News Archive – KonsolScript http://konsolscript.sourceforge.net/web The Free and Open Game Programming Language Tue, 12 Sep 2023 06:49:00 +0000 en-CA hourly 1 https://wordpress.org/?v=6.3.1 Kage v0.3.200512 released! http://konsolscript.sourceforge.net/web/2020/05/13/kage-v0-3-200512-released/ http://konsolscript.sourceforge.net/web/2020/05/13/kage-v0-3-200512-released/#respond Tue, 12 May 2020 18:33:51 +0000 http://konsolscript.sourceforge.net/web/?p=1259 Version 0.3.x series first Maintenance Package released!

kagestudio_v0.3.200512_win64.zip

kagestudio_0.3.200512_amd64.deb

Yes, that’s a Debian file, tested working on Ubuntu 20.04 LTS — along with the usual Windows release. The big file size difference is because Windows (50MB) includes official precompiled FFMPEG from ffmpeg.org and Gtkmm-3.0 runtime, while GNU/Linux (295KB) will ask you to separately pre-install its dependency gtkmm-3.0 and ffmpeg.

I’ve also added the source code used for this release: kagestudio_v0.3.200512_src.zip

Finally, I can say, enjoy this free and open source vector-based 2D Animation Software for Windows and Ubuntu GNU/Linux! — released with 17 fixes, 5 implementations, 7 improvements and let me hear what you think!

~creek23

Changelog:
Timeline Pane fixes, implementations, and improvements!
* Fixed Issue #5 – https://sourceforge.net/p/kage/tickets/5/
* Fixed Issue #40 – https://sourceforge.net/p/kage/tickets/40/
* Fixed Issue #41 – https://sourceforge.net/p/kage/tickets/41/
* Fixed Issue #47 – https://sourceforge.net/p/kage/tickets/47/
* Fixed Issue #48 – https://sourceforge.net/p/kage/tickets/48/
* Fixed Issue #49 – https://sourceforge.net/p/kage/tickets/49/
* Fixed Issue #50 – https://sourceforge.net/p/kage/tickets/50/
* Fixed Issue #51 – https://sourceforge.net/p/kage/tickets/51/
* Fixed Issue #52 – https://sourceforge.net/p/kage/tickets/52/
* Fixed Issue #55 – https://sourceforge.net/p/kage/tickets/55/
* Fixed Issue #56 – https://sourceforge.net/p/kage/tickets/56/
* Fixed Issue #57 – https://sourceforge.net/p/kage/tickets/57/
* Fixed Issue #58 – https://sourceforge.net/p/kage/tickets/58/
* Fixed Issue #59 – https://sourceforge.net/p/kage/tickets/59/
* Fixed Issue #60 – https://sourceforge.net/p/kage/tickets/60/
* Fixed Issue #61 – https://sourceforge.net/p/kage/tickets/61/
* Fixed Issue #65 – https://sourceforge.net/p/kage/tickets/65/
* Implemented Request #42 – https://sourceforge.net/p/kage/tickets/42/
* Implemented Request #43 – https://sourceforge.net/p/kage/tickets/43/
* Implemented Request #44 – https://sourceforge.net/p/kage/tickets/44/
* Implemented Request #45 – https://sourceforge.net/p/kage/tickets/45/
* Implemented Request #46 – https://sourceforge.net/p/kage/tickets/46/
* removing workaround applied on Issue #25 — seems newer FFMPEG already addressed issue indicated in https://sourceforge.net/p/kage/tickets/25/
* spliced stage.cpp as code keeps getting bigger
* added stage_[extentions].cpp in Makefile
* adjusted shape movement via Arrow Keys
* displayed X/Y in status bar — not working well when zoomed-in/out
* centered dialogs for discard/quit messages
* experimented with Getting Shape’s Width and Height disregarding zoomed-size — still working on “Setting X/Y”

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Kage v0.3.200411 released! http://konsolscript.sourceforge.net/web/2020/04/12/kage-v0-3-200411-released/ http://konsolscript.sourceforge.net/web/2020/04/12/kage-v0-3-200411-released/#respond Sat, 11 Apr 2020 17:31:15 +0000 http://konsolscript.sourceforge.net/web/?p=1255 Version 0.3.x series achieved!
kagestudio_v0.3.200411_win64.zip

Still a late-ALPHA or early-BETA release but still a good progress. As most backlogs for v0.3 has already been implemented in previous release, didn’t really expect to implement last few needed changes in achieving version 0.3 soon given the difficulty compared the first set of v0.3 backlogs done.

