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Mattias Gustavsson

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A member registered Jul 28, 2015 · View creator page →

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yes, it was created after crtview. I believe it includes the shaders from crtview as well, but I haven’t tried it myself

I just played through the demo, and I just wanted to say I was really impressed. The art is obviously excellent, and I absolutely love the vibe, the whole retro-cyberpunk feel, the noir style dialogs. The story so far is engaging and makes me want more of it. The whole things is just very much my cup of tea in every way, I am very much looking forward to the full game :)

This looks great, I've got to try the demo!

that’s awesome 💖

Thank you :) Yeah, I would like to flesh out interactions, both between characters, with items and with locations, I just didn't have time before the jam deadline. I might continue working on it later.

There was a bug that made the first uploaded version not work on touchscreens, it is fixed now.

I like this, very cool idea/mechanic, and it gets quite intense. And it looks real nice too.

I enjoyed this, even though i was not very good at playing it :P I thought it was a cool idea that you have to collect numbers into your inventory and then use them.

I think this was very nice, interesting mechanic and I like the music and sound design.

i had the intention to do something with  moving forward through the progress of technology, but didn’t have time to get that across, so in the end it’s not really tying into the theme part

Sweet! :)

No, there is no TTF font support in dos-like. There is support for a custom bitmap font format, and you can call `installuserfont` to load one, which returns a font handle that you can pass to settextstyle.

To create one of these custom bitmap fonts, you use these functions in pixelfont.h https://github.com/mattiasgustavsson/dos-like/blob/2b9c90641f81e19f692866601effdaa8ff79b435/source/libs/pixelfont.h#L81-L89

You would loop through all the glyphs of your font, and pass them one by one to the font builder functions,  before calling `pixelfont_builder_font` to get some binary data you can save for loading with `installuserfont`.

It is possible to use a TTF lib like stb_truetype.h to render TTF glyphs and pass them to pixelfont builder, an example (and a good starting point if you want to do it) is this code from a different project https://github.com/mattiasgustavsson/yarnspin/blob/79fd13cab1c5d0df2c2fae98d137edfd553223b5/source/gfxconv.h#L264 

Yeah, the way it works, is that the real main func is in dos.h, and it is definitely needed. But it would be possible to move its code (it just does a call to app_run) to your own if needed. However, in the user code (as in the samples) there is *another* main, but this one is actually called dosmain - there’s just a define in dos.h that defines main to be an alias for dosmain. Defining NO_MAIN_DEF disables this, and your user main has to be named dosmain instead of main

thanks!

The images are all midjourney ai generated (it does say on the title screen, but easy to miss 🙂)

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actually, yes 🙂  https://mattiasgustavsson.itch.io/dosbox-crt

Thank you, that is great feedback, and I appreciate you taking the time!

I guess there is a bit of a balance in making the tutorial game, like how much detail to go into, what to leave out. But reading your thoughts on it makes me want to go over it and maybe add a few more things to anwer those questions.

Ah, I think I understand what was happening, and I think I can repro it now. It seems like a location section can not have a "chr/act" pair before the txt/img declarations. That is something I want to fix for a later version, thanks for finding that!

I am glad you like the engine so far. And hey, no donations needed (but thank you for offering), I do not in fact accept any :) The best way to show your support for Yarnspin is to use it and enjoy it, that is all I want it to be :)

Hey, I've been a little slow replying, but it seems like you have got it working now, yes?

I must admit that I am a little surprised that you had to move sections around - that should definitely not be necessary, you should be able to declare sections in any order. I will try myself if I can reproduce it, because that sounds like a bug!

Is there anything that is not working at the moment? Don't hesitate to ask I will do my best to try and help (maybe even a bit faster next time :P)

Ah, yeah, I am very happy that you got error messages working, it must have been so difficult to try and work out what was going wrong. I've tried to put in a decent amount of error checking, but it is also something I want to improve going forward.

I think if there's one good thing that comes of your struggles to get it to work, it is that I've realized I should be a lot clear about this in the documentation, and I will really improve this section, including screenshot of what is expected to show on screen and how to deal with errors!

Making a GUI or editor is something I've been thinking about (likely as a standalone Yarnspin Studio), but to be  honest, it is not something I have in my plans for anywhere soon. I have a lot of ideas for features to add to Yarnspin going forward, and having to maintain a visual tool for it will just make those much harder and more time-consuming, and I don't want to be slowed down like that. But I do think it would be a fun thing to make and a useful thing to have,  so I could see myself tackling it some day.

