Tag: Code

Extract FLI animation frames to PNG

The original animations in Ocamel were created in Autodesk Animator, saved in FLI animation format. In the original release I was using a third party Pascal library to run them, but in the 10th Anniversary Edition I had to create

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NumGuess updates and EsoInt

I’m happy to report that most NumGuess versions have been updated according to the guidelines. With Perl only missing a minor feature, non-compliant versions are down to Assembly, Jasmin and Brainfuck, of which the latter is not expected to receive

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NumGuess brainfucked and guidelined

One day Kapa and I were chatting about the project, and he jokingly asked who is going to do the Brainfuck version. “Hell yeah, I will”, I said, without realising what I was getting into. I heard about Brainfuck before,

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NumGuess project updates

The NumGuess project has received a few new entries: Another great little program from Kapa, our top contributor: nothing stops you anymore to play your favourite number guessing game on your web server terminal using PHP CLI. I have also

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February update

The blog has been quiet for a couple of weeks again, our office is moving to a new location at work and there’s been too much packing and networking last week. Some updates: Kapa generously submitted a JavaScript version to

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Fake ambient occlusion for tile maps

I was wondering how could I improve the looks of a simple tile map to make it look less blocky. I thought about developing an simple ambient occlusion shader, but at the same time I wanted to make it fast

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Number guessing hello world games

A long time ago I thought I’d write a simple hello world application in every programming language I encountered over the years. As a simple hello world isn’t too interesting and doesn’t show anything regarding language capabilities, I decided to

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ResidualVM contribution

Grim Fandango was one of the greatest adventure games from LucasArts, and probably the most underrated of its time. The quality of game design and the art direction is remarkable, but mixing 2D pre-rendered backgrounds with 3D characters always has

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