#hollywoodmal — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #hollywoodmal, aggregated by home.social.
-
Public post on my #Patreon page available with the latest news about my projects: The Gate, Smartclock and COMAL Docs!
#TheGate #Amiga #HollywoodMAL #Smartclock #COMAL #indieDev #soloDev #AMOS
-
Public post on my #Patreon page available with the latest news about my projects: The Gate, Smartclock and COMAL Docs!
#TheGate #Amiga #HollywoodMAL #Smartclock #COMAL #indieDev #soloDev #AMOS
-
Public post on my #Patreon page available with the latest news about my projects: The Gate, Smartclock and COMAL Docs!
#TheGate #Amiga #HollywoodMAL #Smartclock #COMAL #indieDev #soloDev #AMOS
-
Public post on my #Patreon page available with the latest news about my projects: The Gate, Smartclock and COMAL Docs!
#TheGate #Amiga #HollywoodMAL #Smartclock #COMAL #indieDev #soloDev #AMOS
-
Public post on my #Patreon page available with the latest news about my projects: The Gate, Smartclock and COMAL Docs!
#TheGate #Amiga #HollywoodMAL #Smartclock #COMAL #indieDev #soloDev #AMOS
-
Another layout for my #smartclock project, this is a test for the 'tile' element which can be used to create scrolling backgrounds... I should find another name for this project, it has nothing that smart but lots of customization and animations, any suggestions? 😃
-
Another layout for my #smartclock project, this is a test for the 'tile' element which can be used to create scrolling backgrounds... I should find another name for this project, it has nothing that smart but lots of customization and animations, any suggestions? 😃
-
Another layout for my #smartclock project, this is a test for the 'tile' element which can be used to create scrolling backgrounds... I should find another name for this project, it has nothing that smart but lots of customization and animations, any suggestions? 😃
-
Another layout for my #smartclock project, this is a test for the 'tile' element which can be used to create scrolling backgrounds... I should find another name for this project, it has nothing that smart but lots of customization and animations, any suggestions? 😃
-
Another layout for my #smartclock project, this is a test for the 'tile' element which can be used to create scrolling backgrounds... I should find another name for this project, it has nothing that smart but lots of customization and animations, any suggestions? 😃
-
This is the first post of a series about my attempt to create an RPG Engine.
I'm diving back into creating my very own RPG engine after multiple failed/abandoned attempts.
I want it super flexible and avoid hardcoding as much as possible. The post covers using Hollywood-MAL (and Lua which is very similar) for coding and building damage types, creature attributes and status changes, with almost total customization.#RPGEngine #HollywoodMAL #Lua #Programming
https://www.a-mc.biz/2025/03/26/generic-rpg-engine-dev-log-1/
-
This is the first post of a series about my attempt to create an RPG Engine.
I'm diving back into creating my very own RPG engine after multiple failed/abandoned attempts.
I want it super flexible and avoid hardcoding as much as possible. The post covers using Hollywood-MAL (and Lua which is very similar) for coding and building damage types, creature attributes and status changes, with almost total customization.#RPGEngine #HollywoodMAL #Lua #Programming
https://www.a-mc.biz/2025/03/26/generic-rpg-engine-dev-log-1/
-
This is the first post of a series about my attempt to create an RPG Engine.
I'm diving back into creating my very own RPG engine after multiple failed/abandoned attempts.
I want it super flexible and avoid hardcoding as much as possible. The post covers using Hollywood-MAL (and Lua which is very similar) for coding and building damage types, creature attributes and status changes, with almost total customization.#RPGEngine #HollywoodMAL #Lua #Programming
https://www.a-mc.biz/2025/03/26/generic-rpg-engine-dev-log-1/
-
This is the first post of a series about my attempt to create an RPG Engine.
I'm diving back into creating my very own RPG engine after multiple failed/abandoned attempts.
I want it super flexible and avoid hardcoding as much as possible. The post covers using Hollywood-MAL (and Lua which is very similar) for coding and building damage types, creature attributes and status changes, with almost total customization.#RPGEngine #HollywoodMAL #Lua #Programming
https://www.a-mc.biz/2025/03/26/generic-rpg-engine-dev-log-1/
-
This is the first post of a series about my attempt to create an RPG Engine.
I'm diving back into creating my very own RPG engine after multiple failed/abandoned attempts.
