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[dev] Weekly roundup: Lost time

I ran out of brain pills near the end of January due to some regulatory kerfuffle, and spent something like a week and a half basically in a daze. I have incredibly a lot of stuff to do right now, too, so not great timing… but, well, I guess no time would be especially good. Oh well. I got a forced vacation and played some Avernum.

Anyway, in the last three weeks, the longest span I’ve ever gone without writing one of these:

  • anise: I added a ✨ completely new menu feature ✨ that looks super cool and amazing and will vastly improve the game.

  • blog: I wrote SUPER game night 3, featuring a bunch of games from GAMES MADE QUICK??? 2.0! It’s only a third of them though, oh my god, there were just so many.

    I also backfilled some release posts, including one for Strawberry Jam 2 — more on that momentarily.

  • ???: Figured out a little roadmap and started on an ???.

  • idchoppers: Went down a whole rabbit hole trying to port some academic C++ to Rust, ultimately so I could intersect arbitrary shapes, all so I could try out this ridiculous idea to infer the progression through a Doom map. This was kind of painful, and is basically the only useful thing I did while unmedicated. I might write about it.

  • misc: I threw together a little PICO-8 prime sieve inspired by this video. It’s surprisingly satisfying.

    (Hmm, does this deserve a release post? Where should its permanent home be? Argh.)

  • art: I started to draw my Avernum party but only finished one of them. I did finish a comic celebrating the return of my brain pills.

  • neon vn: I contributed some UI and bugfixing to a visual novel that’ll be released on Floraverse tomorrow.

  • alice vn: For Strawberry Jam 2, glip and I are making a ludicrously ambitious horny visual novel in Ren’Py. Turns out Ren’Py is impressively powerful, and I’ve been having a blast messing with it. But also our idea requires me to write about sixty zillion words by the end of the month. I guess we’ll see how that goes.

    I have a (NSFW) progress thread going on my smut alt, but honestly, most of the progress for the next week will be “did more writing”.

I’m behind again! Sorry. I still owe a blog post for last month, and a small project for last month, and now blog posts for this month, and Anise game is kinda in limbo, and I don’t know how any of this will happen with this huge jam game taking priority over basically everything else. I’ll see if I can squeeze other stuff in here and there. I intended to draw more regularly this month, too, but wow I don’t think I can even spare an hour a day.

The jam game is forcing me to do a lot of writing that I’d usually dance around and avoid, though, so I think I’ll come out the other side of it much better and faster and more confident.

Welp. Back to writing!

[release] GDQ schedule dimmer

🔗 Source code on GitHub
🔗 Install, maybe

Does this ever happen to you?

[TODO: insert black and white gif of someone struggling to read the GDQ schedule because it’s a single long table and it’s hard to even keep track of what day you’re looking at, let alone find out what’s going on right now]

Well, no more! Thanks to the power of IavaScript, now it’s like the picture above, which I guess gave it away huh.

Not very useful now, since I forgot to even post about it here before AGDQ ended, but presumably useful in SGDQ since they never seem to change this page at all.

Wait! Before you click on the “install” link above. Firefox users will need Greasemonkey. Chrome used to support user scripts natively, and legends say it still does, but there are so many walls around extensions now that I couldn’t figure out how to make it work, so just get Tampermonkey, which is also available for most other browsers.

[release] GAMES MADE QUICK??? 2.0

🔗 GAMES MADE QUICK??? 2.0 on itch

I realize, with all the cognitive speed and grace of a cat falling out of a chair, that I have my own website where I can announce things that I am doing.

Here is a thing that I am having done: it’s GAMES MADE QUICK??? 2.0, a game jam that runs concurrently with Games Done Quick. The inspiration was that I once spent the entire week of AGDQ doing nothing but watching the stream, which completely ruined my momentum and cost me the following week as well while I struggled to get back up to speed. What a catastrophe!

So my solution was to spend the week making a game instead, which prompted someone to suggest that I make a jam out of it, and so I did. The results were NEON PHASE and also the original GAMES MADE QUICK???.

It’s a bit late to join now, but look forward to the jam during SGDQ, which runs the last week of June! In the meantime, perhaps peruse the fruits of this season’s labor, or at least glance over my thoughts on some of them.

Previously:

[blog] SUPER game night 3: GAMES MADE QUICK??? 2.0

Game night continues with a smorgasbord of games from my recent game jam, GAMES MADE QUICK??? 2.0!

The idea was to make a game in only a week while watching AGDQ, as an alternative to doing absolutely nothing for a week while watching AGDQ. (I didn’t submit a game myself; I was chugging along on my Anise game, which isn’t finished yet.)

I can’t very well run a game jam and not play any of the games, so here’s some of them in no particular order! Enjoy!

These are impressions, not reviews. I try to avoid major/ending spoilers, but big plot points do tend to leave impressions.

