Day 12 to NULL Train!
Camera! Shake, shake, shake.
Follow along as we share from Day 12 to Early Access.
Play the demo. Wishlist now: https://store.steampowered.com/app/3717840/NULL_Train/
Day 12 to NULL Train!
Camera! Shake, shake, shake.
Follow along as we share from Day 12 to Early Access.
Play the demo. Wishlist now: https://store.steampowered.com/app/3717840/NULL_Train/
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
Hi, people!
I've build "Cat a shooter " for Android, and this is the last thing that I have to do for a while.
And now you can download this game for your Android device from Gamejolt: https://gamejolt.com/games/cat-a-shooter/1007868
or from itch.io: https://xolatgames.itch.io/cat-a-shooter
Also I've add instructions for building to it GitLab page https://gitlab.com/xolatgames/cat-a-shooter
So, I think that it's all, and see ya later.
Have a good day!
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).
And as always, here's the accompanying video
#IndieDev #DevLog #GodotEngine #GameDev
https://www.youtube.com/watch?v=Y1yyUz8Vcc4
#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'm thinking about starting a #devlog about my game/engine development. I don't know if it would help me sell more, but I really just want to talk about cool game-making stuff. My friends and family are tired of listening to me and rarely have anything constructive to add.
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.
I gave a talk this morning for members of the French Collège Code Sources et Logiciels as part of the national Ouvrir la science! effort, discussing #RSEng & @us_rse
I hope this leads to some alignment & collaboration between RSE associations & the French #DevLOG community (https://www.devlog.cnrs.fr)
my slides: https://doi.org/10.5281/zenodo.15770196
And the same post is now up on our website with no cookies and no "are you human?" check.
https://theshipyard.neocities.org/blog/dev-log-5.2