I want it super flexible and avoid hardcoding as much as possible. The post covers using Hollywood-MAL (and Lua which is very similar) for coding and building damage types, creature attributes and status changes, with almost total customization.#RPGEngine #HollywoodMAL #Lua #Programming
https://www.a-mc.biz/2025/03/26/generic-rpg-engine-dev-log-1/
-
It's raining... so I worked a bit on my rpg engine 😁
Testing weapons definition, still miss a lot of validation code. -
It's raining... so I worked a bit on my rpg engine 😁
Testing weapons definition, still miss a lot of validation code. -
It's raining... so I worked a bit on my rpg engine 😁
Testing weapons definition, still miss a lot of validation code. -
It's raining... so I worked a bit on my rpg engine 😁
Testing weapons definition, still miss a lot of validation code. -
It's raining... so I worked a bit on my rpg engine 😁
Testing weapons definition, still miss a lot of validation code. -
I think I found a way to define custom 'status changes' and 'alterations'. Alterations are the base for spells, scrolls, abilities and additional effects for any item.
Shot 1
'poison' alter the 'life.current' target's attribute decreasing it by -3 each turn for 5 turns using 'physic.health' damage type.
It also have 10% probability to inflict slow at each turn (not cumulative).Shot 2
'slow', referred by 'poison' affect the 'turn_position' that is changed by 175% -
I think I found a way to define custom 'status changes' and 'alterations'. Alterations are the base for spells, scrolls, abilities and additional effects for any item.
Shot 1
'poison' alter the 'life.current' target's attribute decreasing it by -3 each turn for 5 turns using 'physic.health' damage type.
It also have 10% probability to inflict slow at each turn (not cumulative).Shot 2
'slow', referred by 'poison' affect the 'turn_position' that is changed by 175% -
I think I found a way to define custom 'status changes' and 'alterations'. Alterations are the base for spells, scrolls, abilities and additional effects for any item.
Shot 1
'poison' alter the 'life.current' target's attribute decreasing it by -3 each turn for 5 turns using 'physic.health' damage type.
It also have 10% probability to inflict slow at each turn (not cumulative).Shot 2
'slow', referred by 'poison' affect the 'turn_position' that is changed by 175% -
I think I found a way to define custom 'status changes' and 'alterations'. Alterations are the base for spells, scrolls, abilities and additional effects for any item.
Shot 1
'poison' alter the 'life.current' target's attribute decreasing it by -3 each turn for 5 turns using 'physic.health' damage type.
It also have 10% probability to inflict slow at each turn (not cumulative).Shot 2
'slow', referred by 'poison' affect the 'turn_position' that is changed by 175% -
I think I found a way to define custom 'status changes' and 'alterations'. Alterations are the base for spells, scrolls, abilities and additional effects for any item.
Shot 1
'poison' alter the 'life.current' target's attribute decreasing it by -3 each turn for 5 turns using 'physic.health' damage type.
It also have 10% probability to inflict slow at each turn (not cumulative).Shot 2
'slow', referred by 'poison' affect the 'turn_position' that is changed by 175% -
😱
30 minutes on this old project: added weapon classes used to group weapons, each weapon class has these properties:
- name
- ranged (boolean)
- two hands (boolean)
- damage type
- proficiencies
This last property is used to determine if the charatcer is able to use that weapon class or not.This project will be ready, I think, in my third reincarnation 😂
-
😱
30 minutes on this old project: added weapon classes used to group weapons, each weapon class has these properties:
- name
- ranged (boolean)
- two hands (boolean)
- damage type
- proficiencies
This last property is used to determine if the charatcer is able to use that weapon class or not.This project will be ready, I think, in my third reincarnation 😂
-
😱
30 minutes on this old project: added weapon classes used to group weapons, each weapon class has these properties:
- name
- ranged (boolean)
- two hands (boolean)
- damage type
- proficiencies
This last property is used to determine if the charatcer is able to use that weapon class or not.This project will be ready, I think, in my third reincarnation 😂
-
😱
30 minutes on this old project: added weapon classes used to group weapons, each weapon class has these properties:
- name
- ranged (boolean)
- two hands (boolean)
- damage type
- proficiencies
This last property is used to determine if the charatcer is able to use that weapon class or not.This project will be ready, I think, in my third reincarnation 😂
-
😱
30 minutes on this old project: added weapon classes used to group weapons, each weapon class has these properties:
