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[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.

[blog] Cheezball Rising: Collision detection, part 1

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I bash my head against a rock. Sorry, I mean I bash Star Anise against a rock. It’s about collision detection.

Previously: I draw some text to the screen.
Next: more collision detection, and fixed-point arithmetic.

[blog] Cheezball Rising: Opening a dialogue

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I draw some text!

Previously: I get a Game Boy to meow.
Next: collision detection, ohh nooo

[blog] Cheezball Rising: Resounding failure

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I cannot get a goddamn Game Boy to meow at me!!

Previously: maps and sprites.
Next: text!

[blog] Cheezball Rising: Maps and sprites

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I get a little asset pipeline working and finally have a real map.

Previously: spring cleaning.
Next: resounding failure success?.

[blog] Cheezball Rising: Spring cleaning

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I tidy up some of the gigantic mess I’ve made thusfar.

Previously: writing a main loop, and finally getting something game-like.
Next: sprite and map loading.

[blog] Cheezball Rising: Main loop, input, and a game

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I fill in the remaining bits necessary to have something that looks like a game.

Previously: drawing a sprite.
Next: a little spring cleaning.

[blog] Cheezball Rising: Drawing a sprite

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I figure out how to draw a sprite. This part was hard.

Previously: figuring out how to put literally anything on the goddamn screen.
Next: the remaining bits necessary to have something game-like.

[blog] Cheezball Rising: A new Game Boy Color game

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I figure out how to put literally anything on the goddamn screen, then add a splash of color.

Next: drawing a sprite.

[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.

[blog] A geometric Rust adventure

Hi. Yes. Sorry. I’ve been trying to write this post for ages, but I’ve also been working on a huge writing project, and apparently I have a very limited amount of writing mana at my disposal. I think this is supposed to be a Patreon reward from January. My bad. I hope it’s super great to make up for the wait!

I recently ported some math code from C++ to Rust in an attempt to do a cool thing with Doom. Here is my story.

[blog] Conundrum

Here’s a problem I’m having. Or, rather, a problem I’m solving, but so slowly that I wonder if I’m going about it very inefficiently.

I intended to just make a huge image out of this and tweet it, but it takes so much text to explain that I might as well put it on my internet website.

[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

[release] Alice’s Day Off demo

🔗 Alice’s Day Off demo on itch

🚨🔞 HEADS UP: This game is super duper NSFW. It contains explicit cartoon porn. You have been warned! 🔞🚨

This is the game glip and I (and a co-writer) made for my horny game jam, Strawberry Jam 2. It’s a goofy visual novel about, well… sex, mostly. A few folks with no interest in the subject matter have played it and still enjoyed it, which seems like a great sign.

(Oh, right, and the jam is over, and has 63 entries! Like last year, they run the gamut from “highly abstract and thoughtful” to “let’s put porn in a game”.)

Some lingering thoughts about the process itself: