Ahmaykmewsik's Avatar
Ahmaykmewsik
I make music. And games.
A game I made
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I was not expecting to need to have a Day 1 patch for &badpaint. But since the webhook token for the crash handler was in the public repo, a bot or someone started spamming invalid crash reports to the webhook. Don't have your tokens be public, kids!

Anyway, here's the finished jam release! Feel free to play with it :) Attached is an image a friend made with it https://github.com/Ahmaykmewsik/badpaint

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&badpaint is ready to be released! As a super duper preview version, but I'm pretty proud of the main concept I stumbled upon. This turned out a LOT better than I was expecting! I'm looking forward to seeing what other people do with this.

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made a new logo for the jam hope everyone likes it &badpaint

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It's surprising how much an undo functionality goes. I just finished implementing it and immediatley found myself drawn compelled to try to actually craft something that I put a little bit more time into. I spent maybe 5 minutes on this, trying to make more subtle effects. Having this much control over what the glitches produce is maybe a little antithetical to the philosophy of glitch art I'm realizing, but hey, it's pretty cool to be more in control of what happens. &badpaint

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have the beginnings of a toolbar with brush size, tool type etc. Also made the paint show the asyncronous nature of the rendering, as processing larger images can take a while. Nothing that a little multithreading can't handle though.

there's many more features I want to add but I'm going to start focusing on getting a privative release version of &badpaint ready by the end of the jam. I want to put this in people's hands and see what happens. the other artist type folks I've shown this to seem eager to play with it &badpaint

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through experimentation i discovered a very intuitive way to display the compressed that you're distorting which lets you be very hands on. I'm having way too much fun with this &badpaint

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oh no @amin im so sorry i corrupted your playdate code

i just got multithreading working and everything now runs at a smooth 60 all the time %badpaint

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**[WARNING, FLASHING IMAGES] **things got really cool really quickly. This is randomly corruptting the data right after the png is filtered for beautiful results. Forcing the filter to be a particular algorithm (displayed here) gives different characteristic results. And when running -02 it even does all this in a frame! (with smaller images). Now to figure out how to "paint" this... &badpaint

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we have png corruption! After struggling with png encoder libraries, I finally got loadpng working, which has great error reporting as well as settings to turn off important checks that the decoding algorithm does to allow for more corruption. Randomly changing some bytes somewhere only works some of the time, you can see the errors the decoder is throwing in the console. Corrupting the png itself is quite error prone to just break the file, but with some checks turned off it works pretty well. According to some info I found which I found (which I'll post in #the-library ) png corruption becomes more powerful when you corrupt the data in-between one of the stages of encoding the png instead of just at the end. &badpaint

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I ported over my UI code from my in-progress engine into the project so I can have a immediate mode rendering thing going on, that took a good deal of work. But I still wanted to get something happening on day 1 so I made a simple thing that pushes some pixels to the side randomly when you hold down a key. It's not much, but hey it already looks cool! :D

Before I get started with implementing UI proper for manipulating an image, I think I'm going to first build up an architecture for swapping the image in-between different formats. The characteristic of how an image distorts is heavily based on the format the image is in (you can already see that here, the handmade logo distorts differently than the animal pics), so I want to have that more solid before I start making "tools" proper. This is just manipulating raw pixel data, which is nice, but the kind of magic I wanna explore comes from breaking more complex compressed formats! &badpaint

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first steps with badpaint, dragging an image into a window and display using raylib functionality. Attempted to load ANY file, but discovered it's not as simple as disabling confirming the header is valid, you also need the header info to actually read the file at all, so putting that aside for now and moving onto image manipulation basics. &badpaint

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