Spending some time tuning and tweaking tonight, here an enemy lays down a line of ice to get to the player for a hit faster
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Enemies in the game dynamically solve the game state for the best outcomes from a series of weights to be able to effectively use their different abilities for different situations They're always surprising me! -
Enemies in the game dynamically solve the game state for the best outcomes from a series of weights to be able to effectively use their different abilities for different situations They're always surprising me!Enemies in the game dynamically solve the game state for the best outcomes from a series of weights to be able to effectively use their different abilities for different situations They're always surprising me!
Here's a mage pushing an oil barrel into a wall to break it which would cause my to take fire damage.
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As promised, a technical write-up about the knowledge-journey I went on to implement Japanese Unicode support in my software-rendered retro game engine.As promised, a technical write-up about the knowledge-journey I went on to implement Japanese Unicode support in my software-rendered retro game engine.
There's a lot of juicy bits here about Unicode, string parsing, localization strategies, and more! Enjoy!
Japanese Font Support
Or: The Least Critical-Path Feature I Could Have Possibly Spent a Day On The General Plan Localization has been on my mind a bit recen...
The Ebonheim Chronicle (blog.brianna.town)
#gamedev #indiedev #japanese #retrocomputing #unicode #gaming #pixelart
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Was thinking about what it would take to allow Japanese characters in the EGA-like framebuffer and fell down a deep deep hole of adding the 8x8 misaki font and then writing code to convert Unicode codepoints to JIS X 0208 2-byte kuten coordinates.Was thinking about what it would take to allow Japanese characters in the EGA-like framebuffer and fell down a deep deep hole of adding the 8x8 misaki font and then writing code to convert Unicode codepoints to JIS X 0208 2-byte kuten coordinates.
Need to write up a full blog post about what all went into this but here's the final product in all its glory! Special thanks to @nicegeargames for translating my save file deletion dialog (minus the buttons which I googled )
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45 minutes tracking down a bug only to find that it wasnt a bug with the complex data structure but just a mistake in a piece of debug logic.salt in the wound: an assert would've stopped this whole charade but in the place where the assert should be was a comment
// should probably assert here?
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45 minutes tracking down a bug only to find that it wasnt a bug with the complex data structure but just a mistake in a piece of debug logic.45 minutes tracking down a bug only to find that it wasnt a bug with the complex data structure but just a mistake in a piece of debug logic. Not only was there no issue in the core code, the fix only affects the debug function. Bri has no moves. Bri used STRUGGLE.