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[dev] Weekly roundup: Vacay

I’m burnt out. I just can’t get into anything. And I’ve been dealing with a huge stack of accumulated errands from last month. And it’s fucking hot in here and that just pisses me off all the time???

So I’m trying to step back and chill and draw and hang out with folks and whatever. Sorry. I don’t know why I’m apologizing.

  • fox flux: Added some sparkles to a key.

  • mario maker: Made Star Anise’s Dream Land (5TQ-JG0-MNG), a happy-go-lucky level inspired by my cat, and Koopa Valley (463-9CJ-PVG), an attempt at some standard friendly SMW-like fare. Also made half of like six other levels, but I’m having trouble even finishing those.

  • art: I’ve been drawing, just, a bunch of porn. It’s nice to be getting back into that. Drawing, I mean, not porn. But porn too.

See you next week.

[dev] Weekly roundup: Let’s try that again

Hello, hello! It’s been a while. June ended up being an avalanche of errands and personal problems that neatly segued into each other, over and over. Good times! I think everything’s settled down now, but who knows.

Anyway, that gives us three weeks to catch up on:

  • fox flux: Finished and committed a bunch of half-implemented ideas in an attempt to get git clean for once (still more to go though); took a crack at porting sound effects from MilkyTracker and sfxr to Sunvox, which was much harder than expected; experimented with a nighttime palette; drew some new vastly improved swimming sprites from scratch.

    Did some work on the camera, which has always been pretty lazy. (I’ve improved it a lot since that recording, so don’t judge it too harshly.) Started on a redone menu, which should be a great improvement over the demo’s menu which was just “resume” and “quit”. Redrew the base dialogue portraits, and they look fantastic, but apparently I never tweeted about that, but you can see it in the next link!

    After spending all this time on miscellaneous mechanics and other bits and pieces, I decided it was finally time to get a basic gameplay loop going — enter a level, get some stuff, leave the level. The results are extremely rough, but I’ve made a start! It’s turning into a game! Which is weird because it was already a game once!

  • secret game engine thing: Not a lot, but I’ve cleared some design roadblocks that were seriously getting in the way.

  • art: Some doodles. Also I drew some beautiful gift art for my and Ash’s Metapodth anniversary.

  • alice’s day off: Wrote some stuff! It’s a miracle.

  • gamedev: I ran GAMES MADE QUICK??? III-2, and 28 fine folks managed to produce something game-like within a week! Please give some of them a try!

Currently attempting to get my ass back in gear, with moderate success.

[dev] Weekly roundup: Ironically stable

I remain on a fox flux kick. Keep trying to do other stuff as well and then not doing that? Hm.

  • fox flux: Documented the hell out of all my rewritten collision code, removed some old hacks, put some methods on a new type that was an ad-hoc table before, and fixed a final remaining edge case in a satisfying way. Did kinda start writing about all this but didn’t finish it yet.

    Then I fixed all the stuff I’d broken about pushing in the process, and cleaned it up somewhat.

    Water is gradually improving but still kinda rough.

    Also added some experimental candy? Candy is pretty good.

    I did some more overhauling of the palette; I’m really really liking how it’s coming out.

    And also a preposterous amount of brainstorming. Like I’ve got half a dozen sheets of paper with tiny 8pt notes crammed on them. This ought to be a fun game.

Welp, back to that, then.

[dev] Weekly roundup: Exactly at the top

Hello! I’ve been a little preoccupied with meatspace things again, but here is some digital stuff.

  • fox flux: I have been a busy little beaver. I consolidated 1D and 2D motion, made ground adherence more conservative about how far it tries to drop you, and totally overhauled climbing to not incredibly suck. But who cares about any of that.

    What I really did is spend like a solid week overhauling collision detection. Finally, after years of wanting it, I have overlap resolution and nearly zero-cost contact detection! Which means that if objects overlap by some horrible twist of fate, instead of freely clipping through each other, they’re now free to move apart but not closer together. It’s god damn magic. Also I now know exactly where you’re touching objects which will probably come in handy for like, critters that walk back and forth on a platform without walking off it? Or something? I forget exactly why I wanted that but hey it’s nice.