Demo, you say? Have you seen this timelapse of me illustrating a frame from Your Name (Kimi no Na wa)‘s MV.
Your Name's Taki-kun on Kage Studio

For overview, I’ve published the project’s Roadmap last week. And if you check the roadmap, you can see v0.3 is just the first half of v0.8. Nonetheless, just got more time to start working on v0.4 backlog (which is basically the second half of v0.2 backlog).

Of course, this release isn’t bug-free just yet. That means v0.3 will be in Maintenance Mode and will probably have several bug-fix releases before v0.4 comes out.

~creek23

UPDATE: Originally released a very buggy v0.3.200410. Had to re-release 0.3 series with v0.3.200411

Changelog:
– fixed KageFrame::isEmpty()
– fixed canReUseNextFrame (previously, canDuplicateNextFrame)
– fixed Makefile.gnu to properly compile
– implemented saving/loading of Frame extension
– implemented Remove Frame
— different to Delete Frame which deletes content of Frame
— Remove Frame decreases number of Frames from the last
– made Add Frame to add New Frame if Next Frame is not reusable (empty/extension)
– made New Layer get focus after Layer->Add
– revamped handling of switching frames
– removed constraint on Cut/Copy/Paste since Copying/Pasting Frames have different shortcut key (Ctrl+C vs Ctrl+Shift+C)
– added Onion-rendering if modifying shape
– added File->Close as alias of File->New
– added propmpt before New/Close if current content is unsaved
– added Doxygen file for dev docs
– removed use of KageFramesManager::currentFrame
– moved split/trim to StringHelper
– renamed framemanager.cpp to frameset.cpp to avoid confusion with framesmanager.cpp

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Kage v0.2.200330 released! http://konsolscript.sourceforge.net/web/2020/04/01/kage-v0-2-200330-released/ http://konsolscript.sourceforge.net/web/2020/04/01/kage-v0-2-200330-released/#respond Wed, 01 Apr 2020 14:39:24 +0000 http://konsolscript.sourceforge.net/web/?p=1249 Yes. An actual release. Not an April Fool’s.
kagestudio_v0.2.200330_win64.zip

And I kid you not, this release is packed with 65 CHANGES mostly related to Timeline Pane.

Source code is available via SVN, at SourceForge.

As a quick preview, here’s a timelapsed screencast of me illustrating a frame from Japanese Anime, Your Name (Kimi no Na wa).
Screencast of Illustrating Kimi no Nawa

With the help of my kids and nieces, I was able to do heavy testing and we were able to identify 16 bugs, 12 missing functionalities needing urgent implementation, and 12 optimizations, which were all fixed/implemented/optimized on this release.

As well as fixes of 6 Bug Reports; implementations of 15 Missing Functionalities; and lots of code clean-ups.

Please note that despite all these changes, Kage is still under Alpha Release.