But hey, since this is free open source software, we can always hope that someone else decides they can't wait and starts making one - not very likely maybe, but we can hope :)

Yeah, that's a reasonable thing to have - I already added options to control the speed of printouts individually for dialogs vs locations, so makes sense to be able to control fade speed individually for both as well. I'll add it at some point

Yes, this is indeed a bug! Or rather, a regression, as it was working correctly at some point. The player text should really be cleared before options are displayed. I will fix that, but in the meantime, I suggest putting an extra "carol:" line, with nothing after ":" which will clear the player text, but also (annoyingly) require an extra click. But yes, will fix!

I don't know why you @VP does not not see the carol portrait though, that works for me... perhaps if you try deleting the .cache folder? this would cause all intermediate files to be regenerated. it shouldn't be necessary, but maybe there's a glitch happening when changing back and forth with an image with the same name and different extensions, so worth a shot

hmm, ok, when I try to run that script, I do get an error, saying that it is missing the version declaration. It is a bit unexpected that you don’t get that… what platform are you on?

Anyway, if i add

version: 1.0


to the start of the file, it works (after fixing filenames of two images that are otherwise missing)

most likely, there is something missing or wrong in the script, and yarnspin.exe reports an error. If you try and run yarnspin from a commandline, you should be able to see any errors reported, and we can figure out what’s going wrong.

Also, if you want to share your script, I’m happy to help debug

The yarnspin compiler is just the yarnspin.exe in the root of the folder. It will compile all the files in the scripts folder, create the yarnspin.dat, and run the game.



I just released a major update to this, and again I would be very interested in feedback on pretty much everything about it - in particular your first impressions of the project and how it is presented: https://mattiasgustavsson.itch.io/yarnspin

Today :) It's out!

I've finally released Yarnspin 2.0, I hope y'all will like it!

I decided to switch the comments section over to a forum, to make it easier to have real discussions about things and provide support. This discarded all existing comments, but I am sure new posts will come around here before long :)

There is no way to disable the crt shader, other than digging into the code and changinga lot of it. But it would mess up the scaling of the different resolutions

That’s beautiful! 🙂 I am glad you got it working!

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I am very happy that you enjoy the lib :)

The font format is a custom one, and it is handled by pixelfont.h in the libs folder. The lib has a set of "builder" functions here,  which are used to create a font in the format. Basically you call builder_create, then call builder_glyph for each character you want to add, and when you are done you call builder_font which gives you a pointer to a pixelfont structure. The first field in the structure is its size in bytes, and you can just save it as a binary blob, that can then be used in doslike by calling installuserfont. The same lib and builder is used in this other project, here, to build a pixelfont from ttf data using stb_truetype, but it is the same principle regardless what your input data is. What you probably want to do is make a standalone command line program that just includes pixelfont.h and makes your conversions.

let me know if it doesn't make sense, and feel free to ask followup questions!

and btw, I will clean up the readchar a bit at some point based on the issue logged in github, getting the full range should be easier, and besides, I probably want to look into unicode support as well, using UTF8.

I am not familiar with Heroic, but maybe someone else knows. This version of dosbox is for windows only, and I don't know if it is possible to run it with Wine or similar. 
When I buy DOS games from GOG, to play on windows, it is usually not a problem to locate the bundled dosbox.exe and replace it with my modified one (just rename it) 

I got it working on my other computer, I liked it a lot, it looks great and plays well, and a very cool style/concept!

I really really liked this one, I love how much is told in an indirect way just through reflecting over items encountered. Well done.

I really really liked this one, I love how much is told in an indirect way just through reflecting over items encountered. Well done.

This was very charming, and really funny :) It looks great, and I like the story, it is a really nice concept.

This was a nice runner, looks good and plays well, I enjoyed it!

I really loved the art in this. It looks really really good, and the color palette fits really well. Story is fun!

I think this was a nice concept, once I figured out how to fly, I enjoyed flying around and shooting at the monsters.

This was good, I love the look and feel of it, the way the setting feels a bit magical or otherworldly. 

I really liked this, very enjoyable and interesting puzzles from simple and consistent mechanics. It played very well, and I enjoyed the story!