Devlog The RSS feed for Devlog.

My public workbook about coding projects I work on in my spare time.

  • Bit more on lifts in Godot today. Re-engineered how the whole thing works: now everything is driven by the stationary lift doors. Each door has a reference to a lift and a target door. This makes the lift carriage itself rather passive: it will continue to reparent the player as before, but it no longer needs to track activations or have animating doors of it’s own. The doors just tell it where and when to go.

    This has got proper targeting working so that a lift can now move between a pair of doors. It also allows for the player to call for the lift when it’s not positioned at the doors already. There are a few more dependencies amongst the various entities, but I think it makes for a more robust system.

  • Small change to the thirst mechanic for my Godot project. Switched from discrete thirst levels to a single timer that will tick down if the player is thirsty. This allowed for a change to how I indicate this to the player, replacing text messages that’ll be displayed at each thirst level with a gauge that shows up on the HUD.

    Auto-generated description: A retro-style video game features a knight-like character navigating a platform with a floating pink enemy and a water obstacle below.

    I thought that the messages would be enough, but after playing through with them, they turned out to be more of a hindrance. They didn’t communicate the player’s thirst level well enough: they show up for a few seconds, then disappear, leaving the player to wonder how much time they have. This information is now always present with the gauge. Plus, I think it gives more of a sense of urgency, in that a gauge that’s constantly ticking down will encourage the player to play a little faster in order to reach the next water bottle before they perish from thirst.

  • More on that Godot project today. Finally bit the bullet and started working on proper backdrops. I’ve leaving the artwork until later (i.e. I’m procrastinating), today was all about the mechanics, trying to get parallax scrolling working. Fortunately Godot has built-in nodes to make this easy, although I did have to upgrade Godot to 4.5.

    This is my first cut, some simple colour banding to represent sky and sand in one of the desert levels:

    Auto-generated description: A pixel-art game interface shows a character in armour on a blocky terrain with a blue sky background and floating coins.

    These two layers were added to the scene as Parallax2D nodes, each with a single Sprite child. Positioning the sprites was a little tricky. Godot suggests placing them at the origin, but what I didn’t understand was that the actual position of the sprite depends a lot on the scroll scale of the Parallax2D node. I added the sky layer without changing the scroll position and it took me a while before I discovered that it was appearing below the camera. Only after reducing the scroll scale to about 0.1 did it start showing up in the viewport (one nice thing about Godot 4.5 is that the “play scene” window includes debug options, allowing you to hijack the camera and move it around the scene).

    Auto-generated description: A game development interface is displayed, featuring a pixelated game scene with water and blocks being edited in an application, likely Godot Engine.

    I will need to introduce some detail in the backdrop layers soon. The bands are too simple and may induce some vertigo when the player is ascending to high platforms. Plus, it just looks boring. Not that they’re meant to be eye-catching but something a little more interesting would be nice.

  • Small DevLog update today. Continuing to work on that Godot game. I got the bulk of the mechanics of level 2-1 built (it still needs dressing up), and I spent this evening mainly just play-testing it, and tweaking it. I think I may need to get someone else to play-test it though, just to make sure it’s not too hard. It’s significantly long, coming in at 10,560 units horizontally, and given how many new mechanics are involved, I’m a little worried about the difficulty curve. But I am happy about the mix of elements I do have. It doesn’t feel boring, which was the concern I had. There are some timing challenges, and I the pacing across the level feels fine. But I really should convince someone else to try it out.

  • 📘 Devlog

    Trying OpenAI Codex to Produce Freelens Logo Creator

    Using OpenAI Codex to make a logo generator tool to allow customisation for different clusters in Freelens. Continue reading →

  • Ah, MacOS’s locked-down nature strikes again! Was testing the CI/CD build for Dequoter and after downloading the artefact and attempting to open it, I got this warning message:

    Auto-generated description: A warning dialog box states that Dequoter is damaged and suggests moving it to the Bin, with options to cancel or proceed.

    Turn’s out it was being quarantined by MacOS, and these instructions resolved the issue:

    xattr -dr com.apple.quarantine '/Applications/Your Application.app'
    

    The binaries not notarised so I wasn’t expecting it to work out of the box. I was hoping that it would do that thing where the app will be listed in settings and I can allow it to launch from there, but I guess there’s something about where this file came from that was too much from MacOS. Ah well, I can live with this for the short term.

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    Dequoter — Something Different Today

    A new project called Dequoter was started to unquote a JSON string and filter it, utilizing Go for backend functionality and HTML for the frontend. Continue reading →

  • Starting to work on the background tiles. This is what I have so far. I hope it’s not too busy or distracting.