- name
- ranged (boolean)
- two hands (boolean)
- damage type
- proficiencies
This last property is used to determine if the charatcer is able to use that weapon class or not.This project will be ready, I think, in my third reincarnation 😂
-
I have so many projects started... 🤔
(more in the alt-text)
#sickcoder #rpg #gamedev #HollywoodMAL -
I have so many projects started... 🤔
(more in the alt-text)
#sickcoder #rpg #gamedev #HollywoodMAL -
I have so many projects started... 🤔
(more in the alt-text)
#sickcoder #rpg #gamedev #HollywoodMAL -
I have so many projects started... 🤔
(more in the alt-text)
#sickcoder #rpg #gamedev #HollywoodMAL -
I have so many projects started... 🤔
(more in the alt-text)
#sickcoder #rpg #gamedev #HollywoodMAL -
#TheGate editor coded with #HollywoodMAL
---
The script editor basic functions are almost completed, if the script has been modified and the user click "Load" a requester ask him for:
- Discard changes & load new script
- Save changes & load new script
- Cancel the operationDoor's scripts have a fixed filename with the format "evlock_[map_nr].[door_nr].txt"
-
#TheGate editor coded with #HollywoodMAL
---
The script editor basic functions are almost completed, if the script has been modified and the user click "Load" a requester ask him for:
- Discard changes & load new script
- Save changes & load new script
- Cancel the operationDoor's scripts have a fixed filename with the format "evlock_[map_nr].[door_nr].txt"
-
#TheGate editor coded with #HollywoodMAL
---
The script editor basic functions are almost completed, if the script has been modified and the user click "Load" a requester ask him for:
- Discard changes & load new script
- Save changes & load new script
- Cancel the operationDoor's scripts have a fixed filename with the format "evlock_[map_nr].[door_nr].txt"
-
#TheGate editor coded with #HollywoodMAL
---
The script editor basic functions are almost completed, if the script has been modified and the user click "Load" a requester ask him for:
- Discard changes & load new script
- Save changes & load new script
- Cancel the operationDoor's scripts have a fixed filename with the format "evlock_[map_nr].[door_nr].txt"
-
#TheGate editor coded with #HollywoodMAL
---
The script editor basic functions are almost completed, if the script has been modified and the user click "Load" a requester ask him for:
- Discard changes & load new script
- Save changes & load new script
- Cancel the operationDoor's scripts have a fixed filename with the format "evlock_[map_nr].[door_nr].txt"
-
The boring part is that I've to setup the table with all the handler functions, but this removes the Switch/Case completely and make the code faster avoiding all the comparisons.
Picture 1: The table loaded with all the handler functions
Picture 2: The code used to replace the Switch/Case. I only have to check that the table fields exist before trying to access it.
This is common in #Lua and maybe someone will find useful to know that it can be done in #HollywoodMAL too 😀
-
The boring part is that I've to setup the table with all the handler functions, but this removes the Switch/Case completely and make the code faster avoiding all the comparisons.
Picture 1: The table loaded with all the handler functions
Picture 2: The code used to replace the Switch/Case. I only have to check that the table fields exist before trying to access it.
This is common in #Lua and maybe someone will find useful to know that it can be done in #HollywoodMAL too 😀
-
The boring part is that I've to setup the table with all the handler functions, but this removes the Switch/Case completely and make the code faster avoiding all the comparisons.
Picture 1: The table loaded with all the handler functions
Picture 2: The code used to replace the Switch/Case. I only have to check that the table fields exist before trying to access it.
This is common in #Lua and maybe someone will find useful to know that it can be done in #HollywoodMAL too 😀
-
The boring part is that I've to setup the table with all the handler functions, but this removes the Switch/Case completely and make the code faster avoiding all the comparisons.
Picture 1: The table loaded with all the handler functions
Picture 2: The code used to replace the Switch/Case. I only have to check that the table fields exist before trying to access it.
This is common in #Lua and maybe someone will find useful to know that it can be done in #HollywoodMAL too 😀
-
The boring part is that I've to setup the table with all the handler functions, but this removes the Switch/Case completely and make the code faster avoiding all the comparisons.
Picture 1: The table loaded with all the handler functions
Picture 2: The code used to replace the Switch/Case. I only have to check that the table fields exist before trying to access it.
