Monsters and Sprites Days 5&6: Forgot to post my update here yesterday--yesterday I implemented the basic game mechanics, today I updated the art with new stuff from Carrie, did some work on the camera, and added a little tutorial level by @firstname.lastname@example.org #indiedev #gamedev #gameart #gamemusic
Monsters and Sprites Day 3: Wanted to get physics working today, but had to add some features to my compiler first. There'll hopefully be a more exciting update tomorrow!
Monsters and Sprites Day 2: Built a quick level editor and crammed some concept art in it to test it out. We also got a booth at Playcrafting NYC's Spring expo next week so I guess it's gotta work by then! https://playcrafting.com/event/spring-play-nyc-game-expo-2/
Building a small puzzle game in my engine, updates soon :)
(art by https://www.facebook.com/NyloracArt/ )
Okay so I'm up too late, but now not only does my engine hot swap scripts written in my language on save--it also has an editor callback that you can use to forward messages from the compiler to your editor as you type
(In case it's unclear, this is a video of a Pong like game written in my language having it's source hot swapped out while running. It's fast too--I initially had it recompile w/ no incremental compilation every frame by accident and didn't notice.)
You can now pass generic structs defined in my scripting language back and forth between Rust and the scripts, and have the types represented by Rust generics on the rust side. I'm super happy this works, but also think I've used up my metaprogramming quota for the year
This is a really good post on how Campo Santo created the hair for Zora, their black character in Valley of Gods. I really like that it talks about the cultural implications and not just technical
Added `"match_brackets_angle": true` to my Sublime config and suddenly Rust is way easier to write
Pro tip: Add `declare -x HISTIGNORE=*reset*` to your bashrc and you'll never accidentally up arrow + enter a `git reset --hard HEAD` again.
In other news, after years of writing my own crappy text renderers for all my projects...I realized I'm better off just calling into the OS's text renderer on each platform. Here's my project rendering Arabic via CoreText on macOs, my previously renderers definitely wouldn't have gotten this right!
Ha, was wondering how sub pixel antialiasing got turned on. Turns out it's just chromatic aberration from my new glasses.