    As an added bonus, I can finally fix climbing off the top of ladders — instead of hopping off the top and then landing, you stop at exactly the top, which is incredibly satisfying.

    I will almost certainly be wringing a blog post out of all this.

  • art: I worked more on that animation and then kinda forgot about it. Hm. Also some doodling or whatever?

    I drew a little… comic? Series of panels? I drew a thing about a ground adherence bug I ran into, and also a general explanation of ground adherence. It’s on Twitter, though it seems worth preserving elsewhere, once I figure out where that is.

  • gleam: I finally made some kind of real start on an editor for the little Flora VNs I put together. It doesn’t do a lot yet, but it has some UI, which is backwards from how I usually make these things, so that’s promising.

  • stream: Ash streamed some Spyro while I commentated, and then I streamed some Hat in Time while they commentated, and that was all great.

I am juggling too many things but I extremely want to get them all moving so I guess I’ll get back to it!

[dev] Weekly roundup: Push it to the limit

  • fox flux: Messed with collision code in an attempt to get contact points out of it, but that turned out to be a bit more laborious than I was hoping.

    Finished an animation and generally did some other art.

    Finally finished box pushing, hallelujah.

  • art: Doodled. Started on a ridiculous ambitious animation; we’ll see how that goes.

[dev] Weekly roundup: Pushing it

I remember saying something about balancing my time better, and that did not happen.

  • fox flux: I basically spent the whole week working on push physics. It was tough going at first, but I finally got it working correctly which feels like a goddamn Christmas miracle.

    I probably did some sprite work in there somewhere too, to let my brain cool down a bit.

    I’m excited about this game, ah! There’s a ton of work to go but I’m actually starting to see some mechanics come together.

  • stream: Ash and I played a ridiculous adventure game for a bit. Hm, maybe we should finish that. It’ll be on YouTube, uh, eventually.

Not so much this week; I ended up nocturnal and that threw me entirely for a loop. Back to waking with the sun now and feeling pretty good, so, fingers crossed.

[dev] Weekly roundup: In flux 2

  • fox flux: I’m not sure what happened but I mostly did fox flux this week! It’s kind of a huge mess at the moment — I have a thousand lines of uncommitted changes from a dozen different half-finished experimental ideas, which makes starting on a new idea a bit daunting. So I spent some time finishing up and committing about half of that stuff, and then… um… started a few new half-finished experimental ideas. I am good at software development.

    I got a bit lost in the weeds trying to make the physics of pushing blocks work a bit better, which I’d still like to do, but I think it might require completely rethinking how pushing works (mainly in order to avoid a two-pixel gap in some situations, sigh, but that kinda thing’s important to me) and also redoing how friction and whatnot works. I can’t wait.

    Also been finishing up some visual effects I started ages ago but didn’t quite figure out, filling in some missing pixel art (which I think I got a little better + faster at), and fleshing out mechanics + trying out some new ones. It turns out, if you think your game needs more mechanics, a good place to start is to implement the existing ones so you can run around and play with them freely and see what new stuff comes to mind. Who knew?

  • art: I painted a picture. Not porn, for once! I’m definitely gonna do this more often; it was quicker and easier than I expected, and came out better too.

I missed working on fox flux and am glad to be doing it again, but I’ve clearly gotta balance my time across other stuff a bit better, too.

[dev] Weekly roundup: Bit of this, bit of that

I don’t have a cool theme or pun this week!

  • irl: I did a whole bunch of errands, aggressively slashed my tab/email count, and went hiking. Very exciting for you, I know.

  • secret thing: I taught it to animate tiles and movement, and tried this out with a conveyor belt, which instantly threw a wrench in my whole plan. Hm, well, I’ll figure it out. I wrote about the concept for $4 patrons (who will also be getting a bunch of beta builds when this is usable), if you’re interested.

  • cherry kisses: I have like four logic bugs reported by several different people, and they all feel related, but they’re also completely impossible. Like there is no way any of these could’ve happened. Except they did. And I have no goddamn idea how. I’ve spent like a day and a half wrestling with this and have barely made progress so far, but I would really like to make the game not randomly crash for folks.