This is common in #Lua and maybe someone will find useful to know that it can be done in #HollywoodMAL too 😀
-
#TheGate editor coded with #HollywoodMAL
---
Today I've changed the structure of the event handler to avoid SWITCH/CASE statements.A GUI event creates a message with several fields but what I need to handle them are:
.id (the gadget id)
.attribute (the type of event like 'pressed', 'selected', etc...)Previously I handled them with something like this:
Switch msg.attribute
Case "Pressed"
Switch msg.id
Case "Load_Button"
handler_func()🧵 ➡️
-
#TheGate editor coded with #HollywoodMAL
---
Today I've changed the structure of the event handler to avoid SWITCH/CASE statements.A GUI event creates a message with several fields but what I need to handle them are:
.id (the gadget id)
.attribute (the type of event like 'pressed', 'selected', etc...)Previously I handled them with something like this:
Switch msg.attribute
Case "Pressed"
Switch msg.id
Case "Load_Button"
handler_func()🧵 ➡️
-
#TheGate editor coded with #HollywoodMAL
---
Today I've changed the structure of the event handler to avoid SWITCH/CASE statements.A GUI event creates a message with several fields but what I need to handle them are:
.id (the gadget id)
.attribute (the type of event like 'pressed', 'selected', etc...)Previously I handled them with something like this:
Switch msg.attribute
Case "Pressed"
Switch msg.id
Case "Load_Button"
handler_func()🧵 ➡️
-
#TheGate editor coded with #HollywoodMAL
---
Today I've changed the structure of the event handler to avoid SWITCH/CASE statements.A GUI event creates a message with several fields but what I need to handle them are:
.id (the gadget id)
.attribute (the type of event like 'pressed', 'selected', etc...)Previously I handled them with something like this:
Switch msg.attribute
Case "Pressed"
Switch msg.id
Case "Load_Button"
handler_func()🧵 ➡️
-
#TheGate editor coded with #HollywoodMAL
---
Today I've changed the structure of the event handler to avoid SWITCH/CASE statements.A GUI event creates a message with several fields but what I need to handle them are:
.id (the gadget id)
.attribute (the type of event like 'pressed', 'selected', etc...)Previously I handled them with something like this:
Switch msg.attribute
Case "Pressed"
Switch msg.id
Case "Load_Button"
handler_func()🧵 ➡️
-
#TheGate for #Amiga
---
Now I'm able to click on a door to activate it and recall its parameters, and I'm also able to drag the door to another position!
Good.
Now it's time to go out and get some fresh air as a reward 😀
---
#gameDev #soloDev #indieDev #Commodore #HollywoodMAL #AMOSProfessional -
#TheGate for #Amiga
---
Now I'm able to click on a door to activate it and recall its parameters, and I'm also able to drag the door to another position!
Good.
Now it's time to go out and get some fresh air as a reward 😀
---
#gameDev #soloDev #indieDev #Commodore #HollywoodMAL #AMOSProfessional -
#TheGate for #Amiga
---
Now I'm able to click on a door to activate it and recall its parameters, and I'm also able to drag the door to another position!
Good.
Now it's time to go out and get some fresh air as a reward 😀
---
#gameDev #soloDev #indieDev #Commodore #HollywoodMAL #AMOSProfessional -
#TheGate for #Amiga
---
Now I'm able to click on a door to activate it and recall its parameters, and I'm also able to drag the door to another position!
Good.
Now it's time to go out and get some fresh air as a reward 😀
---
#gameDev #soloDev #indieDev #Commodore #HollywoodMAL #AMOSProfessional -
#TheGate for #Amiga
---
Now I'm able to click on a door to activate it and recall its parameters, and I'm also able to drag the door to another position!
Good.
Now it's time to go out and get some fresh air as a reward 😀
---
#gameDev #soloDev #indieDev #Commodore #HollywoodMAL #AMOSProfessional -
#TheGate for #Amiga - Editor
---
Here is a small video about the current editor's state.
I've added all the doors editing gadgets, fully working, and on the right there is the map we are editing with scrollbars & a zoom controller.Next step: render the doors into the map and make them cliccable for easy editing.
:amiga:#HollywoodMAL is a great development tool, I'm happy to have started to code with it many years ago 😀
---
#gameDev #indieDev #soloDev -
#TheGate for #Amiga - Editor
---
Here is a small video about the current editor's state.
I've added all the doors editing gadgets, fully working, and on the right there is the map we are editing with scrollbars & a zoom controller.Next step: render the doors into the map and make them cliccable for easy editing.
:amiga:#HollywoodMAL is a great development tool, I'm happy to have started to code with it many years ago 😀
---
#gameDev #indieDev #soloDev -
#TheGate for #Amiga - Editor
---
Here is a small video about the current editor's state.
I've added all the doors editing gadgets, fully working, and on the right there is the map we are editing with scrollbars & a zoom controller.Next step: render the doors into the map and make them cliccable for easy editing.
:amiga:#HollywoodMAL is a great development tool, I'm happy to have started to code with it many years ago 😀
---
#gameDev #indieDev #soloDev -
#TheGate for #Amiga - Editor
---
Here is a small video about the current editor's state.
I've added all the doors editing gadgets, fully working, and on the right there is the map we are editing with scrollbars & a zoom controller.Next step: render the doors into the map and make them cliccable for easy editing.
:amiga:#HollywoodMAL is a great development tool, I'm happy to have started to code with it many years ago 😀
---
#gameDev #indieDev #soloDev -
#TheGate for #Amiga - Editor
---
Here is a small video about the current editor's state.
I've added all the doors editing gadgets, fully working, and on the right there is the map we are editing with scrollbars & a zoom controller.Next step: render the doors into the map and make them cliccable for easy editing.
:amiga:#HollywoodMAL is a great development tool, I'm happy to have started to code with it many years ago 😀
---
#gameDev #indieDev #soloDev