~ceek23

Changelog:
– Fixed Issue #9 – https://sourceforge.net/p/kage/tickets/9/
– Fixed Issue #24 – https://sourceforge.net/p/kage/tickets/24/
– Fixed Issue #15 – https://sourceforge.net/p/kage/tickets/15/
– Fixed Issue #16 – https://sourceforge.net/p/kage/tickets/16/
– Fixed Issue #20 – https://sourceforge.net/p/kage/tickets/20/
– Fixed Issue #26 – https://sourceforge.net/p/kage/tickets/26/
– Implemented Issue #12 – https://sourceforge.net/p/kage/tickets/12/
– Implemented Issue #14 – https://sourceforge.net/p/kage/tickets/14/
– Implemented Ticket #18 – https://sourceforge.net/p/kage/tickets/18/
– Implemented Ticket #19 – https://sourceforge.net/p/kage/tickets/19/
– Implemented Workaround for Issue #25 – https://sourceforge.net/p/kage/tickets/25/
– Implemented Issue #27 – https://sourceforge.net/p/kage/tickets/27/
– Implemented Issue #29 – https://sourceforge.net/p/kage/tickets/29/
– Implemented Issue #30 – https://sourceforge.net/p/kage/tickets/30/
– Implemented Issue #32 – https://sourceforge.net/p/kage/tickets/32/
– Implemented Delete Layer (Issue #34 https://sourceforge.net/p/kage/tickets/34/)
– Implemented Issue #35 – https://sourceforge.net/p/kage/tickets/35/
– Implemented Issue #36 – https://sourceforge.net/p/kage/tickets/36/
– Implemented Issue #37 – https://sourceforge.net/p/kage/tickets/37/
– Implemented Issue #38 – https://sourceforge.net/p/kage/tickets/38/
– Implemented Issue #39 – https://sourceforge.net/p/kage/tickets/39/
– Fixed Timeline->Play
– Fixed items in Properties Pane showing upon opening KSF file
– Fixed missing icon to “Straighten”
– Fixed ffmpeg missing but Export AVI still proceeds to generate PNG Sequence having no AVI in the process
– Fixed layer renaming via double-clicking where rename dialog pops-up when double-clicking via visibility/lock icons
– fixed zoom issue where shapes on hidden layer are deleted
– fixed zoom issue where selected layer is not synchronized to frame
– fixed exporting PNG/AVI where only one layer is rendered
– fixed exporting AVI where file already exists and Kage Studio freezes
– fixed exporting HTML5/KS locked/hidden layers are not exported
– fixed Undo/Redo where layer is locked/hidden
– fixed Delete Layer when only one item is remaining
– fixed top layer not rendering when drawing/modifying shape
– fixed message when saving/exporting failed
– Fixed scrolling of Layers/Frames
– Fixed Node Properties Pane not showing
– Implemented use of GResource
– Implemented workaround for “FIX inability to select Frame 1 due to HPane” since, newer HPane-handling problem isn’t present no Ubuntu
– implemented Extend Frame
– implemented Shift/Control Zoom to Zoom-out
– added toBoolean in StringHelper
– added setCurrentLayerByID for use of KageFrame via KageFrameManager->Kage
– added KageStage::setSelectedShapes/getSelectedShapes to support code revamp for VectorDataManager
– added shape-selection via stroke
– Added File->Save As
– added overwrite prompt if saving/exporting filename already exists
– added Onion of Layers
– added guide when using Poly
– added Check Update but landing page is pending
– added separate Copy/Paste/Cut/Delete Frame under Timeline menu
– added Quit-App handler if content is unsaved
– added some formatting when saving KSF file
– optimized Timeline->Play
– Improved Fill/Stroke Alpha from Gtk::Entry to Gtk::Scale
– Improved File->Save
– layer/layermanager code revamp
– major KageStage/VectorDataManager code revamp: moved Vector-editing functions from KageStage to VectorDataManager
– revamped code from Kage to FramesManager/FrameManager/Frame
– Extracted string helpers functions to util/string/stringhelper.cpp as static functions
– Removed static KageFramesManager::currentLayer; use Kage::getCurrentLayer() instead
– reflected saving/loading of layer’s visibility/access(locked/unlocked state)
– disabled Double-Click-shortcut from SELECT to NODE when nothing is selected
– addressed Cairo deprecating write_to_png (added CairoKage)
– Renamed ‘shared’ to ‘share’

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Kage v0.2.200220 released! http://konsolscript.sourceforge.net/web/2020/02/20/kage-v0-2-200220-released/ http://konsolscript.sourceforge.net/web/2020/02/20/kage-v0-2-200220-released/#respond Thu, 20 Feb 2020 05:38:58 +0000 http://konsolscript.sourceforge.net/web/?p=1238 Download Kage Studio - A Simple Free and Open Source 2D Animation Software
Relased a pre-Beta build for 64bit Windows! Should be able to run in Windows 7, 8, and 10 right out of the box.
kagestudio_v0.2.200220_win64.zip

Yes, the link above is with Kage’s own SourceForge project page. We’re moving out Kage’s development to its own SourceForge page for visibility. It’s hard to market Kage from a website for an unknown scripting language. πŸ™‚ I’ll still post about Kage here every now and then. πŸ˜‰

For GNU/Linux users, I still don’t have an idea how to properly pack GNU/Linux binary with all the Gtkmm dependencies in it. Still trying to learn Flatpak. For now, you can download the code, install Gtkmm 3.0, and compile it yourself. πŸ™‚

Source code is still with KonsolScript repository: https://sourceforge.net/p/konsolscript/code/HEAD/tree/studio/

This release contains fixes upon fixes! Fixes in Z-Ordering and Loading KSF!

