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#decemberadventure — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #decemberadventure, aggregated by home.social.

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  1. All the game's systems are tested and working. I've written an automatic tester to help me find memory leaks, weird game states and made it play hundreds of games; all signals are green. Decadv is over, the game is done but we don't have a build, now I have to hook up sounds, soundtrack and start testing on the Playdate. But for now I'm signing out, 'til next December.

    rabbits.srht.site/decadv/

    #DecemberAdventure

  2. For my final #DecemberAdventure March edition I went have lunch with some friends and fix their broken espresso machine. They already bought a new one so we are keeping it for now, pretty fancy!

  3. Did you #DecemberAdventure in March? Wanna be included in a round up kinda blog post? Send me a link, or a blurb, or a dance, whatever, and I'll add it!

  4. Tomorrow is already the last day of this edition of Marchember Adventure. What a glorious couple of days it's been, between boat maintenance, the sun shining, seeing friends and drinking plenty of water(!), I think we've managed to cobble together a gorgeous little 1-bit game.

    My sixth day was some testing, some optimizing, lots of removing magic numbers, a bit of animating, spamming uxnlin donsol.tal, trying to crash the game, punching buttons during animations, picking the wrong cards, trying to die, trying to live, drinking too many potions; but yeah, I think, we've got a game on our hands, and a fun one at that. Tomorrow is hooking up audio systems, help pages and final touches.

    rabbits.srht.site/decadv/

    #DecemberAdventure

  5. Day 7 and final day for #DecemberAdventure

    The past 2 days have been hectic, my VPS received: "unplanned-planned maintenance by a third party" (nicest way to say someone from my past SSHed into my server and deleted the bootloader and some files for my VPS), but everything has been 100% restored and we are back! ( including a full private key rotation )

    Back to the brighter side: I started working on a Celeste(Pico-8) Demake for UXN, Writing a nice feeling character controller for a platformer is so much harder then I remembered it being. I just hope I don't loss motivation like the rest of my projects in a ~week

  6. i'm writing a few little poems today. let's call this #DecemberAdventure. some of them i can't share publicly (body talk), but here's one. it's a poem in typescript, which is a programming language for people who want to be told that they've made a mistake.

  7. For today’s #DecemberAdventure I’m replacing the broken pulley system for drying clothes in the washing machine room and some other homey fixes and chores. In now goes up and down smoothly, though I still have to try it under load.

  8. We're putting final touches to the assets and gameplay. The game finally has fail/success ending screens and animation handlers for nearly every object drawn on the screen, it's beginning to feel juicy. We've inspired ourselves from our favourite Playdate games and tried to add all the little details that make these games feel alive. I think we're getting there, there's still a few effects to put in, a camera shake here and a particle effect there.

    Working at the intersection of fully event-driven and catlang programing makes writing animation code so much fun, I hadn't fully understood why it felt so nice until I realized that it's the concatenative nature of the language that makes it possible to pause out of an event, and jump anywhere in the code to resume evaluation.

    rabbits.srht.site/decadv/

    #DecemberAdventure

  9. Today I've been doing some UI design work, just blocking out some interface sections and basic controls for a would be granular sampler.

    Not sure if I'll keep the venice14 font but I'll say it looks pretty interesting here :P

    #DecemberAdventure #PlayDate

  10. By the time Rek and I were completing Polycat for the Concatenative Language Jam, I was finally beginning to have good intuitions about how to organize the game's objects, but it was near too late for a complete rewrite with what I was learning. This time around, right from the start, I leaned heavily into encapsulating as much as I can and exposing clean APIs for everything, and with Drifblim's new private macros, I have something like zero-cost method calls.

    I also realized something, instead of writing myself comments, I'll often turn to macros for making bits of code explicit, it works just as well..

    rabbits.srht.site/decadv/

    #DecemberAdventure

  11. Day #5 for #DecemberAdventure

    angelwood.xyz/wiki/decadv/#mar

    Not much adventuring today as it was rough... Sorry for having nothing to show :(

  12. Loading the sprite data to the Playdate is trivial, and I can now code different animations for the spritesheet depending on the state of a given entity.

    At the moment is a bit basic, but works as expected for this simple case.

    #DecemberAdventure #Playdate

  13. Thinking about a simple animation system for the PlayDate. Since I already have a .icn renderer I thought would be nice to base it on that. First step: Writing a custom Aseprite exporter to dump all animation frame data and some tags for the frame where a frame starts/stops.

    Took inspiration by @mario_afk exporter [1] which was helpful to understand how to write my own, since I never did any Aseprite scripting before.

    [1] amano.games/devlog/making-a-pi
    #DecemberAdventure #PlayDate

  14. A day of implementing animation tools. The mileage on that little smoothing animation function.

    rabbits.srht.site/decadv/

    #DecemberAdventure

  15. While playing Skyrim with Temika the other night:

    "Yes.... Further, into the bowels..."

    #decadv #decemberadventure

  16. I wish I had time/energy to participate in this extra edition of #DecemberAdventure

  17. After much procrastination finally had the energy to finalize the first draft of Oni's Language Reference document.

    git.sr.ht/~badd10de/oni-lang/t

    Expect it to change as the language evolves but should serve as a good overview of what's possible, in addition to the `README` for more direct usage examples.

    #pldev #onilang #DecemberAdventure

  18. Early decav progress, wrote some custom draw_icn routines to speed up UFX font rendering. Now it's roughly the same speed to render text using UF2 fonts directly on the framebuffer or using the PlayDate native system font.

    But HOLD ON, when actually running this on the console, turns out drawing UFX fonts is MUCH FASTER than then system one, about 7-8x (!) for UF2 in this case.

    #DecemberAdventure