{"id":105,"date":"2025-03-08T15:22:08","date_gmt":"2025-03-08T14:22:08","guid":{"rendered":"https:\/\/microbasic.net\/?p=105"},"modified":"2025-03-08T15:23:19","modified_gmt":"2025-03-08T14:23:19","slug":"level-editor-new-textures","status":"publish","type":"post","link":"https:\/\/microbasic.net\/index.php\/2025\/03\/08\/level-editor-new-textures\/","title":{"rendered":"Level editor, new textures"},"content":{"rendered":"\n<p>A lot of work on the level editor lately, it needed some serious upgrade to be quite on par with the game itself (support for normals, removing old code, &#8230;) and to support new textures.<\/p>\n\n\n\n<p>Problem with old textures was that an isometric view of the texture was still needed by the level editor (for the UI mostly), so textures could not be just a simple 32&#215;32 px image, they needed to have all 64 possible isometric cube also<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"352\" height=\"63\" src=\"https:\/\/microbasic.net\/wp-content\/uploads\/2025\/03\/door_green_compact.png\" alt=\"\" class=\"wp-image-106\"\/><\/figure>\n\n\n\n<p>So a lot of work was needed in order to remove this (very) old dependency in the level editor.<\/p>\n\n\n\n<p>I also tried to play with 64&#215;64 px textures, but it wasn&#8217;t looking good since they needed to be scaled down by OpenGL, so it was useless and I reverted to 32&#215;32 px.<\/p>\n\n\n\n<p>So now the game can have new textures, so I began working on that. Alien Blitz had a lot of textures with low contrast and just some palette swap<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"335\" height=\"240\" src=\"https:\/\/microbasic.net\/wp-content\/uploads\/2025\/03\/image.png\" alt=\"\" class=\"wp-image-107\"\/><\/figure>\n\n\n\n<p>For the new game I prefer to have fewer textures, but more colorful, and with variants. For example here is a simple room :<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1920\" height=\"1080\" src=\"https:\/\/microbasic.net\/wp-content\/uploads\/2025\/03\/image-1.png\" alt=\"\" class=\"wp-image-108\" srcset=\"https:\/\/microbasic.net\/wp-content\/uploads\/2025\/03\/image-1.png 1920w, https:\/\/microbasic.net\/wp-content\/uploads\/2025\/03\/image-1-450x253.png 450w, https:\/\/microbasic.net\/wp-content\/uploads\/2025\/03\/image-1-768x432.png 768w, https:\/\/microbasic.net\/wp-content\/uploads\/2025\/03\/image-1-1536x864.png 1536w\" sizes=\"auto, (max-width: 1920px) 100vw, 1920px\" \/><\/figure>\n\n\n\n<p>Those are some WIP new textures, and you can see some variants for the floor, with broken tiles, those variants are randomly place when generating the level. I&#8217;ve been using <a href=\"https:\/\/lospec.com\/palette-list\/resurrect-64\">Resurrect 64 Palette<\/a> and I&#8217;ll try to stick to it for all the colors everywhere.<\/p>\n\n\n\n<p>Regarding the engine itself I&#8217;ve added oversampling since the FPS are high enough. So the game is currently rendering at 2x resolution and is scaled down afterwards, it will be an option later on.<\/p>\n\n\n\n<p>There is still some work to be done on the level editor, and then I think I will begin working on new sprites \/ monsters.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A lot of work on the level editor lately, it needed some serious upgrade to be quite on par with the game itself (support for normals, removing old code, &#8230;) and to support new textures. Problem with old textures was that an isometric view of the texture was still needed by the level editor (for [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-105","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/microbasic.net\/index.php\/wp-json\/wp\/v2\/posts\/105","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/microbasic.net\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/microbasic.net\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/microbasic.net\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/microbasic.net\/index.php\/wp-json\/wp\/v2\/comments?post=105"}],"version-history":[{"count":4,"href":"https:\/\/microbasic.net\/index.php\/wp-json\/wp\/v2\/posts\/105\/revisions"}],"predecessor-version":[{"id":112,"href":"https:\/\/microbasic.net\/index.php\/wp-json\/wp\/v2\/posts\/105\/revisions\/112"}],"wp:attachment":[{"href":"https:\/\/microbasic.net\/index.php\/wp-json\/wp\/v2\/media?parent=105"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/microbasic.net\/index.php\/wp-json\/wp\/v2\/categories?post=105"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/microbasic.net\/index.php\/wp-json\/wp\/v2\/tags?post=105"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}