This is a screen capture from a program I wrote to help me with pixel art. I hope that isometric pixel artists will take note of this, because it will be the first of many such creations - and this is only displaying the most rudimentary of functions available in the app.
The program is called "isoblox," and it is written in 100% BlitzMax 2D. It is therefore cross-platform, and I've decided to make it also completely open-source and have it hosted on SourceForge. Here's a link to the SourceForge project page where you can download the source code yourself, or the compiled app (currently only compiling on windows 32 bit) [link]
Tell me what you think, if you try out the app.
Was it easy to figure out the stuff?
Keep in mind that it's only an alpha version and not yet feature-complete - but it's getting there.
This looks amazingly fun. I'm not very keen on testing applications until they're in their beta stage however.
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Realize your personal potential and work for the betterment of humanity through ethical consciousness and social works, but do it from a naturalistic rather than a supernatural standpoint.
Fair enough, but I'm being pretty conservative about version numbers. It is very stable at this point, and any errors you see should be in the form of nice little messages (rather than crashes) from features that aren't done yet.
Either way, it's not long until I consider it feature complete and will formally call it a beta.
I remember testing this a few months back, looks like it's grown, and this is a rather nice piece you've managed to make with it.
Furthermore, I was just thinking, imagine making little magnetic blocks using the same templates as your program uses, and being able to print out instructions as to how to build a creation with blocks. Sounds like an interesting idea. I like the idea of building a big complex maze somewhat like your one, but all 3 dimensions, not just the outer part, and building it in real life, and being able to look at it, and hold it in my hands, that would be pretty awesome.
Looks awesome. I especially like the look of the ui (fading text).
Are the gray markings on the bounding box there to help the user? Because they kinda reminded of shadows, which brings me right to next point: Correct shadowcasting might look really neat I think, but that's probably somewhat tricky to implement.
I'd considered algorithms for this, it's harder than I care to go.
The shadows which are projected onto the grid walls are only there as a positional aid, and shadowcasting would actually detract from that and make it harder to create things (due to the pure isometric viewpoint).
The thing that will really make this thing intuitive (once I finish writing the small function that goes with it) is the ability to rotate entire selection volumes around the anchor. Imagine creating your thing and forgetting what you put behind it - you'd be able to rotate it around and see in back of it. That's really what I'm looking forward to doing.
Funny thing is, the hard part is done - I already drew the 536 sprites which make up the core of the art assets a long while back, and only recently came up with the idea of rotating the geometries around. Mapping coordinates is also trivial, so I anticipate that functionality will be in the next release.
Hm, I have two months vacation starting now (Hurray for studying ), maybe I'll try to build an isometric pixel-artish renderer in OpenGL. Might look interesting to rotate the scene by an arbitrary angle.
Some people have been asking me about this stuff so I decided to gather all information in one single article on how to make your own portfolio, in a profesional and clean looking way. I hope it's useful, because these steps I myself take.
In this article I will provide you some ideas how you can build your own homestudio for considerably cheaper price than it would cost to use "official" studio gear. I will also show you few examples where I have used the gear I describe during this article.
DeviantArt is full of extremely well produced artistic fashion and fine art photographs. Make up. Styling. Creation of scenery. Story. Light. Glamour. A combination of these expressions sometimes make up a great photograph. But the protagonists of these pictures are usually female.
So... now it's the time for male models to come into focus.
`karemelancholia is one of the most genuine deviants you could ever met. Always active and a true deviantART cheerleader and supporter in every aspect. You can always count on her to lend a hand or get involved, and you usually will find her doing large amounts of both at any given moment. She's consistently reports on contests around dA, showcases the efforts of her fellow artists and shows her charitable side through various activities. Besides all of this, she's a truly talented artist which is why she's an obvious choice for deviousness this month. Read More
Devious Comments
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Realize your personal potential and work for the betterment of humanity through ethical consciousness and social works, but do it from a naturalistic rather than a supernatural standpoint.
Either way, it's not long until I consider it feature complete and will formally call it a beta.
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clubs *brights *AtheistsClub ~Domain-of-Darwin
Furthermore, I was just thinking, imagine making little magnetic blocks using the same templates as your program uses, and being able to print out instructions as to how to build a creation with blocks. Sounds like an interesting idea. I like the idea of building a big complex maze somewhat like your one, but all 3 dimensions, not just the outer part, and building it in real life, and being able to look at it, and hold it in my hands, that would be pretty awesome.
Are the gray markings on the bounding box there to help the user? Because they kinda reminded of shadows, which brings me right to next point: Correct shadowcasting might look really neat I think, but that's probably somewhat tricky to implement.
--
clubs *brights *AtheistsClub ~Domain-of-Darwin
The shadows which are projected onto the grid walls are only there as a positional aid, and shadowcasting would actually detract from that and make it harder to create things (due to the pure isometric viewpoint).
The thing that will really make this thing intuitive (once I finish writing the small function that goes with it) is the ability to rotate entire selection volumes around the anchor. Imagine creating your thing and forgetting what you put behind it - you'd be able to rotate it around and see in back of it. That's really what I'm looking forward to doing.
Funny thing is, the hard part is done - I already drew the 536 sprites which make up the core of the art assets a long while back, and only recently came up with the idea of rotating the geometries around. Mapping coordinates is also trivial, so I anticipate that functionality will be in the next release.
Thanks for checking it out
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clubs *brights *AtheistsClub ~Domain-of-Darwin
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clubs *brights *AtheistsClub ~Domain-of-Darwin
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