ÿ character (255). The codes for Latin Extended-A should also all match characters in the font.

To more directly match them up, you can head here, the webtool that I use to make the font: (https://www.pentacom.jp/pentacom/bitfontmaker2/). It has an import functionality in the top right, where you can upload the ttf version of the font. Then, on the toolbar of the left-side pane (the font creation grid), click the button in the topright that looks like a document with input and output arrows to the side, this should bring up the "Data import/export" window, which will both display and let you download a json structure that maps the decimal codes to an array of the pixel data. A bit more difficult to actually line up, as you would have to determine the index of the character in the character map on the right of the screen first to be able to determine the line number matching the decimal code you need. But that shouldn't be necessary except for any extraneous characters I might have missed, as from what I checked, the data output matches the decimal codes listed in the linked wiki page.


Hope that helps and best of luck with the project.

Hey! No, you're not wrong, I had used a tool to generate the image version of the font from the actual ttf file - not sure what was specifically wrong with the config, but the output is non-standard and I had trouble using it semi-recently, and did get some better results converting again with different configurations, but I never got beyond a few test files with that, so not sure which of those are actually usable.

I'll possibly try and upload a better bitmap version at the weekend maybe if work lets up. In the meantime, you may make much smoother progress generating a png version with the exact specifications you need yourself from the .ttf file, there's a bunch of free/open source tools that can do that!

That's awesome! Congrats on your first game, and thank you for using my font!

Thanks a lot, I really appreciate the kind words! I'll definitely keep that in mind once I get the time available to work on some personal projects again! Glad you enjoyed it. :)

Oh awesome, thanks for choosing my font, I'm glad you like it. Congrats on the game, I'll definitely give it a try when I get time!

Thanks, I appreciate the kind words!

TexturePacker (https://www.codeandweb.com/texturepacker) would probably be the goto tool for this. No need to reinvent the wheel!

Thank you for the kind words, I'm glad you enjoyed it so much! I was really happy with the overall concept behind the game flow, although I do wish I had left more time in the game jam to actually focus on a coherent level design. I did my best to try and prompt exporation through the placement of SFX and change in the level within the very first area - it worked well enough I think for what it was, but most of the later content was just the best I could do with the time I had left. I will at some point get around to properly working on and finishing a more long-form version of this jam game, but that's for the future! 

Anyway, I appreciate the comment, have a happy holiday!

No problem! Glad you enjoy it.

Oh certainly, I'm not saying the sound itself isn't great - just that the overall mixing of the sound design is a little off. The general volume could use some levelling to keep things a bit more consistent (the wave sound is much louder than the rest). Not a large issue by any means, just something I thought worth pointing out!

Is that my font I spy? Always cool to see projects that use it. Neat little experience, I had a fun time just cruising around the environment. If I were to offer a little criticism though, it'd be that a little tweaking of the sound design could be in order, in comparison to everything else the wave sound is quite jarring.

Hi Lee,

Perfect, thanks for the clarification!

Cheers.

Hey Lee,

Just a little further clarification - is the requirement for the repository to be public from the beginning, or can it be private throughout as long as it's set to public prior to the end of the jam?

Cheers.

Game Off 2018 community · Created a new topic Collaborating
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Hey all.

Anyone either already with a team, or looking to form a team in need of a programmer?

I'm a professional gameplay and tools engineer by day and comfortable working with C++, C#, Lua or JS. Doing gamedev as a career at the same time also tends to mean I don't have a whole lot of free time though, so be aware when considering me for a collaboration that I'll only really be able to put in time during weekends, and perhaps a couple of hours after work during the week. If possible, it'd be nice to work with others who are in a similar situation to myself, but I'm more than happy to work with people of ranging skill levels provided you're confident in your ability and won't need someone to hold your hand through the process.

By preference, I'd like to have at least one other programmer to work with (given my time contraints I'd rather not have to take on the role of lead or solo programmer). Aside from that the main roles I'd be interested in finding would be artist(s) and a designer. I already have a great composer/sound designer I regularly work with, so I don't think we'll be in need of another.

You can view my portfolio of current professional work, open source libraries and game jam submissions from my website here (along with my email for contacting purposes): https://joebrogers.com/

My general preference aligns more towards 2D/Pixel art games, but am more than happy to stretch outside of that for a good idea.

If you're interested in talking further, please send me an email (which can be found on my site).

I'll look forward to talking with you!

Cheers.

Hey everyone!

I've just added my tweening library demo cart PICO-Tween to Itch! Hopefully it might be of interest to any of you who work with the PICO-8 or other fantasy consoles.

It operates as a PICO-8 optimised port of the Robert Penner easing functions, along with any math dependencies not included with the console.

You can view the page here: https://joebrogers.itch.io/pico-tween

And a link to the repository for the library here: https://github.com/JoebRogers/PICO-Tween

Enjoy!





Joeb Rogers | AAA Gameplay/Tools Programmer

I've experience in UnityUnreal and GameMaker, as well as frameworks such as Monogame and SDL2. I'm very comfortable programming in both C++ and C#, and am also pretty comfortable in JavaScript and Lua.

I'm experienced with both 2D and 3D games, so can comfortably fill a position on any team.

My rates are negotiable, as are the number of hours a week I can put in, whether you're just looking for some short term contract work, or a longer term commitment.


