Posts in "Devlog"

Here’s the coding projects I’ve been working on in my spare time.

Making some progress in learning Elm for building frontends. Started working on a Connections clone, which I’m calling “Clonections”. This is what I’ve got so far:

It’s been fun using Elm to build this. So far I’m liking the language. Of course, now I’ll have to come up with puzzles for this. 😐

Spent a little more time working on my idea for Dynamo-Browse this week. Managed to get it somewhat feature complete this weekend:

I probably should say a few words on what it actually is. The idea is to make it quick and easy to run pre-canned queries based on the currently selected item and table.

Let’s say you’ve got a table with customer information, and another table with subscription information, and they’re linked with some form of customer ID. If you wanted to see the subscriptions of a customer, up until now, you’d have to copy the customer ID to the paste-board, change the currently viewed table, then run a query to select the subscription with that customer ID. It’s not difficult but it’s extremely tedious.

This change is meant to streamline this. Now, in a script function, you can define a “related item” provider which, if matched against the currently displayed table, will be given the currently selected item, and will return a list of queries that will display items related to the current item (depending on whatever definition of “related” will be). This will be presented to the user as a list. When the user chooses the item, the query will run and the results will be displayed.

Here’s an example of the script used for the screencasts:

ext.related_items("business-addresses", func(item) {
    return [
        {"label": "Customer", "query": `city=$city`, "args": {"city": "Austin"}},
        {"label": "Payment", "query": `address^="3"`},
        {"label": "Thing", "table": "inventory", 
            "query": `pk=$pk`, "args": {"pk": "01fca33a-5817-4c27-8a8f-82380584e69c"}},
    ]
})

ext.related_items("inventory", func(item) {
    sk := string(item.attr("sk"))
    return [
        {"label": "SK: " + sk, "table": "business-addresses", 
            "query": `pk^=$sk`, "args": {"sk": sk}},
    ]
})

Notice how the last business-addresses item specifies the “inventory” table, and that the “inventory” provider actually uses an attribute of the item. Here’s a screencast of that working:

This feature has been on the idea board for a while. I was trying to work out how best to handle the pre-canned queries, especially considering that they will likely be different for each item and table. Some ideas I had were adding additional UI elements that the user could use to configure these queries. These would go into the workspace file, a sort of an embedded database which is created for each session. This was pretty crappy, especially when you consider that workspaces usually only last until the user exists. It was only a few weeks ago when I considered using the scripting facilities to implement this (which, honestly, shows how much it remains under-utilised).

Anyway, I’ve only just finished development of it. I’d still like to try it for the various related items I tend to use during my day-to-day. We’ll see how well it works out.

Idea For Mainboard Mayhem: A Remote Pickup

Sort of in-between projects at the moment so I’m doing a bit of light stuff on Mainboard Mayhem. I had an idea for a new element: a remote control which, when picked up, will allow the player to toggle walls and tanks using the keyboard, much like the green and blue buttons. I used ChatGGT to come up with some artwork, and it produced something that was pretty decent. Prompt: pixel art of a remote control with a single red button styled like the tiles found in Chips Challange, rotated 45 degrees to the right.

More work on Mainboard Mayhem today. Had a bit more success getting the Windows build into a releasable state.

First thing was the app icon. That blog post I talked about yesterday worked: I was able to set the icon of the executable. I did make a slight adjustment though. The post suggested using ImageMagick to produce the ICO file, but I wasn’t happy with how they looked. There were a lot of artefacts on the smaller icon sizes.

So I looked around for an alternative, and found this package by Lea Anthony. He’s the maintainer of Wails, a cross-platform toolkit for making browser-based GUI apps in Go, sort of like Electron but without bundling Chrome. In fact, most of the build for Mainboard Mayhem was put together by reading the Wails source code, so I trust he knows what his doing. And sure enough, his package produced a nicely scaled ICO file from a source PNG image. Better yet, it was distributed as a Go package, so I could no need to install and shell-out to run it: I could just integrated it directly into the project’s build tool.

Using rsrc to generate the SYSO file with the icon worked as expected: Go did pick it up and embed it into the executable. I did have some trouble getting the Go compiler to pick up these files at first. In short, they need to be in the same directory as the main package. So if you’re running go build ./cmd/thing, make sure the SYSO files are in ./cmd/thing. Other than that, no real issues here.

