Handmade Network»Jake

Recent Activity

&abbrv 1.4 is now released:

https://github.com/jakemason/abbrv/releases/tag/v1.4

This update allows you to mark entries as "hidden" which will obfuscate their values when the application is open by replacing their values with asterisks (*) without affecting insertion functionality. This is mostly helpful for streamers who want to be sure that they don't leak API keys and alike by mistake when expanding the abbrv window.

As always, please open an issue if you run into any problems! Thanks!

&abbrv Just a quick update to these forums that I've released abbrv 1.2 which I'm considering feature complete. I'll happily fix any bugs reported by Issues or entertain the idea of additional functionality if it's requested, but unless that happens I believe the project will remain at 1.2. It meets my needs and I'm pleased with its performance for me thus far. You can see the 1.2 release here: https://github.com/jakemason/abbrv/releases/tag/v1.2

Nothing new in this gif, just wanted to update the project board and say that I think abbrv made it for a 1.0 (actually 1.1!) release before the jam closes. A very simple project, but ultimately pleased with the progress. Ideally I'd want to make it work for MacOS as well, but for the end of the jam just working on Windows is enough for me. You can grab the release here: https://github.com/jakemason/abbrv/releases

I'd greatly appreciate any/all feedback or bug reports. I figure I'd give this like a week after the jam closes, fix any bugs found and then mark a 1.X release that isn't flagged as beta. &abbrv

Changed the SendInput() API calls around to send one big batch of inputs instead of multiple calls. This makes longer string insertion much faster. &abbrv

A less interesting, but still important, update: we can now ship a single .exe file with fonts and any/all other required pieces embedded in the .exe. Once you add entries, your .exe is joined by config.abbrv that contains all your saved data. Moving data between machines is as simple as copy/pasting that file between them. &abbrv

Some more kinks worked out, input/output seems bugless (so far) and we now support multi-line expansions. Saving and loading works without issue and happens whenever a pair is added, removed or modified. Thanks to Martins I've also resolved a number of Windows System Tray Icon woes! I'm very pleased with this progress so far -- I'll need to start researching the MacOS implementation details starting tomorrow. I assume that'll take a lot more time as I'm far less familiar with that environment... &abbrv

Mostly successful Windows build for &abbrv ! There's still some work to be done on this version, and the entire Mac OS platform layer to do, but I'm very pleased to be so far along already. I think I chose a reasonably sized project for the jam 🙂

First day of progress is totally unimpressive visually, but I've got the window rendering working (not seen here as it's pretty bland) and the keyboard logger running even when the app is minimized and not focused on Windows.

When not programming at 2AM, it is a lot easier to get a particle editor going

Looking at Ryan's work on his atlas made me realized I never really put mine through a test like that. (As an aside, this man knows 1 simple trick to kill good looking gif compression. Discord hates him!)

Added a toast-like "chatter" system to the engine tonight for little in-world conversations that occur in world space. These will be different from actual dialog interactions in that they're "background" noise in a sense. Merchants might yell "Best weapons in town! Come get your weapons!" etc, etc. I plan to implement the Left 4 Dead call & response system with it as well for flavor between characters. You can also stage little dialogs as done below (will likely need to open in large to see it clearly)

I have no idea why the recording does that ghosting effect. It isn't there in-engine. (Well.. it's Discord compression because the .gif doesn't do it either 😐 )