Here's a link to my portfolio, that at the least showcases the work I'm allowed to post online

https://joebrogers.github.io/

My role in the industry has had me working most recently on GTA V Online at Rockstar North, where I scripted gameplay and content creation tools, as well as worked on mission/technical scripting on the new heist.

 

My email is listed at the bottom of the site, so don't hesitate to get in touch if you have a project in mind.
Thanks!

Fun little game, the main menu polish was really nice. Cute art, if a little lacking in the animation department! :P

Wasn't too hard, wasn't too easy, nice job.

Thank you very much!

Thanks dude! Hahaha, death was supposed to be pretty minimal in the game over exploration too, so I'm somewhat worried about your abilities. :P

Thank you!

Thank you! Yeah that makes sense, with more time I'm hoping to go back and redesign the levels to provide a bit more leading for the player to figure out where they should jump etc, with an aim to still remain fairly punishing and not too dissimilar from old school nes titles.

I appreciate the kind words!

Heh, yeah you have to bounce off the one above you to land properly, it's a tough one! When I remake this properly there'll hopefully be a much more forgiving difficulty ramp! Thanks for comments!

Interesting idea, but felt a little bare bones. Perhaps I was playing incorrectly, but the rounds seemed to take way too long. I was going for ~3 minutes and round 1 was only half done - I couldn't go on much more without just letting them go on until I could rage out and kill them.

Ingame art was simple but nice, but there didn't really seem to be a lot of consistency in art style between the game and the menus (and even just the menus with the menus).

Very nice visuals and atmosphere, fun and simple gameplay. I think that the branches would have been a little better if they contrasted a bit more against the floor, as they do blend in a little with the floor. There were some minor performance issues for me, but overall it was a fun little experience.

Fun take on the concept, I immediately went for the stealth run. It was fairly difficult and took a few tries to not kill anyone, so there was some good replayability. Some things felt a little off, like the shot direction, and not so accurate detection of the enemy lights, but that's mostly just nitpicking. Was a nice experience.

Thanks for the kind words man! Oh a proper release will be on it's way in the nearish future don't you worry!

Thank you! Yeah Morti did an amazing job with the audio!

Thank you for doing all that work, I really appreciate it! I was worried that would be the case, the game requires WebGL in order to run correctly. Unfortunately this isn't a compatibility issue that can really be fixed from my end (I've tried a non-webgl build, it's very broken). It's quite surprising that you ran into that issue though, as webgl support is included in practically all modern browsers (including Safari 8.1+). 

Thank you for trying though! Means a lot!

Just to check, browser games that start when the page is opened like these look like they have input focus because music starts playing/stuff is happening on the screen, but they actually don't. Have you clicked on the game screen first then tried pressing Z? Just a thought!

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Oh, thank you for letting me know. I don't have a mac to test with but I'm unsure as to why there would be an issue on an HTML5 build, I'll look into it! Thanks.

Yes, unfortunately that's all the content I had time for in the timeframe! I did have a much cooler ending planned, but didn't have time to execute it in the 72 hours. I will be working on a post-jam release version that should be a longer and better designed experience based around the same concept over the next month or two though. 

<3

I appreciate the feedback! Yeah I can see what you mean about the jump, it was definitely a rush to build all the content in time, which ended up with a lot of distances not being very well placed. 

Thanks, yeah I understand what you mean regarding the level design. It ended up feeling very much like a nes game in that respect as I was developing it, so I ended up rolling with it full force - which also meant some of the hidden parts and design is a little punishing. That said, I would definitely have liked to have had the time to properly place and design the levels, at least in a way that leads the player towards figuring out where and how they should explore.

Thanks for the feedback!

Thank you! Hahaha, yeah, it doesn't help that some of the jumping platforms and layouts in the higher places are a bit of a troll to make you fall back down.

Thank you!!

Unfortunately I'm not able to play it due to the platform requirement, but congrats on getting something finished in the time! 

The levels were nicely put together, it was interesting to see some level of environmental storytelling in there. 

It's a shame that dying didn't work, since it's basically just space station sim now! The physics were nice, and it was cool that you could crash into other objects and they would float about.

As mentioned below though, movement was a bit rough and I got stuck in either the wall or floor 70% of the times I moved, which was a little frustrating.

Overall though, you did some nice work. Congrats.

Nice concept! Very nice shaders and art work. The game was kinda confusing at first, wasn't really sure what I was doing or the controls the first 2 times, and the fact you have to completely restart the program to try again was kinda annoying.

Gameplay-wise, I think it would have made more sense to be able to see a room after you've cleared it of sound, because in some cases, such as the outside area, if you stop all the sound you have to just press directions and hope you don't get stuck and find your way back to where you're supposed to be.

Overall though it was a neat game with some nice polish, good job!

Interesting concept! I think the balance could be tweaked a bit, I ran through with minimal error, only really flicking on the lighter when I was by the switch and then turning it off, but I still ran out with ~20 seconds to go.

I'm a little torn in regards to the way the levels have been built, on the one hand the small entryways to navigate, and abundance of furniture make it necessary to be able to see where you're going, but it's also a little frustrating always getting stuck running into walls, etc.

Also, as mentioned below, the mouse sensitivity is incredibly high by default, I had to really lower my mouse settings to make this playable.

Thank you very much!