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A little about myself.

I make:
+ Games using with
+ Music using
+ Pixelart using

I try and write at least a game a year.

For writing code, I exclusively use (love the brutalist theme)

Programing languages I love : R, Fennel, Erlang, Scheme, C, Elisp
Programing languages I hate : C++, Python, Javascript, Elisp
Languages I want to work with next: Rust, Elixer

Offline, I enjoy snowboarding and painting minis (Lord of the Rings)

@selfsame Was browsing itch and what did I see? Upworm trending on the font page of itchio!!

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Getting tweening working was so satisfying. Don't have time to apply it to the cards, but some movement in the game helps to bring it to life.

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submission is done!

I decided to try and make a strategic card game this year. Thought it would make for a nice calm jam, oh boy was I wrong!

Might do a few bug fixes tomorrow.

The game logic for my submission is almost complete.

Time to start pumping out cards!

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I am making a *bullet heck* game for the autumn lisp game jam and it's about a bee and an early build is now available on (linux only)


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I love the fact that love2d has corner bevelling built into its rectangle draw call. I implemented something similar that works for any image drawn.

It generates the points necessary for a 2d square circle mesh. Acting as a soft stand in for loves built in quads.

You can also assign a virtual viewport to the image if you are working with sprite sheets.

Just tested my HTML5 release target for love and fennel, i.e. I updated my submission to last fall's (Down Sheep) to run in the browser.

I also did a major overhaul of the itchio page using itchpack as practice for the upcoming Jam!

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My immediate mode positioning / windowing library for love has hit V 0.2.0. This means the API input arguments are soft locked.

Going forward there may be changes to the return values. I want the relative mouse position for each window to be returned with each push operation.

Griffith boosted

Ended up changing tact on my UI library design. I was trying to write a tool that took markup and converted it into an immediate mode UI render array. It worked great for static UIs. The whole thing fell apart when making changes to the array. Each change needed a full conversion from the ml.

I've reduced my scope substantially, taking my favourite parts from that library and implementing a much more LOVE idiomatic immediate mode library for anchors, columns, rows, grids, and windows.

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Hi! Game Making Social is a part of the Fediverse dedicated to being a well-moderated, cosy, friendly place to talk and share stuff about amateur videogame making, and everything surrounding that.

It's kinda an offshoot of Game Making Tools, which is a wiki(+) for a similar audience.

Game makers, game writers, game curators, etc. etc. most welcome!

Please read the rules before signing-up :)

PS: We have Animal Crossing, LSD, and Klik & Play emoji :3