    At least it autosaves, I guess.

  • art: I drew more things and I increasingly like them! I don’t know what happened, but I hit a point where I’m aggressively attacking all kinds of small details that I don’t do quite right — details that, formerly, I’d just glaze over because it was hard enough getting the general pose right. So that’s good.

    Still working on categorizing old SFW art, too. There’s just a whole lot of it.

  • fox flux: I picked this back up, but didn’t actually make tangible progress until Sunday, but I’m listing it anyway to pad this list out a bit.

  • streaming: Ash played through Doom II totally blind, while I provided commentary, which I guess doesn’t make it totally blind. Anyway we have a whole playlist of this nonsense now.

I’m juggling half a dozen things and am generally excited about all of them! It’s a nice way to feel.

[dev] Weekly roundup: Back to normal

As I said before, I was occupied for a bit, but now I should finally be able to get back to doing these weekly! I did manage to get a few things done over the past three weeks:

  • flora: Finished up and published a Luneko species sheet! Happy April Fool.

    That’s Anise. Anise is the April fool, and also he’s happy.

  • blog: I wrote about how the particle wipe generator works, in lurid detail! I think it’s an interesting little read, even if you have no use for the tool itself.

    I also spent a lot of time backfilling old art on my (clean) art gallery. It’s not updated quite yet; there’s a lot to go to, shockingly so, and I haven’t even made it through year one yet. Honestly, I’m kind of embarrassed by how much my output declined over time.

  • art: Speaking of, I’m back to drawing regularly, instead of just saying I wish I were drawing regularly! I think I’ve actually been drawing pretty regularly for like two weeks now. Most of it is porn. I should probably draw some not-porn, too. It’s just, you know, porn is a lot of fun to draw.

  • secret thing: I laid some groundwork for the little game engine I’m writing and haven’t really talked about yet. More on that, including maybe even a name, once I feel like I have some kinda proof of concept.

  • sudoku thing: I taught it about extra regions so now it can be used to play hyper sudoku? I don’t know why I’m even making this. It’s kind of unusable until I add undo/redo and puzzle generation, and both of those are effort. I guess I’ll see if my spite is strong enough to power me through both.

  • streaming: Ash and I played video games on the internet while high and you can watch it if you really want to for some reason.

Hey, that’s not too bad a haul, considering I didn’t even have time to work for most of the month! Got some good stuff going on, glad to see I’m up to speed again at last.

[dev] Weekly roundup: Cherry Kisses

Hello hello! I finally finished that game I was working on, so now I might actually be back to some sort of normal dev schedule.

Except I’m gonna be kinda occupied for the next week or so. So.

  • cherry kisses: Hey hey I finished making Cherry Kisses, which is super duper NSFW! It’s probably the most well-designed and polished thing I/we have released, though. Whoops! I gotta stop accidentally making sex games.

    There’s some little niceties in there. Maybe I should, like, write about it sometime.

    Also attempted to get it to work on Android, which… is… non-trivial, despite LÖVE being “able” to target Android.

  • particle wipe generator: Cherry Kisses includes a cool heart transition between scenes, which took a surprising amount of effort to create, so I packaged up the code and put some dials and knobs on it. Now you can use the particle wipe generator to make your own particley transitions! Also hosted locally.

    Maybe I should, like, write about how this works sometime. Can’t wait for someone to tell me how I could’ve done it a thousand times more easily.

  • irl: We did some spring cleaning! Very exciting for anyone who doesn’t live here, I know. Our bedroom is no longer half-full of half-unpacked boxes, which is pretty nice.

  • sudoku: I occasionally waste time with a nice sudoku app, which has a free ad-supported version and a paid version. It has a sequel now, which is even better, but which only comes free with ads. I am incensed by this so I started writing my own JS player out of spite. Unclear whether my spite will last long enough to produce something usable.

Pretty happy to be back to makin’ things! I love that I could spin off some throwaway helper code into a little gamedev tool, and I’d definitely like to do more of that sort of thing in the future.