[dev] Weekly roundup: Potpourri 2

  • blog: I wrote a birthday post, as is tradition. I finally finished writing Game Night 2, a full month after we actually played those games.

  • art: I put together an art improvement chart for last year, after skipping doing it in July, tut tut. Kind of a weird rollercoaster!

    I worked a teeny bit on two one-off comics I guess but they aren’t reeeally getting anywhere fast. Comics are hard.

    I made a banner for Strawberry Jam 2 which I think came out fantastically!

  • games: I launched Strawberry Jam 2, a month-long February game jam about making horny games. I will probably be making a horny game for it.

  • idchoppers: I took another crack at dilation. Some meager progress, maybe. I think I’m now porting bad academic C++ to Rust to get the algorithm I want, and I can’t help but wonder if I could just make up something of my own faster than this.

  • fox flux: I did a bunch of brainstorming and consolidated a bunch of notes from like four different places, which feels like work but also feels like it doesn’t actually move the project forward.

  • anise!!: Ah, yes, this fell a bit by the wayside. Some map work, some attempts at a 3D effect for a particular thing without much luck (though I found a workaround in the last couple days).

  • computers: I relieved myself of some 200 browser tabs, which feels fantastic, though I’ve since opened like 80 more. Alas. I also tried to put together a firejail profile for running mystery games from the internet, and I got like 90% of the way there, but it turns out there’s basically no way to stop an X application from reading all keyboard input.

    (Yes, I know about that, and I tried it. Yes, that too.)

I’ve got a small pile of little projects that are vaguely urgent, so as much as I’d love to bash my head against idchoppers for a solid week, I’m gonna try to focus on getting a couple half-done things full-done. And maybe try to find time for art regularly so I don’t fall out of practice? Huff puff.

[dev] Weekly roundup: Happy birthday

It was my birthday! I need to write a birthday post argh.

  • anise!!: Surprise! Mostly Anise. I refactored dialogue to be a bit less of a hairball; started making item pickups actually work; decided to reverse a former decision and expand the world a little bit (which unfortunately means the world map doesn’t quite fit all on the screen at once, oh well); finally got around to making animated tiles work (!!!); experimented with making sound effects in SunVox, with mixed success; and just general working on level design which takes incredibly far much longer than I ever expected.

  • misc: I wrote a userscript to highlight the game being currently played at GDQ, though it’s not quite so useful now that GDQ is over.

    I realize I don’t really know where a tiny oneoff thing like this should live, and I’ve left a trail of a good few of them. Hmm. I guess I could’ve written a release post for it, but it also seems like it should be in an index of stuff somewhere…?

  • ???: ???

[dev] Weekly roundup: AOOOWR

  • anise!!: Work continues! glip is busy with a big Flora update, so I’m left to just do code things in the meantime. I did some refactoring I’d been wanting to do for months (splitting apart the “map” and the “world” and the scene that draws the world), drew some final-ish menu art (it looks so good), switched to a vastly more accurate way to integrate position, added a bunch of transitions that make the game feel way more polished, and drew some pretty slick dialogue boxes. Nice!

    I’ll be continuing to work on this game during GAMES MADE QUICK??? 2.0, my jam for making games while watching AGDQ all week! Maybe join if you’re watching AGDQ all week!

  • art: I tried drawing a picture and this time I liked it. I also drew the header art for the aforementioned game jam, though I didn’t have time to finish it, but I think I pulled off a deliberate-looking scratchy sketchy style that’s appropriate for a game jam? Sure we’ll go with that.

  • blog: I finished a post about picking random numbers and a post about how game physics cheat. Which, ah, catches me up for December! Heck! I think I’ve found a slightly more casual style that feels easier to get down, though?

  • writing: I finally wrangled a sensible outline for a Twine I’ve been dragging my feet on, so now I don’t have any excuses! Oh no!

[dev] Weekly roundup: Anise’s very own video game

Happy new year! 🎆

In an unprecedented move, I did one thing for an entire calendar week. I say “unprecedented” but I guess the same thing happened with fox flux. And NEON PHASE. Hmm. Sensing a pattern. See if you can guess what the one thing was!

  • anise!!: Wow! It’s Anise! The game has come so far that I can’t even believe that any of this was a recent change. I made monster AI vastly more sensible, added a boatload of mechanics, fleshed out more than half the map (and sketched out the rest), and drew and implemented most of a menu with a number of excellent goodies. Also, FINALLY (after a full year of daydreaming about it), eliminated the terrible “clock” structure I invented for collision detection, as well as cut down on a huge source of completely pointless allocations, which sped physics up in general by at least 10% and cut GC churn significantly. Hooray! And I’ve done even more just in the last day and a half. Still a good bit of work left, but this game is gonna be fantastic.

