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#gamedev

662 posts505 participants103 posts today

I know I follow a lot of indie game makers here, but I have little idea of what engines any of of you use. Anybody here know about C++ compiling? @josemachete79 is working on building his own version of #Angband from a cloned repo, and is running into issues compiling.

Any help anyone can offer would be much appreciated- I've played a test build or two of the game and it's working great except for these final compiling issues. Hit him up!

(The image below is a screenshot of the starting character I randomly generated to use when testing one of the builds.)

Ported my lighting system from PyGame to Curses. The palette is a little more constrained (a lot more constrained), and I had to add dithering, but it's good enough for my needs. Not going to be rendering Toy Story on it, though. #gamedev

Adding the combo system and UI for it. Just tracking combo start, displaying combo size, and displaying combo result (landed or bailed). Also increased the trick history stack on the right hand side from 20 to 40 text elements.

I’ll add scoring later, first I need to add difficulty scaling to the balance gameplay. It’s still first pass placeholder.

He terminado de implementar las fuentes y el renderizado de texto. Al cargar las fuentes puedes cachear, en un atlas, caracteres numéricos para usarlas, por ejemplo, en contadores e internamente no tiene que estar liberando y reservando memoria.

Un ejemplo de uso (mas o menos como la imagen)

load_font ("fonts/Clarity.ttf", 16, 2, "0123456789"))

on_draw:
render_cached_text (2, "123")
draw_sprites({a_label}, camera)