Handmade Network»Nullsson

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Hey guys, my first game is now released on Steam!

For you who missed it, it is a puzzle game where you play as a brain called &brainroll who has to move brain blocks while sliding on ice. It mixes ideas from ricochet robot and sokoban.

The game and engine is handmade written in a C style of C++ and is built using Win32, WASAPI, DirectWrite, OpenGL, lz4 and of course a UI system inspired from Ryan's great articles.

If you're interested then please check it out and if you end up getting it then please consider leaving a review!

Thank you again for the help and motivation to finish this project.

https://store.steampowered.com/app/2396530/Brainroll/

In connection with the release of &brainroll on Steam, I have written a blog post about my thoughts on the release of my first game.
I am still not that confident in writing, especially in English so some feedback is most welcome!

https://www.oskarmendel.me/p/bringing-dreams-to-reality

Also if you havn't already, check out Brainroll on Steam, I have updated the page to show the release date. https://store.steampowered.com/app/2396530/Brainroll/

With a lot of help and motivation from the HMN community I am proud to announce that my handmade built game &brainroll is finally being released on steam in the coming weeks!

It is a sokoban-style puzzle game where you play as a small brain called Brainroll who has to move brain blocks while sliding on ice. The game features 50 levels where you can get up to three throphies based on how good your solution is.
The game and engine is written in a C style of C++ and is built using Win32, WASAPI, DirectWrite, OpenGL and lz4 for compression.

Initially the game will only be released on Windows but I will eventually get around to porting it to Linux as well.

If this is of any interest to you then please consider wishlisting the game on Steam: https://store.steampowered.com/app/2396530/Brainroll/

I managed to setup a modern OpenGL 4.5 context in COBOL this weekend. Right now I just set glClearColor and then clear the screen. My ambition is to actually render a triangle or something but I still find this as a cool milestone.

Here is the source if anyone is interested: https://github.com/brokenprogrammer/CobolGL

This weekend I've imlpemented line rendering into my renderer and just now also added support for texturing the lines. It's still not perfect, I think I have to work a bit with the texture coordinates in the shader to make it look better but I'm happy with the progress.

I implemented "pressure plates" as a new mechanic in my game Brainroll today.

Finished keyboard navigation of my new UI implementation that is based on Ryan's articles!