Happy !

Against my better judgement, I decided to start another project. This one required a different mapgen algorithm than normal, with rooms that are directly adjacent. I implemented this by recursively splitting rooms that are too large.

I haven't implemented doors yet because I'm still working on determining which rooms are adjacent. I'm still mulling over this one, which is why I haven't released the source yet.

Got a screenshot for you guys. This was to be a Pitfall-inspired minigame for Minigame Madness. I made the sprites using and just for fun I used the color palette.

Unfortunately I might have to veto it. Even though the platforming code is the same as in a previous minigame it doesn't work. I think it's because the assets are tiny. The window is 80x60 pixels

I pushed it to a branch on GitHub in case anyone wants a look:
github.com/swashdev/minigame-m

Happy * everybody!

* or depending on your time zone

It's been a while since I've had a screenie for you, but here's one from my new minigame for Minigame Madness, "Put on Pants!" In this game, you have to put on some f***ing pants!

You can play this and other minigames via the latest version of Minigame Madness, available here:
github.com/swashdev/minigame-m

This isn't the stupidest thing I've ever done for but it is the most silly.

So the default @godotengine export template, the one with all the 3D and other modules I'm not using for this project, produces a Linux binary that's about 40 megabytes in size.

I spent all day learning how to compile a custom export template that's optimized for size by excluding all of the stuff I don't use, and that produced a binary that's over 270 megabytes in size.

Instead of killing my brain trying to figure that out I'm gonna chalk this one up to an act of God.

hmmm, if I reset my @godotengine repository back to about 3.2.2-stable or something a platform appears in my list of available build targets.

It doesn't work; I presume that I'm missing some dependencies or maybe it was an experimental feature that didn't survive to 3.3-stable. It would be pretty cool if I could build games for Haiku, but unfortunately I don't know anyone who uses the platform, so I couldn't bully anyone into testing it for me.

I'm not saying that should be done on bare metal or anything, but if you have a reasonably simple project that doesn't require a lot of bells and whistles then it might be worth your time to learn how to code it all by hand. It will take a lot longer and require you stretch your skills, but you'll get a much more optimized product than you would from just using a general-purpose game engine that contains a bunch of features you don't need.

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You know, between the third-party licenses I have to keep track of and the weird issue of imprecise collision detection, I wonder if it's not beneficial to avoid general-purpose game engines.

Obviously it's nice to not have to re-write code in-between projects, but no engine will run your game as optimally as one written specifically for that game, and you don't get pixel-perfect refinement unless you have full control over the core.

I guess this is to be expected with any kind of game engine especially a 3d-compatible one, but it never ceases to amaze me just how many code files relies on.

There are so many damn third-party dependencies in this system and so many individual code files that need to be checked, compiled, and linked, it's just crazy. My poor laptop, man.

Screenshot of a dude wearing only a fig leaf. 

This is arguably not the *most* ridiculous thing I've ever drawn for a project, but it's definitely the thing that's made me feel the most silly... so far.

This minigame will be appearing in a future release of Minigame Madness soon. Maybe even before tomorrow, depending on how fast I commit and push my changes.

Holy crap, a engine implementation for the . Very cool.

freds72.itch.io/poom

There's even a devlog explaining their process for implementing it.

freds72.itch.io/poom/devlog/24

Clever bastards.

Trying my hand at some for a concept I'm kicking around. I recently rediscovered the and wanted to see if I could make a suitable character design using its color palette. Working with such a small scale was a challenge, especially for a non-artist like me, but I think it came out okay.

I'm thinking about doing a hack-and-slash kind of game where the player's health is indicated by how much armor they're wearing, kind of like in Ghosts and Goblins.

Happy ! Figured I'd finally post something. Work has been tough, so I don't have anything glamorous to show you, but here's the tenth of twenty minigames I intend to include in Minigame Madness.

This is the first time I've really messed with particle physics. It's not really anything special but I think it really makes the game come together.

You can download Minigame Madness or find a link to play online at the GitHub release here:
github.com/swashdev/minigame-m

On this episode of Woes, this rat got stuck on a corner because it tried to move left while it was falling -_-

Guys I think I have a problem.

I'm at a point in my life now where I'm seriously considering buying a car charger for my laptop so I can do and on the go, because all of the good WiFi hotspots in my area are closed due to COVID-19.

The one place I can go to has no wall chargers and my laptop is such an old junker that it doesn't hold a charge, so I need this.

Drew DeVault wrote a pretty comprehensive guide to releasing video games as or .

drewdevault.com/2021/03/23/Ope

(personally I prefer public domain or permissive licenses but he's entitled to his opinion)

Working on translating a certain 8x8 bitmap font from bitmasks to pixels for this I'm working on.

I'm learning a lot about SDL today.

Classic example of an unforseen consequence of an engine change. In the version of this project the hitboxes were all hand-coded to precise measurements and only collided on intersection, so this gap is just big enough to squeeze through, but in the character is unable to fit unless I reduce the size of the wall's hitbox by a pixel, presumably because Godot is using sub-pixel margins of error to simplify calculations more complex than I need for these purposes. woes.

I was looking for podcasts and found one called Infinite Ammo that looked really promising. Then I found out one of the hosts was Alec Holowka. Now I'm really sad.

Trying to translate an old project from high school from Pygame into the Godot Engine. This is what my notebook looks like after two hours of trying to determine the player's jump velocity and gravity in my head both before and after I realized that the "tick" function doesn't specify a number of milliseconds but rather the number of frames per second. There's also a little bit of trying to calculate timeouts for the in-game message bar in there.

Comment your code, kids.

You know, if I didn't know any better I'd say this message bar wasn't working properly.

This is a problem because the message bar has to fit on the top of the screen at all times but there are two different cameras active. I might have to learn how to do viewports.

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Linux.Pizza

A instance dedicated - but not limited - to people with an interest in the GNU+Linux ecosystem and/or general tech. Sysadmins to enthusiasts, creators to movielovers - Welcome!