Brooks Bishop

Programmer, web developer, wannabe blogger, internet addict, cat person, lover of tech and art and fine hats. http://wastedbrilliance.com
Sprite sorting and per direction frame drawing working, thanks to temp FFT squire sprite. https://t.co/K0eL7ON43M
Working on a system to let me create selection areas, like regions or tiles with entities or directions, etc. https://t.co/HavHf9x94Y
Working on a signed distance field inspired animated tile selection visualizer. https://t.co/HsHplEXcwC
RT @VikingGuitar: Check out the awesome digipak for "Legion"! Comes out tomorrow! http://vikingguitar.bandcamp.com/album... https://twitter.com/VikingG...
Tried to finish with Super Siren ploy to take red & green to victory with me, only to have them stab me in the back and side blue to win.
RT @SegaTechSupport: We have just learned that in 2006, a batch of discs from an unfinished Sonic title leaked to retailers. We apologize for any inconvenience.
Been listening to Escape Goat 1&2 soundtracks basically on repeat for the last 3 days. Great for my productivity. Thanks @MagicalTimeBean!
Pathfinder wandering a level randomly, with only the fog visibility mask being drawn. https://t.co/8SGLQwhJnP
Had an idea. Make the fog of war fade slowly (much slower than this) and it's like you forget the map! https://t.co/fYf7wBy1ac
Accidentally messed up a shader value. While I think this looks rad, probably not good for gameplay. https://t.co/JCGv2bo21q
Finally got little dungeon gen app working on my laptop as well as desktop. Now I think I'll take a step back and work on actual gameplay.
So I guess nVidia cards don't support glMapBuffer? Alright then.
RT @MagicalTimeBean: For the first time since launch, Escape Goat 2 is on sale! Get in in the next 24 hours in the Humble Daily Bundle: https://t.co/zjwizHkIwE
Throw down a little trig, and camera correct entity draw sorting works! https://t.co/beWELOn3pw
Entities out of line of sight are properly hidden in the fog. https://t.co/PhTdTBaKHr
Took some interesting blend mode magic to get that all to work!
Tile discovery mask working. Undiscovered titles black, visible tiles colored, out of line of sight desatur... https://t.co/7Davonr2MJ
Desaturation fog mask in action. https://t.co/de15OgMKkd
The fog is now a mask between visible terrain and a buffer of terrain with no entities, hiding what you can't see. https://twitter.com/BrooksB...
Finally got the fog to match what I envisioned in when I started working on it. A sort of bubbling miasma. https://t.co/W1w6OTQNqG
Effect looks pretty damned cool mixed with color rather than transparent! https://t.co/SysAKZxPYp
Added some fading to the fog. https://t.co/EZouW9yX4b
The same exact visibility grid with simple fade on lit vertices. A more complex mesh and it would look pretty good. https://twitter.com/BrooksB...
Working on visibility systems. I want to try and build fog of war in a shader from the simple 2d vis grid. https://twitter.com/BrooksB...
System now loads glyph data from a bmfont file and spaces out the letters properly. https://t.co/MYYW6MuPqx
Drop shadow in the shader! https://twitter.com/BrooksB...
Outline implemented in the shader. Next up, making it controllable via shader uniforms! https://twitter.com/BrooksB...
Here's the SDF encoded font texture I'm using. The font I'm testing with is League Gothic from @theleagueof . https://twitter.com/BrooksB...
Working on a Signed Distance Field implementation for text in my new engine. https://t.co/UkiqOOI0KX
Worked out a method to put different tiles on different vertical positions. Like with the rock face fade tile here. https://twitter.com/BrooksB...
Need to rethink method of defining wall textures with multiple levels on water tiles. Want a gradient on the bottom. https://twitter.com/BrooksB...