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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:
Turn’s out it was being quarantined by MacOS, and these instructions resolved the issue.
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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📘 Devlog
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 →
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Starting to work on the background tiles. This is what I have so far. I hope it’s not too busy or distracting.
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📘 Devlog
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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📘 Devlog
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 →
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📘 Devlog
Godot Project — Level 2-3 Update
Critical path for level 2-3 has been built. Continue reading →
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📘 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 →
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📘 Devlog
Blogging Tools — All About Images
Some recent changes to Blogging Tools around images and image processing. Continue reading →
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📘 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 →
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📘 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 →
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📘 Devlog
Godot Project — Some Feelings
Progress on the Godot game has been fulfilling yet tinged with doubt about its value and purpose. Continue reading →
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📘 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 →
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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 →
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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.
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📘 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 →
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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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📘 Devlog
UCL — Assignment
Some thoughts of changing how assignments work in UCL to support subscripts and pseudo-variables. Continue reading →
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📘 Devlog
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 →
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📘 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 →
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📘 Devlog
Dialogues
A post describing a playful dialogue styling feature, inspired by rubber-duck debugging, and discusses the process and potential uses for it. Continue reading →
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📘 Devlog
Godot Game Update
A brief status update on that Godot game. I think we’re pretty close to a finished 4-1 level. The underground section has been built, and the level has been decorated. I’ve also added a couple of secrets, which needed a few new mechanics — like doorways, which are used to transport the player around the level — plus some refinement to existing ones. I am a little concerned about the amount of waiting involved near the end of the first half, where the player will need to make their way across a large gap by jumping on the slow cycling “layer 2” tile layer. Continue reading →
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Made some more progress on that Godot game. I haven’t gotten any further with the first level of world 2, so I’ve been spending much of my time making mechanics. One of them was the slow moving “level 2” mechanic that I stole wholesale from Super Mario World. That mechanic, despite it being frustrating to speed-runners, was always slightly interesting to me. To have areas of a level become accessible or hazardous just due to a layer of it oscillate up and down, it promised to make for some interesting timing challenges. At least in theory.
Portion of the new level showing all three new mechanics. I decided to put that theory to the test, and start work on one the later levels. And despite being a little skeptical about whether the mechanic could carry through a level on it’s own, I came up with one that I’m reasonably happy with. The mechanic is introduce slowly, and in a rather non-threatening way, proving the player the means to get to higher ground. This leads into the second half, which will be a long underground section which will ramp up the difficulty by introducing the risk of getting crushed or missing platforms.
To compliment this is a new enemy that rushes the player. The player cannot do anything to defeat this enemy: combat is not really a thing in this game. All they could do is evade it before the enemy gives up. I am reusing the same “green slime” sprite for this but I’m hoping that the differing animations provide some hints of how this enemy’s behaviour differs from that of the simpler one.
Finally, it was time to consider checkpoints. While the first few levels were too short to justify adding them in, this one is just that bit too long without one. And given the difficulty ramp-up in the second half, having the player go through the slower first half every time they died would probably lead to frustration. So checkpoints are now a thing. They’re not free — costing 5 coins to activate — and they are sometimes mandatory, blocking the player from progressing until they pay the toll. But I think their presence helps with eliminating the areas of the level that would just be boring to play through again and again.
So yeah, I’m quite happy with this level. And I’m also happy in realising that I’m not bound to building this game in the same progression that the player will experience it. It’s better sometimes to just work on the areas that you’re ready to. I mean, it’s sounds obvious to say that now. Not sure why it took me this long to actually do so.
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Spent some time over the last few days working on that Godot game, mainly building new mechanics. This evening I started working on an interceptor, something that would jump out of the quicksand in order to disrupt the player’s jump. Here’s an example of how they look in the test bed:
And yeah, they’re pretty much a carbon-copy of the Podoboos from Mario. But I think there’s a reason they’re still making an appearance in games, years after their debut in Super Mario Brothers. They’re quite a versatile enemy, making jumping challenges a bit more interesting than just seeing whether the player the clear a gap. Plus they’re reasonably easy to make.
Another mechanic taken from Mario was a switch that revealed coins and tiles for a limited time. Hit it once and the child nodes of this “timed_limited_visible” scene are displayed and activated for 10 seconds, before they disappear again:
Much like the blue P switch this mechanic takes inspiration from, the switch can only be activated once. So it may be only useful for bonuses and areas the player can afford to miss.
I had to do some special handling for nested
TileMapnodes, since the player could still collide with them even when they’re hidden. How I solved this was nothing too spectacular: basically I just walk the child tree looking forTileMapinstances, and when encountering one, just enabling or disabling the first layer:func _show_and_activate_children(): visible = true process_mode = Node.PROCESS_MODE_INHERIT for tm in find_children("*", "TileMap", false): tm.set_layer_enabled(0, true) func _hide_and_deactivate_children(): visible = false process_mode = Node.PROCESS_MODE_DISABLED for tm in find_children("*", "TileMap", false): tm.set_layer_enabled(0, false)Building these elements was fun, but the main problem is that I’m struggling to come up with a centrepiece mechanic for level 2-1, something that defines the level in some way. I have an idea for level 2-2 — this world is set in a desert so I’m hoping to introduce a thirst mechanic — but level 2-1 I’m hoping to keep relatively plain so as to avoid overwhelming the player with too many new things. The fear is to avoid making it little more than what the player encountered in world 1: a series of jumping puzzles over pits. Sure, that’s pretty much the entire game in a way, but some variety would be nice.
I’m hoping one of these mechanics could help here. I guess I’ll find one once I’ve start seriously building the level.
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Started working on world 2, and one of the main mechanics of this world: quicksand. It won’t kill the player directly, but it will make it difficult for them to manoeuvre, and getting too low could cause death. Might be one of the more annoying mechanics in the game, but that’s kind of the point.