[dev] Weekly roundup: Strawberry Jam 3

Another double feature. Surprise, basically all I’ve been doing is working on a jam game. Should be back to normal once I get this out the door.

  • art: I doodled, like, once, but then was lost in gamedev all day every day.

  • cerise: I finally, like, planned out the progression of the game, and sat down to write it. Prose is harder for me than you’d think, and there’ve been a number of interruptions over the past month, so it’s taking a little while. I’m nearly done and am pretty happy with what I have so far, though.

    Actually, reading my notes here, I’m amazed how much of the game was done in only the last two weeks of February! I didn’t even have the passage of time working yet, and that’s the most fundamental part of the game.

    I did also cobble together a thing for generating particle wipes, which I think is pretty cool; I’ll probably write about it and release a web version in the near future.

Should be done in a day or two, but I’ve been saying that for a week, so who knows.

[dev] Weekly roundup: Off to a good start

I already missed a week! But I was mostly working on a jam game so that’s not too surprising.

  • art: Trying to keep up a semi-regular drawing schedule, with mixed success. I’m still working on my character lineup painting, though I’ve hit a few awkward spots that are proving difficult to fix. Sketched some stuff a few times. Drew Lexy with a sword.

  • music: I made part of a song, which was originally going to be for the Strawberry Jam game, and then I forgot about it, whoops. And now I will very much not have time to do music. It was coming out pretty okay, though, which is encouraging!

  • alice’s day off: Hey, remember this? Our wildly explicit VN for last year’s Strawberry Jam, which we intended to finish a few months later, and then, didn’t? Still working on it! I wrote out rough drafts for a couple more routes. This’ll probably become my main priority after this month, so I can actually get another thing done and off my plate.

  • cerise: Spent a lot of time on engine work (some of it not even necessary) and probably not enough on the game itself, and now I only have ten days left oops. Parallax layers are now actors, Tiled support is cleaned up a lot, sprites support four angles (or really, an arbitrary number of angles), physics were updated for top-down mode, and I finally implemented raycasting for realsies. Cleaned up dialogue code a lot, again, and put together basic dialogue UI.

    Fixing raycasting was a fun little problem, and free top-down movement offered an interesting little vector puzzle. Maybe I’ll write about those sometime.

    I also spent a little time porting some of my other LÖVE games to use my updated engine code, which also means they should run on LÖVE 11. I’m not finished yet, but once the month is over, I’d like to get updated releases out. It’ll only really matter for Linux users, since the Windows and Mac downloads include their own copy of the LÖVE runtime, but I’m a Linux user, so.

I better, uh, go get to work on this game.

[dev] Weekly roundup: Spectacular return

Hey! Miss these? Great! I’m doing them again and no one can stop me.

  • art: I spent half the week rendering. Something, something, joke about rendering and EEVEE. No but really, I found out I’m kind of okay at this and set out to paint a whole lineup of all my Floraverse characters, which turned out to be really hard and time-consuming, but anyway here’s Lexy and slightly weirder Lexy and Cerise. Only, like, seven more to go.

    Hm. If only I’d constructed some sort of art website to put this kind of work on. If… only.

  • fox flux: This game keeps plodding along. I added a little blowing-a-kiss mechanic a while ago, and I finally gave it a real animation, which I then spruced up a bit more after recording that GIF. Also been cleaning up a big mess of half-finished features I left for myself, including particle effects for— well, that would spoil it!

  • strawberry jam: I’m running Strawberry Jam 3, the low-pressure month-long horny game jam! I haven’t gotten very far on my game yet, but most of the work is going to be upfront planning (I hope), so that’s not too worrisome. I just started writing code today, and hopefully will have some kinda rough skeleton done by the 25% point on Friday.

    This is gonna be most of my month! What an exciting topic to come back to.

More coming down the pipe; I’m accelerating all the time.

[dev] Weekly roundup: Fortnite

I skipped a week again because, surprise, I’ve been mostly working on the same game…

  • art: Actually been doing a bit of it! I painted a thing on a whim, and some misc sketches, a few of which I even felt like posting.