  • art: Oh right I tried drawing a picture but I didn’t like it so I stopped.

I have some writing to catch up on — I have several things 80% written, but had to stop because I was just starting to get a cold and couldn’t even tell if my own writing was sensible any more. And then I had to work on a video game about my cat. Sorry. Actually, not sorry, video games about my cat are always top priority. You knew what you were signing up for.

[dev] Weekly roundup: Breadth of the Wild

My sleep got all screwed up and I caught a cold which knocked me on my ass for a couple days. Very efficient to have both happen simultaneously. I’ve made up for it by being a busy beaver so far this week.

As for last week…

  • anise!!: Good progress! I fixed screen transitions to not diagonally cut across other chunks of the map (except in an obscure case I noticed two days ago). Implemented some interactive stuff, drew some extra grass tiles to fill in what glip gave me, polished the first part of the map decently well, and then sat down with glip and sketched out the progression for the rest of the map.

  • blog: I wrote most of another Game Night installment, but managed never to finish it. I also wrote maybe 60% of an interesting mathy post, which I also managed not to finish yet, largely because I ended up down a rabbit hole for half a day about the intersection of probability and calculus (which is fascinating).

And that was about it! I spent two and a half days just playing through Breath of the Wild while sick; I never actually beat the game. And now I, er, still haven’t beaten it. I’m trying to find all the shrines before I do, and there are maybe half a dozen left with all the quests finished, so all I can do is run around the world and hope the shrine radar goes off. I’ll get back to that, uh, later.

I guess this’ll be the last roundup of 2017! Happy new year!

[dev] Weekly roundup: Invinco Beat

I’ve been a bit all over the place! And I’m starting to go nocturnal again, oh no.

  • art: I started drawing a header image for my itch.io page, which for a year now has been barren, save for a promise that I would soon make it unbarren.

    I accidentally spent a good chunk of time toodling around with 3D modelling again, this time trying to aim for low-poly with pixel art textures. I tried a couple things, but the biggest success by far was Star Anise.

  • anise!!: Still not done, but asymptotically approaching done. Most of the time has been going towards the map, which has been rearchitectued several times, and which is bigger and more complicated than anything we’ve done before. Also did some regular old mechanical stuff, like doors and whatnot.

  • misc: I had MegaZeux on the brain and wanted to try out the Web Audio API, so on a total whim I wrote a little player for MegaZeux’s SFX strings.

  • ???: Ah! Not ready to talk about this one yet.

[dev] Weekly roundup: Truth or Dare

Oops, I seem to have missed a week. I was doing Ludum Dare 40, but then I stopped, because— well hang on lemme just bullet this.

  • anise!!: I intended to enter Ludum Dare with glip; we were working on a game about Anise that we’d conceived about a month ago but never gotten around to. We made pretty decent progress, but realized we couldn’t fit anywhere near what we wanted into only three days, so we’re just… running with it. It’s going on a little longer than we wanted, but it’s getting pretty fun to play now, and I guess that’s pretty good progress given that we had absolutely nothing ten days ago. I’m even figuring out AI for once.

  • fox flux: Worked on some portraits and big text and underground tiles. Made some sound effects. Did a whole pretty cool footstep thing that combines particles with footstep noises and is very great.

  • other games: I discovered bitsy, the teeniest game engine I’ve ever seen, and wanted to make something with it — so I made Roguelike Simulator (and also wrote a release post).

  • cc: I got so frustrated with trying to find something in Unity Collab history that I cobbled together a thing for exporting Collab history to git. No, you can’t have it, I’m still not convinced it won’t delete my entire hard drive or something. Also I probably fixed a bug in the actual game somewhere in there.

  • blog: Finally finished that post about object models, only a month late! Hooray! Also wrote a game night post, which may or may not become a series?

Also some other stuff that I’m not ready to share yet.

I have a lot going on and can’t believe the month is a third over yet, but I’m charging forwards!

[release] Roguelike Simulator

Screenshot of a monochromatic pixel-art game designed to look mostly like ASCII text

On a recent game night, glip and I stumbled upon bitsy — a tiny game maker for “games where you can walk around and talk to people and be somewhere.” It’s enough of a genre to have become a top tag on itch, so we flicked through a couple games.

What we found were tiny windows into numerous little worlds, ill-defined yet crisply rendered in chunky two-colored pixels. Indeed, all you can do is walk around and talk to people and be somewhere, but the somewheres are strangely captivating. My favorite was the last days of our castle, with a day on the town in a close second (though it cheated and extended the engine a bit), but there are several hundred of these tiny windows available. Just single, short, minimal, interactive glimpses of an idea.

I’ve been wanting to do more of that, so I gave it a shot today. The result is Roguelike Simulator, a game that condenses the NetHack experience into about ninety seconds.