The Clockwork Apprentice
I'm working on a new serial novel:
I'm working steadily on STIM and having a great time coding it up. It's been a long time since I've had “fun” building something on the web. And it's been because I have stopped feeling guilty about knowing some framework or doing it the “best way”. I'm using a collection of open source projects to build it and not reinvent the wheel.
Other than that, I'm looking forward to playing a game called Dragon Quest Builders 2 which is this really fun RPG/sandbox game.
The theme for the rest of this year is “output” and I aim to follow that.
Look for more posts soon on my progress on STIM
I was thinking about minimalist app making – where you just put together the most basic version of an app, and it struck me how I often try to over complicate things ( for example the HTML version of IttyBittyRPG ) so I set a goal for myself to create just a super minimalist Interactive Fiction tool I'm calling STIM. I'm using Repl.it to code it, Cash and Torus for the JS, and Bulma for the CSS ( and Font Awesome – which is ... Awesome!)
If you want to follow along you can check out this project:
Part of my vacation time was spent working on a new game making tool called #ittybittyrpg. I'm building it in Godot and I made a lot of great progress. Here's a recent screenshot with Save and Load working, as well as a logo from Logomakr
I have a really interesting idea for IttyBittyRPG where instead of doing things like Twine or Bitsy, as I was originally wanting to do, the idea will be more like you have a fantasy world sticker book, and you create dialog, battles, and levels like you might put stickers in a sticker book. The UI for the editor will be “playful” and then the game itself will be emergent from that.
So, since this is supposed to be about coding, I had to port over the Save / Load code from an older version of GDScript to 3.1.
Code example is here
If you've not tried it out, I encourage you to check it out and kick the tires. It's both been around for a long time (2008?) but seems new with this latest version 5. It's free and open source, so support it!
After today, I'm off on vacation for almost a week. I get to go to #campusmoviefest with my daughter, who is showing a few short films she has created. I'm super excited for her, and hopeful she can make connections with great folks there.
As for me, I've just got a new laptop, I've primed it with things like Godot Engine, GDevelop, Android Studio, and Visual Studio Code ( as well as Steam and Gog ). I've got a few things I'd like to do for myself whilst accompanying my daughter including:
That's a lot, right? Well I hope to stay super busy. And maybe play some of my immense backlog of PC games.
I just discovered GDevelop, though I think I have seen this engine in the past in earlier versions and thought “It's not fully baked, I'll check it out later” only to forget about it until I was reminded of it a few weeks ago. It's like Construct 2 and other “action sheet” kinda game makers where you don't exactly code , more like you set up listeners for certain events, then manipulate pre-built objects to make a game.
GDevelop is essentially a hybrid app that has been written in C++ but gradually ported over to ReactJS as well as Webassembly. Check out this very interesting slide show from the author that talks about the app's transformation.
For me, I've been trying to build a game making tool for over a year now, and I've been learning a lot about how to make an app. Godot Engine is an excellent tool for making games, both 2D and 3D and it even has enough functionality to create other kinds of apps.
I'm even working on a book about making apps in Godot, but more on that later. Today is all about GDevelop.
I decided to try out one of the tutorials to see how complex and workable creating a simple game in GDevelop would be, and I have to say it was pretty good.
If you want to skip to the playing part of this – check out my demo game over at itch.io.
Essentially I implemented this demo. It was pretty straightforward, with only a few glitches. I actually found a bug in the app, filed an issue, and got a response all in the space of 30 mins.
Apparently GDevelop is being maintained by a single person, in their spare time. It's looking pretty good for a side project, but to be honest I think they need to allow more folks to contribute.
It seems to be actively developed, with some exciting features just a few months ago added. I like where the app is going, and I plan on trying to create a real game in it this year.
My goals for my time at Terminus / Campus Movie Fest are to make progress on #ittybittyrpg and to get a basic walk around demo for Dungeon Afternoon working in GDevelop. I might even write some tutorials on my Andreww.xyz home page.
So, if you are a “non coder” or are looking for an app that has a nice framework to build a game within – that is open source and free – give GDevelop a try.
Today I got a new laptop. It's small, but fast, and I can do so much more with this one. It's an HP Pavilion x360 with a tablet mode. It's small, but it's perfect for my uses. Look for more code. More blog posts. More gamedev. More everything. Woot!
I've been seeing Dev.to around a lot lately. I've been posting a bit there too as well! I just discovered that Dev.to can “repost” from your own site's RSS feed ( Mine is here if you want to subscribe. Write.as also can auto post to Mastodon Follow me there either at this blog —> @email@example.com or my own account —> @firstname.lastname@example.org .
This is really powerful. RSS has been around forever, and while Google doesn't like it any more (hard to serve ads in a feed) the rest of the web can and should still use it! I'm glad sites like Dev.to are embracing this and allowing all of us greater freedom.
I post a daily “dev blog” which I will be re-post to Dev.to now for now on!
Write.as even auto posts this to Twitter. So really, if you create a Write.as account, you can make it your “master editor” for all your social posts.