Screenshot of Windows 10 file browser with mainboard.exe shown with the app icon, plus a few sdl DLLs
A beautiful site: Mainboard.exe with the embedded app icon

One last thing I had to deal with was the console window. Running a Go app in Windows shows the console by default. Perfectly fine for command line tools, but less so for games:

Screenshot of Mainboard Mayhem running with the console window open in the background showing log messages
Mainboard Mayhem with that annoying console window. Even the log messages are dull (well, unless you're working on the app).

So I had to find a way to hide the console on launch. Since Mainboard Mayhem is using SDL, I’m actually using MinGW to cross-compile the Windows release on an Ubuntu build runner. The documentation for MinGW suggests adding -mwindows as a linker option to hide the console:

# What I was doing before, which didn't work
CGO_ENABLED=1 \
CC="x86_64-w64-mingw32-gcc" \
GOOS="windows" \
CGO_LDFLAGS="-mwindows -L…" \
go build -o dist/cclm/mainboard.exe ./cmd/cclm'

This didn’t actually work when I tried it: launching the app kept bringing up the console. Turns out what I should’ve done was follow the advice of many Stack Overflow answers, and set -ldflags "-H=windowsgui" on the Go command:

# This works
CGO_ENABLED=1 \
CC="x86_64-w64-mingw32-gcc" \
GOOS="windows" \
CGO_LDFLAGS="-L…" \
go build -ldflags "-H=windowsgui" -o dist/cclm/mainboard.exe ./cmd/cclm'

This works even without the -mwindows switch. Not completely sure why though. I guess MinGW is not actually being used for linking? Or maybe -m only works with C header files? Don’t know. 🤷 But doesn’t matter: the console no longer shows up on launch.

Screenshot of Mainboard Mayhem running, but with no console window. File browser running in the background
Mainboard Mayhem without the console window. A much nicer experience now.

Finally, there was testing it all, and for this I just bit the bullet and set-up a Windows 10 virtual machine in Azure. The rate is something like $0.16 AUD an hour, an easy decision compared to spending time trying to get a VM with Windows 10 running on my machine.

One remaining thing that’s slightly annoying is Windows Defender refusing to launch it after download, doing effectively the same thing as Gatekeeper on MacOS does:

Screenshot of Windows Defender SmartScreen indicating that it's refusing to start an unrecognised app. A single button saying 'Don't Run' appears at the bottom of the dialog.
Gatekeeper a.la. Microsoft.

I’m sure there’s a way around it but it’s probably not worth learning about it at this stage. It’s easy enough to dismiss: click “More Info” and the click “Run Anyway”:

Screenshot of Windows Defender SmartScreen indicating that it's refusing to start an unrecognised app, saying the name of the executable and that the publisher is unknown. Two buttons saying 'Run Anyway' and 'Don't Run' appears at the bottom of the dialog.
Clicking 'More Info' gives you a way to launch the app.

But other than that, I think the Windows version of Mainboard Mayhem is ready. I’ve updated the website to include the Windows archive if anyone’s interested.

Spent some time today on Mainboard Mayhem, trying to finish the Windows build. I’ve actually got Windows version of the game being built for a while now. I just haven’t published them, mainly because I haven’t got the app icon set-up yet.

But this week, Golang Weekly had a link to a blog post by Mahmud Ridwan on how to do so. It looked pretty straightforward, so I thought I’d give it a try.

And yeah, the instructions themselves were easy enough, and I wish I could say if they worked or not. But in order to test it, I need a Windows machine. And I don’t have one, and I wasn’t about to get one just for this.

So I tried setting up Windows in a VM using UTM. I got this far:

A blue Windows install screen within a MacOS window showing a spinner and the message 'Just a moment…' underneath

Yeah, this infinite spinner has been staring at me pretty much all day. I got a Windows 10 installer ISO using CrystalFetch, and it seemed to work. But it just doesn’t want to boot up for the first time.

Not actually sure what the problem is. The error message seems to suggest that it’s having trouble connecting to the internet. Might be that? Or maybe the installation didn’t complete properly? Could be anything. 🤷

So no luck getting this tested yet. I’m wondering if it might be easier to forget virtualisation and just launch a Windows instance in the cloud somewhere instead.

Mainboard Mayhem

Project update on Mainboard Mayhem, my Chip’s Challenge fan game. I didn’t get it finished in time for the release deadline, which was last weekend. I blame work for that. We’re going through a bit of a crunch at the moment, and there was a need to work on the weekend. The good news is that there wasn’t much left to do, and after a few more evenings, I’m please to say that it’s done.

