KAGE – 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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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. 😀

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. 🙁

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. 🙂

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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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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Kage Studio Backlog http://konsolscript.sourceforge.net/web/2018/03/17/kage-studio-backlog/ http://konsolscript.sourceforge.net/web/2018/03/17/kage-studio-backlog/#comments Sat, 17 Mar 2018 15:41:13 +0000 http://konsolscript.sourceforge.net/web/?p=743 UPDATED: 2020/01/014
Dumping Kage Studio’s TODO list. Anyone is free to check-out the code and implement what’s needed before releasing a binary for public testing. Listed in no particular order:

~creek23

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Kage Studio released? http://konsolscript.sourceforge.net/web/2016/09/03/kage-studio-released/ http://konsolscript.sourceforge.net/web/2016/09/03/kage-studio-released/#respond Fri, 02 Sep 2016 17:17:01 +0000 http://konsolscript.sourceforge.net/web/?p=741 Not really. 🙁

Was gonna clean-up my drive when I realized that the prototype-ish source code of Kage Studio hasn’t been committed, yet.

Didn’t have a working GTKMM-2.0/GCC on my Windows box so I have no idea what works and what does not in the code, so I simply committed the code last week.

Days past and I’m itching to see if I can compile the code, so I started setting-up a dev box. Fast forward, here it is! Got the code to compile under Windows 7 64-bit using GNU GCC-G++ and GTKMM-3.0!

Kage Studio v110823

Also did a fix about the flicker issue which made me stop the development of Kage Studio, back when I was not getting support from GTK+/Cairo developers.

Still won’t be releasing a working binary as the code is pretty bare; no added functionality was made since 5 years ago. It can only draw rectangles and export them in HTML5 or KonsolScript as shown in screenshot below; no animations just yet.

Kage Studio v110823

You can compile the code yourself by checking-out the code, assuming you have a working dev box with GNU GCC-G++ 5.3 and GTKMM-3.18.6.

Won’t commit any promises for now. Will blog post as the code progresses.

~creek23

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Smack Planning! http://konsolscript.sourceforge.net/web/2011/10/28/smack-planning/ http://konsolscript.sourceforge.net/web/2011/10/28/smack-planning/#comments Thu, 27 Oct 2011 16:17:04 +0000 http://konsolscript.sf.net/web/?p=323 As much as I’d like to follow SCRUM in the development of Smack!, we couldn’t. So instead of calling it a Sprint Planning, I’m calling the meeting Smack Planning! 😀

Photos below are what Mark, Uriel and I drew for the planning of Smack! If you’ve been checking the SVN repository, you now know that Smack is already in it’s 10th revision (disregarding commit counts on art/sound assets).

If you are interested in playing a very early alpha version of the game, you will have to compile Quixie from the repository or the game won’t run smoothly as we have been fixing Quixie as we bump into random bugs — in short, KonsolScript v0.3.1110 is still buggy. Eek!

This first photo is where we were deciding if falling off the platform would penalize for life — given that what’s currently implemented is that there’s seconds of delay before respawning. Btw, wrap-around world has been implemented. This means the exiting from the left side of the screen will make you reappear on the right side of the screen. Final decision, life is penalized.

This next photo shows our agreed Stats distribution among the five main characters of the game — using the pseudo-planning poker. 😛

Sorry for the quality of the pictures. These were taken from my 2 Mega Pixel company phone. 😉

In case you haven’t met them here’s the pre-final look of Kisi, Wilber, Tux, Kit, and Gnu — the mascots from KonsolScript, GIMP, Linux, Firefox, and GNU. Although Kisi and Tux has long been finalized with the help of my colleagues and MoikMellah from OpenGameArt.org community.

One of the decisions made was to make the first pre-release by mid November. Just in time for KonsolScript’s 6th birthday. The release would consist of 2 playable characters, mainly Kisi and Tux. Possibly on 2 available maps and a couple of basic Melee weapons.

~creek23

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Incredible!ndia http://konsolscript.sourceforge.net/web/2011/01/22/incredibleindia/ http://konsolscript.sourceforge.net/web/2011/01/22/incredibleindia/#comments Sat, 22 Jan 2011 02:14:42 +0000 http://konsolscript.sf.net/web/?p=212 My employers sent me to the company’s India headquarters for three months business stuff. This will make me miss Global Game Jam at Manila for the second time. I’ve been wanting to have this opportunity to use KAGE is such event.

Posing at Bangkok airport while waiting for flight to India.

According to our project page at SourceForge, statistics show that India is top 13 visitor of KonsolScript. Now, I was thinking of meeting some game developers here at India. Maybe there’s a GGJ event somewhere here in Bangalore as well. It would be nice to join one.

–creek23

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