    Auto-generated description: A pixelated video game scene features a character in knight armor navigating a stone brick environment with a wooden crate and a collectible item.
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    Godot Project — Bricks in Level 2-3 Laid

    Just a quick update today. I’ve finished all the brickwork in level 2-3. And it didn’t go too badly. Made one significant mistake which would’ve involved a lot of rework, that I patched up with some single tiles: Top: the mistake. Bottom: the fix. Doing the rest of it was pretty dreary work. Godot does have some tools to make this easier, but there was no getting around the level of care needed to place the bricks correctly. Continue reading →

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    Shutting Down Nano Journal

    With the move to Obsidian for my journalling needs, I shut down my bespoke journalling web-app. I deployed it on 26th August 2024, which makes it just over a year old. I did start using Obsidian on the 20th though, so it didn’t quite make it the entire year. Even so, not bad for something hand made and somewhat neglected. Most things I eventually abandon last way less than that. Continue reading →

  • 📘 Devlog

    Godot Project — Level 2-3 Update

    Critical path for level 2-3 has been built. Continue reading →

  • 📘 Devlog

    UCL — Comparing UCL To Some Early Ideas

    Comparing UCL to an idea for a hypothetical command language for a now-defunct CLI project, which aimed to combine shell-like REPL functionality with scripting capabilities. Continue reading →

  • 📘 Devlog

    Blogging Tools — All About Images

    Some recent changes to Blogging Tools around images and image processing. Continue reading →

  • 📘 Devlog

    Godot Project — Level 4-2 And Level 2-3

    Progress has been made on level 4-2, and early development on level 2-3, alongside new game elements. Continue reading →

  • 📘 Devlog

    Blogging Tools — Category Fixer

    Adding an RSS feed parser and in-app notifications to build a feature to triage image posts that don’t have a category. Continue reading →

  • 📘 Devlog

    Godot Project — Some Feelings

    Progress on the Godot game has been fulfilling yet tinged with doubt about its value and purpose. Continue reading →

  • 📘 Devlog

    UCL — More About The Set Operator

    I made a decision around the set operator in UCL this morning. When I added the set operator, I made it such that when setting variables, you had to include the leading dollar sign: $a = 123 The reason for this was that the set operator was also to be used for setting pseudo-variables, which had a different prefix character. @ans = "this" I needed the user to include the @ prefix to distinguish the two, and since one variable type required a prefix, it made sense to require it for the other. Continue reading →

  • That Which Didn't Make the Cut: a Hugo CMS

    You’ve probably noticed1 that I’ve stopped posting links to Open Bookmarks, and have started posting them here again. The main reason for this is that I’ve abandoned work on the CMS I was working on that powered that bookmarking site. Yes, yes, I know: another one. Open Bookmarks was basically a static Hugo site, hosted on Netlify. But being someone that wanted to make it easy for me to post new links without having to do a Git checkout, or fiddle around YAML front-matter, I thought of building a simple web-service for this. Continue reading →

  • Had a reason to write a journal entry today, which meant I had a reason to work on the journaling app. Biggest change was moving the entry list to a separate page and supersizing the text-area to allow for larger entries. Good thing too: today’s was going to need all the space it could get.

  • Working on that Godot game again, mainly coming up with mechanics for a new level 2. This is what I’ve got so far: a mine tethered to a balloon. Their idle state is just bobbing up and down, but I am planning a variant which will drop their payload and fly away when the player is nearby.

    Auto-generated description: Three red balloons are tethered to spiked balls, hovering above a row of green and brown blocks.
  • 📘 Devlog

    Dynamo-Browse Now Scanning For UCL Extensions

    Significant milestone in integrating UCL with Dynamo-Browse, as UCL extensions are now being loaded on launch. Continue reading →

  • All the recent changes to UCL is in service of unifying the scripting within Dynamo Browse. Right now there are two scripting languages: one for the commands entered after pressing :, and one for extensions. I want to replace both of them with UCL, which will power both interactive commands, and extensions.

    Most of the commands used within the in-app REPL loop has been implemented in UCL. I’m now in the process of building out the UCL extension support, start with functions for working with result sets, and pseudo-variables for modifying elements of the UI.

    Here’s a demo of what I’ve got so far. This shows the user’s ability to control the current result-set, and the selected item programatically. Even after these early changes, I’m already seeing much better support for doing such things than what was there before.

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    UCL — Assignment

    Some thoughts of changing how assignments work in UCL to support subscripts and pseudo-variables. Continue reading →

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    Blogging Tools — Finished Podcast Clips

    Well, it’s done. I’ve finally finished adding the podcast clip to Blogging Tools. And I won’t lie to you, it took longer than expected, even after enabling some of the AI features my IDE came with. Along with the complexity that came from implementing this feature, that touched on most of the key subsystems of Blogging Tools, the biggest complexity came from designing how the clip creation flow should work. Blogging Tools is at a disadvantage over clipping features in podcast players in that it: Continue reading →

  • 📘 Devlog

    Blogging Tools — Ideas For Stills For A Podcast Clips Feature

    I recently discovered that Pocketcasts for Android have changed their clip feature. It still exists, but instead of producing a video which you could share on the socials, it produces a link to play the clip from the Pocketcasts web player. Understandable to some degree: it always took a little bit of time to make these videos. But hardly a suitable solution for sharing clips of private podcasts: one could just listen to the entire episode from the site. Continue reading →