Project update for Mainboard Madness. Well, today’s the deadline for getting the thing code complete, and what a surprised, it’s not finished.

To be fair, it’s pretty close. All the levels are more or less done, and the beats of the in-game lore have been added. It all just needs tightening up a little. I spent today working on the end-game phase, which mainly involved coding up the credit sequence, and making sure I include credits for those involved in the original game (and who’s artwork I lifted).

Mainboard mayhem credit sequence showing the final credit message 'Thanks for playing'

The work remaining is to finish one or two game elements, adding a proper app icon, and finishing off the website. I’m wondering whether to add sound, but I feel bad enough taking the artwork from the original game, I rather not take the sound effects as well. That will mean the game will remain silent for the time being, but I can probably live with that for now.

I think we’re still on track for getting this finished by this time next week. Last dash to the finish line, then I can put this 9 year project to rest for a while.

Small project update on my Chips Challenge fan game.

Started working on the final level. I was dreading this a little, thanks to my awful level design skills, but I made a great start to it this morning and it’s actually coming along pretty well. It’s a good opportunity to use all the elements that I didn’t get a chance to use in any of the other puzzles, and it’s also shaping up to be one that has a bit of climax.

I’ve also started working on the website, which is little more than just a landing page. This meant finally coming up with a name. I’ve chosen “Mainboard Mayhem” which is… okay, but it’s one that’s been rattling around in my head for a while, and I really couldn’t use anything close to “Chips Challenge”. I’m already using the tile-set from the original game, I rather not step on any more intellectual property.

Anyway, one more week of development left to go. Still need to setup the app icon, finish all the levels, and maybe add a menu. Then I think we’re code complete.

Working on my Chips Challenge “fan game” this morning. Added the notion of “lower thirds,” which will show text at the bottom of the play field. I’m hoping to use it for narrative or way-finding, like here in this hub level:

Demonstration of the lower third indicating the direction of movement towards tutorial levels in a hub map

Also working on puzzle design. There’s about 19 or so “real” puzzles but I’m wondering if it’s worth adding a few tutorial ones for those that have never played the original Chip Challenge before. I’ve done about 5 such puzzles and I think I need to add maybe 3 or 4 more to cover everything I’m hoping to demonstrate. I wish I liked puzzle design more than I like tinkering on the engine.

Of course, the big question is why I’m working on this at all. There is, for lack of a better word, a vision for this, in terms of narrative and structure, but this project has been in development on and off for about 9 years or so, and I’m wondering if it’s time to just stop working on it altogether. I really am starting to get sick of it, in a way. And yet, this project has shown remarkable staying power over that time that I feel like if I don’t actually wrap it up, it’ll just continued to be worked on. It feels like the only way to end this project is to finish it, in one way or another.

So I’ll set myself a dead-line: something releasable in two weeks, and actually released a week after that. After that, no more! I’ll work on something else.

Attempting to design an app icon for a Chips Challenge fan game I’m working on. Going for something that looks like the fireball sprite in the original game with a hint more realism and tinted in the colour blue. For reference, here’s the original fireball sprite:

Fireball sprite in Chips Challenge

And here’s my attempt:

Blue plasma shaped like the fireball sprite in Chips Challenge

I started with Stable Diffusion to get the base image:

Stable Diffusion production of the image described in the caption
Prompt: a blue plasma fireball shaped like a throwing star with four points on a white background, pixel art

Then imported into Acorn to rotate it, colourise it, and distort it to look a bit closer to the original sprite.

Screenshot of Acorn showing the image produced by Stable Diffusion rotated and the effects applied to produced the final image.

Desaturating the original image got rid of the purple centre, then applying the Glowhoo and Hue Adjust effect recolourised it to the blue I was looking for (I’m not sure what the Glowhoo effect does, but it seems to adjust the colour based on the pixel intensity, so it was good enough for what I wanted). Finally, I added a Twirl Distortion effect to achieve the slight warp in the star.

And yeah, it’s not going to win any design awards, but it’s good enough for now.

Oh, and just for kicks, here was my first attempt of producing the sprite using Affinity Designer.

First attempt at the blue plasma logo, crafted within Affinity Designer

That’s definitely not going to win any design awards. 😂