Implemented UIPanel and UILabel components that exist in screen-space. Map generation is temporary, I’d like to generate spaceship internals instead and go for a space-hulk/alien styled roguelike where you clear out ships for a living.
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Implemented UIPanel and UILabel components that exist in screen-space. Map generation is temporary, I’d like to generate spaceship internals instead and go for a space-hulk/alien styled roguelike where you clear out ships for a living.
So Polycode was nice but couldn’t render text properly in 2D which stopped the last project in its tracks. I didn’t (and still don’t) know enough about graphics programming to fix the issue.
I’m now learning OpenGL, so here’s a nice picture of my current learning-project after I completed implementing a color-replacement fragment shader.
I’ve got a basic Entity Component System (ECS) implemented in c++, you can move the ‘@’ around the room and the camera stays centered on it.
The fps, window size (in tiles), window position, tile scaling, and tileset information is read from a settings text file at launch.
The current shaders are implemented so that the background and foreground of each tile can be changed depending on what is there, the current disco is just for show.
Next up is implementing some sort of UI system (inventory display, health bars, quick-item bars, targetting, etc.) that interacts nicely with the rest of the ECS.
Fleets are now in (the triangles).
Systems (the circles) now have varying resource amounts (metals, electronics, fuels). I’m going to use these resources to determine what a fleet should be carrying, how strong a fleet is, how often fleets are sent out, and maybe even change the graphic for the system slightly.
Getting some good progress going on with a game I’m making over the uni break. Programming on linux atm, but in c++ with Polycode so it should be easy to compile on windows. I got the nice spread of stars by ensuring that the star has no neighbours within a certain distance, but at least one neighbour within a slightly larger distance. A quadtree makes these lookups nice and fast. Another neat ‘feature’ is the use of a pushdown automata for handling the game states, this should make moving to other screens and back from the overview state (shown in the image) super easy. This is fun.
Cards, for polycode project.
I’m going to make my game in polycode (current mock-up is in untiy) because I hate progress and it would look better in a non-gamedev portfolio.
Disk pickup and use in the programmer is now done.
Already implemented an extremely reduced assembly instruction set, a to-bytecode compiler and an interpreter.
peck peck bleep bloop
Been working on a 2d c++ game engine/framework over the last few months.
It uses SFML 2.2 at its core, but I’ve built some wrappers/interfaces to make most of its features more game-compatible (such as a click/key-bindable input system).
I’ve implemented my own state-manager, entity-component-system and event system, I’m currently working on an interface that will deal with loading any type of file/resource.
Progress so far hasn’t been very exciting, and that won’t be changing any time soon so I won’t be posting often.
It’s been very cool to see everyone continue work on their projects, I have been drawing a lot of inspiration from these so keep up the good work!
Sorcerobe demo! check it out!
very early and not representative of the final game ect ect but YEAH
http://boen.itch.io/sorcerobe
two full puzzles and the editor in its current (volatile) state. if you do try the editor it would be in your best interest to save often and read the editorhelp text file
let me know what you think! I love honest feedback, good or bad
I'll be back next year
what should i ask?
good question
http://trainerdev.tumblr.com/ask
Oh god I am not enjoying working in Unity/C# again.
It's like the skeleton entombed inside me wants to escape. Eugh.