made a dash animation for a new rpg im working on
My team just finished releasing a story game for a recent 2 month long jam. It's powered by my game engine, which was written in Pure C, from scratch, and everything was driven by coroutines. Great learning experience, if not stressful at parts 😂 . It's got a web and windows port
small game update: worked more on the animations for when the player wakes up at the start of the game
more coroutine shenanigans. This time I've implemented a working textbox system
Got screen fading to work in my game using my own coroutine system from scratch. this is the c code driving it
define_flat_coroutine(fade_screen_to_black, fcr_locals(int alpha_iteration;), ptr_type(Platform) platform) { f32 dt = convert(f32, platform->time.delta_seconds); fcr_begin({ system_color_pallete(COLOR_ID_FADER).x = (1021.0f / 1024.0f); fcr->locals.alpha_iteration = 0; }); for(; fcr->locals.alpha_iteration < 23; fcr->locals.alpha_iteration++) { system_color_pallete(COLOR_ID_FADER).x -= (2.0f / 1024.0f); fcr_wait_time(.05f, dt); } fcr_end(); } ... flat_coroutine(fade_screen_to_black) screen_fader = flat_coroutine_setup(fade_screen_to_black); //in the render function //next any relevant UI if(show_black_screen) { //append the black screen flat_coroutine_run_with_args(ref(screen_fader), platform); ptr_type(Render_UI_Quad) r_quad = ui_quad_fixture_append_fixed_space_single(ui_fixture, ref(ui_quad_space), 1); r_quad->sprite_attribs.z = -1.0f; } else if (reset_black_screen) { screen_fader = flat_coroutine_setup(fade_screen_to_black); //just reset the coroutine }
New blog post entry. This time I've been doing work on my 2D scene system and UI:
https://playbench.substack.com/p/weekly-benchmark-2
I recently started a development blog for my gamedev journey. It's in its infancy, but I expect it to grow with interesting content over time:
https://playbench.substack.com/
While working on my UI code in opengl, I ended up making a small ascii font that I found very useful to embed in my game screen when debugging. I made it small so it has very little impact on texture space (so small even the gba could use it I believe):
https://novicearts.itch.io/tiny-font-robo-console
I posted this in my intro, but I'll post again here.
I recently made a visual novel from scratch (making an engine with basic textbox and texture rendering features):
https://novicearts.itch.io/memoirs-of-kaizer-academy
It's got source code included for folks that'd like to take a look at how it's done.