  • Fixed raiseSelectedShape/lowerSelectedShape to handle multi-selected Shapes
  • Fixed raiseToTopSelectedShape where multi-selected Shapes change z-ordering
  • Fixed recursive error printing when loading malformed KSF
  • Fixed message when malformed KSF wasn’t able to load
  • Fixed deleteSelectedShapes where wrong Shape was being deleted
  • Fixed z-ordering issue when grouping multi-selected Shapes
  • Re-implemented raiseToTopSelectedShape / lowerToBottomSelectedShape for better code-readability
  • Fixed ColorData::equalTo()
  • Initialized StrokeColorData::thickness to avoid random value on runtime
  • Fixed Issue #1 – https://sourceforge.net/p/kage/tickets/1/
  • Fixed issue #10 – https://sourceforge.net/p/kage/tickets/10/

Yes, the last 2 are from SourceForge’s Bug Tracker for Kage. We’ll start using that so fixes will have better context on bug reporting.

So, you’re running Kage. Now, what? Sadly, we don’t have tutorials available yet. But Kage should be intuitive enough to easily get started. Not sure what to draw? Watch this demo to see what it can do!

~creek23

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Preview on Combatron Animation http://konsolscript.sourceforge.net/web/2020/02/18/preview-on-combatron-animation/ http://konsolscript.sourceforge.net/web/2020/02/18/preview-on-combatron-animation/#respond Mon, 17 Feb 2020 16:39:35 +0000 http://konsolscript.sourceforge.net/web/?p=1228 Redo after Undo-ing — over 380 Redo. […]]]> Currently optimizing Kage Studio and undergoing stress testing as I create my simple Combatron animation project.

Here’s a sneak peek of the beloved character of Mr Berlin Manalaysay.

Just to be clear, rather than screencast of me drawing Combatron, the video above is a screencast of me doing Edit->Redo after Undo-ing — over 380 Redo. That’s because I haven’t placed a limit yet to the number of Undo Stacks that Kage Studio will have — that’s purpose of this stress testing. Although, I’m testing it under a 12GB RAM laptop. So, if someone can test it on lower RAM, please provide feedback.

With the technical topic over, so, what do you think of my retake on Combatron — I know the first one is a bust. πŸ˜€

Also, you may have noticed the website indicated at the end of the video. Yes, it’s true. More on that later.

~creek23

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Kage Studio 0.2.20200202 released http://konsolscript.sourceforge.net/web/2020/02/04/kage-studio-0-2-20200202-released/ http://konsolscript.sourceforge.net/web/2020/02/04/kage-studio-0-2-20200202-released/#respond Mon, 03 Feb 2020 16:10:05 +0000 http://konsolscript.sourceforge.net/web/?p=1213 Download Kage StudioYes! Another early BETA release!

Since releasing the first Kage Studio early BETA, I’ve made some minor but important fixes.

64bit Windows users (yes, even Windows 7 — not sure with earlier Windows) should be able to enjoy exporting their animations to AVI now that we packed a pre-compiled FFmpeg (by FFmpeg team) to the zipped file.

Another is the Saving and Opening of Kage Studio files which was buggy with previous release due to missing GTKMM3 dependency files — it was working fine on my Windows dev box with all the dependency files neatly installed.

Thanks for the input from first release tester, vonHalenbach — I’m sorry you weren’t able to save your files. πŸ™

Download Kage Studio 0.2.20200202 for Windows on SourceForge.
https://sourceforge.net/projects/konsolscript/files/studio/kagestudio_v0.20200202_win64.zip

Feedback is always appreciated. πŸ™‚

Next release would focus on the Timeline pane. As of current, one can only Add Frame, Duplicate Frame, Add Layer, and nothing else. This may take a while as current implementation is heavily dependent on Frames inside this Timeline.

~creek23

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Kage Studio early Beta released! http://konsolscript.sourceforge.net/web/2020/01/15/kage-studio-early-beta-released/ http://konsolscript.sourceforge.net/web/2020/01/15/kage-studio-early-beta-released/#respond Tue, 14 Jan 2020 18:37:24 +0000 http://konsolscript.sourceforge.net/web/?p=1208 Since dumping of the backlog last March 2018, finally, I’ve made progress!

This project being open source in nature haven’t implemented everything listed on the backlog. But during our internal testing, I’ve identified top 5 functionalities that needs to be prioritized. And prioritize I did.

So, to celebrate this milestone, I’m releasing an early BETA of Kage Studio for 64-bit Windows:
https://sourceforge.net/projects/konsolscript/files/studio/kagestudio_v0.20200114_win64.zip

Above binary has been tested to run on Windows 10.

