final-draft-final-final version 3
final-draft-final-final version 3
#gameDev #devLog Current Projects:
1. Top down puzzle game in #godotEngine. I'll be releasing tutorials in PDF form for my patreon supporters as we go.
2. Video on David Ahl's BASIC books. Will endeavor to release a browser playable BASIC game.
3. An 80s-movie themed #InteractiveFiction serial.
https://screwlisp.small-web.org/lispgames/mcclim-grid-map-editor/
in which I write a "map editor" that's just the McCLIM formatting-table macro like it says on the back of the box.
(Dynamically resizing rows and columns of) symbols for now, I'll do images (named by the symbols) later.
#commonLisp #mcclim #gamedev #devlog #lispGames
I also briefly describe c. 2005 LAN parties in the context of WC3 being where I first heard the words "map editor" decades before I knew about computers.
Art updates:
- Mostrovska finished the ecopirates repair illustration.
- Vaerlyi is working on the "artic passage" expedition map.
- Elsa Serka is finishing the "heatwave" event illustration.
Infrastructure:
-Honora bricked the server while trying to update, then fixed it. We are so back.
The story (and writing of)
cl-unicode-chicken-sudoku
https://screwlisp.small-web.org/lispgames/cl-unicode-chicken-sudoku/
I'll improve the webpage sudoku formatting after the interview with Larian coming up in an hour ( https://anonradio.net:8443/anonradio )
Article is back-of-a-cereal-box #commonLisp #programming #sudoku #fun
test case: hover logic
as mentioned before, my C codegen produces only defines, and an included header "executes" them through cpp, generating the code.
this works splendidly well, except for one thing: #line statements. can't generate them this way. they are also woefully incomplete: can't even specify a column that goes with the line.
the best solution would be a C attrib that fixes this. since it doesn't exist, i'll need an extra `sed` pass just for this. :-/
basic support for subgroup instancing is now implemented.
size stats for this example:
112 nodes
bytecode: 2436 bytes
generated .c file: 63556 bytes
generated .so file (-g): 55680 bytes
stripped .so file: 32056 bytes
Art updates:
Mostrovska is finishing their internship this week and we are super thankful for their contributions!
Check out more of their work at https://mostrovskaa.tumblr.com/
Vaerlyi finished the map for the sea of Hirwazh scenarioa, but it will inspire us to make more progress on expeditions.
Also progressed on icons thanks to Chroma!
@khaleer gave us another crane emblematic of Brest, (re-using the same texture so that the game runs on potato computers).
In writing this book about dungeon archaeology, I find myself really tickled by the idea of fantasy elements that are considered archaic by the ‘current’ fantasy world.
Stones enchanted to translate dead languages.
Amulets protecting against now-extinct entities.
Esoteric charms that survived by spellbook palimpsest.
Religious relics for gods that disappeared.
Here's a breakdown of July's first PDF tutorial, covering basic 2d platformer jump mechanics. https://www.youtube.com/watch?v=W38fPLNAecA #godotEngine #gameDev #devLog
July's first PDF tutorial covering basic jump mechanics in the #godotEngine has been released for $5+ patrons. In it you will build a vertical platformer with a component based architecture. The game is simple, because its function is to illustrate the single mechanic and loop in a common context.
Updated my Now page, where I cover what I'm up to Now. https://mcoorlim.com/now/ #gameDev #DevLog #pixelArt
#LifeDev #DevLog 25
* Chapter 02 Pass 02
* More refactor, flow improvement, and more.
Video https://youtu.be/p3Pki9APfE4
Text https://store.steampowered.com/news/app/2450230/view/509586922748772369
Steam https://s.team/a/2450230
#programming #gamedev #devlog #simulation #commonLisp #leonardoCalculus
https://screwlisp.small-web.org/lispgames/LCKR-a-simulation-backend-interface/
Really just a devlog! I slapped a #mcclim #gui onto my simulation so that I could click a button rather than type actions over and over again.
Then, I really just figured out that one simple-starting-arrangement idea I had doesn't work, because the only vertical move that gets triggered is from the lowest row of a tile to the highest row of the same tile.
Small "improvements".
I also have my first #devlog post on my website about the progress on this game:
Devo dire che l'aver disinstallato Instagram è stato una manna per la gestione del tempo, tanto che mi sono rimesso un po' a smanettare con certa roba dopo secoli (roba che probabilmente finirà di nuovo in soffitta ma almeno mi aiuta ad imparare qualcosa )
In ogni caso, Love2D è meraviglioso - d'altronde c'hanno fatto Balatro
@pixelberk testing building pickups.
The idea is to spawn resources in a semi-randomized radius around buildings. And they get added to the resource counter when picked up.