  • alice: Finally kind of hit my stride here and wrote, um, a pretty good chunk of stuff. Also played with extending the syntax a bit, and came up with a choice menu that hangs around while the dialogue continues. Kinda cool, though I’m not totally sure what we’ll use it for yet.

    Even with my figuring out how to accelerate, it’s looking like we’ll have to rush if we want to hit our promised date of June 9. So we might delay that a little… maybe even Kickstart some stretch goals? I dunno, I’m leaving that all up to glip and just writing stuff.

  • writing: While I’m at it, I actually picked up and worked on a Twine from ages ago. Cool.

  • idchoppers: Holy moly, it actually works. The basics actually work, at least. I can’t believe how much effort this hecking took.

    I also tried to start putting together an actual map API, with mixed results. And tried to figure out the maximum distance you can jump in Doom, which is surprisingly tricky? Doom physics are super goofy.

  • blog: I actually published a post, which is even tangentially about that idchoppers stuff! Wow! Maybe I’ll do it again, even!

Huh, that almost makes it sound like I’ve been busy.

[dev] Weekly roundup: Visual novelty

Doin’ game stuff. Probably going to be quiet for a few weeks still.

  • alice: Actually wrote a decent amount of stuff, though fairly haphazardly. Finally kind of getting into the groove here. Still contemplating more interesting ways to offer choices, without turning the game into a combinatorial explosion.

  • art: Did some doodles. Not as frequently as I’d like, and mostly not published, but I did some, and that’s nice.

  • fox flux: Revisited the parallax forest background briefly. Made some progress, but talked to glip and maybe it’s not the right approach in the first place? Not thinking about it too seriously right now, regardless.

  • idchoppers: Miraculously, I got multi-polygon splitting finally working… and then hit a panic when there are coincident segments, which offhand I’m not sure how to fix. Sigh.

Way behind on blogging, I know, sorry.

[dev] Weekly roundup: Forwards

  • art: Did some doodles. Not as frequently as I’d like, and mostly not published, but I did some, and that’s nice.

  • alice: Continuin’ on, though mostly planning and tech stuff this week, not so much writing.

  • irl: I did my taxes oh boy!

  • blog: I made decent progress on last month’s posts, but, am still not done yet. Sorry. I only have so much energy I can pour into writing at a time, apparently, and working on a visual novel is eating up tons of it.

  • anise: We picked up progress on this game again, came up with a bunch more things to populate the world, and both did some sketches of them! Also I did some basic tile collision merging, which I’d been meaning to do for a while, and which had promising results.

  • idchoppers: I got arbitrary poly splitting mostly working, finally…! I can’t believe how much effort this is taking, but it doesn’t help that I’m only dedicating a couple hours at a time to it completely sporadically. Maybe I’ll have something to show for it soon.

The visual novel is eating most of my time lately, and I’m struggling to get back that writing momentum, and in the meantime it feels like it’s consuming all my time and not letting me do anything else! I’m getting there, though.

[dev] Weekly roundup: Re-emerging

Hi! It’s been three weeks again. But this time it’s because I was up to my eyeballs in making a video game, and I generally don’t have much to say during those spans beyond “I’m making a video game”.

  • alice: We made a video game! Or, at least, a demo. Note: extremely NSFW (although that link is fine; it’s just a release post).

    I hadn’t used Ren’Py a month ago, so there was a lot of scurrying around trying to figure out how to make it do what I want, and then there was a lot of fiction-writing which I have a tough time getting into, but I’m pretty happy with how it came out. Now we just need to make the other 80% of it.

  • idchoppers: Oh, yeah, I got the geometry thing I was doing basically working. Next I gotta adjust the algorithm to work with an arbitrary number of input shapes, which is slightly more complicated.

  • blog: Wrote about some tech wishes for 2018. Wrote a decent chunk of a post about my experience with idchoppers and Rust and porting weird C++ code, but it had to wait until I’d actually gotten the thing working, and then I just didn’t finish it yet haha.

Yep, that’s it, really busy, bye