The source code is also available. As always has been.

I’d love to hear what you think of the tool.

I’ll be collating internal backlogs and your feature/functionality wish list for a revamped backlog that I’ll be posting soon.

~creek23

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Combatron on Kage Studio http://konsolscript.sourceforge.net/web/2019/10/23/combatron-on-kage-studio/ http://konsolscript.sourceforge.net/web/2019/10/23/combatron-on-kage-studio/#respond Tue, 22 Oct 2019 18:45:22 +0000 http://konsolscript.sourceforge.net/web/?p=1171 I’m torn on releasing a binary given the current state of Kage Studio. For sure, a lot of needed functionalities are yet to be implemented, but with the tool shaping up the past days I’m eager to release an early-beta to get feedback. So, I decided to record myself demonstrating its current capabilities.

I could draw Kisi one more time but I already tried that last time. So, this time, I drew a character created by a Filipino comics creator Berlin Manalaysay for the now-defunct Funny Komikscalled Combatron.

Disclaimer: the drawing is sketchy because I needed to limit the running time of the recording. Rest assured, one can draw even better with the current state of the tool.

What you see below is Kage Studio 0.2.191022 running on a 64bit Ubuntu 18.04 LTS, recorded by Gtk-RecordMyDesktop at 8fps. And yes, Kage Studio also compiles/runs on 64bit Windows 7.

The recording demonstrated the following tools:

  • Oval — to create oval, oblong and the likes
  • Rectangle — to create rectangular shapes
  • Poly — to create free forms (as recording captured, it’s still a bit buggy)
  • Select — to select a shape that needs further editing
  • Node — to edit the shape

I was not able to demonstrate the following but they are readily available as well:

  • Fill — to change the color of the shape
  • Stroke — to change the color/thickness of a shape’s outline
  • Eyedrop — to retrieve a shape’s color for use with Fill and Stroke

So, what do you think? Would you like to test the tool yourself?

~creek23

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Kisi on Kage Studio http://konsolscript.sourceforge.net/web/2019/10/18/kisi-on-kage-studio/ http://konsolscript.sourceforge.net/web/2019/10/18/kisi-on-kage-studio/#comments Thu, 17 Oct 2019 17:19:48 +0000 http://konsolscript.sourceforge.net/web/?p=1159 Been a while but Kage Studio had some items on the backlog crossed out.

Tried creating Kisi using latest build and while it’s doable, Kage Studio surely needs a lot more work.

Kisi on Kage Studio v2019.10.17

Some highly needed functionality includes Undo/Redo, Shape Rotation, Save/Load File, Multiple-selection, Zoom-in/out — in that exact order. If you’d like to help, check out the code and shoot me questions and I’ll gladly answer.

~creek23

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Quixie 0.5.0 beta ready http://konsolscript.sourceforge.net/web/2018/09/10/quixie-0-5-0-beta-ready/ http://konsolscript.sourceforge.net/web/2018/09/10/quixie-0-5-0-beta-ready/#respond Sun, 09 Sep 2018 18:02:09 +0000 http://konsolscript.sourceforge.net/web/?p=745 Currently targeting that before end of 2018, Quixie 0.5 will be released. (fingers crossed)

What’s in it? It’s CPP-port of Quixie 0.4 series. Is it faster? Well, I haven’t fully benchmarked it yet but more than being faster than FreeBASIC-port, I’m aiming for Chrome/Firefox plug-in for Web-deployment capability. So, “Why?” …well, why not? πŸ˜€

I plan to officially release it once we are on one to one porting of capabilities as current Quixie is heavily dependent on FreeBASIC’s functionality which could ideally be translated to CPP as well but it may take time which is rather scarce — like playing MP3, WAV, OGG — as well as loading BMP, JPG, TGA. Not to mention, the pixel-perfect collision detection. So, yeah, the current state of Quixie 0.5 is somewhat crippled but what a milestone that we actually have a CPP-ported Quixie in the repository that can load and display PNG and vectors, eh? I was actually able to play Smack with it! See screenshot below (just don’t mind the frame rate as my current build has lots of debug prints)

I’m planning to drop BMP/JPG/TGA support and instead, focus my limited free time on enabling Network functionality of CPP-ported Quixie.

If you can’t wait for the release, you can always checkout the current code and compile it yourself. Current code was tested to compile and work on a 64-bit Windows using MSYS2.

Happy hacking!
~creek23

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