#raylib

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zet23t
zet23t

New #devlog video:

I am trying to cut down the time of making these videos, because I have such a lack of time right now. So this time I tried editing the video from different takes - which is something I haven’t really tried doing before.

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weak-password-haver
weak-password-haver

As part of a subject I have at uni, me and a couple of others have to recreate castlevania with a c++ library called raylib

but like, I’d rather die then to hardcode tiles AND THEN have to create their collisions.

No I did something far, far worse.

You see I’ve spent my whole ass day making this fucking shit™

Let me tell you it was hard, but definitely worth it for the bragging rights alone!

It uses raylib to read the image pixel by pixel (thank fucking god raylib had a function for that, I didn’t want to have to learn how pngs are encoded) when it sees certain colours it draws them from the tilemap


The shit really got bad when I decided that I didn’t want individual rectangles for every tile (can you imagine the performance???) so I threw myself into a rabbit whole called “maximum rectangle coverage” or something like that i cant remember.

Thank the fucking heavens for TechDose my new favorite tutorial youtuber.

Anyways i’m gonna drink some fucking water

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zet23t
zet23t

Still setting up this animation - but I guess I can go with this state for now and proceed to implement the whole level solved animation to see how it feels when actually playing the game.

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zet23t
zet23t

Trying out some text effects for the animation thing… I am not sure if it really fits the game.

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weak-password-haver
weak-password-haver

I have to use raylib for a project in Uni. I don’t know whether to love it or hate it honestly…

anyways have some tasty video

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zet23t
zet23t

What will I do when I run out of space on my atlas 😬?
Or will I 😅?
I wanted this limit so I don’t overstretch and want to much… and so far, it worked and I still might make it. I just need 4 more icons…

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zet23t
zet23t

Here is a new daily update video I recorded; it’s already day 218 since I started working on 8-bitBot.

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zet23t
zet23t

I have this sudden urge to give the monitor a laser pointer that turns the cursor into a laser point light to highlight stuff.

And: Do you know the answer :D?

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zet23t
zet23t

I love the way the text waves into place. More so even since it works with embedded sprites and other features. I still want to align this a bit better.

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zet23t
zet23t

To quick-showcase what I did in my devlog in my video, I need to add just one more text markdown instruction. Just one more, I swear.

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mrkrot
mrkrot

Little cellular automaton simulation i’ve been working on! It’s not using compute shaders or anything like that, but I would want to add SIMD support and multi-threading.

It’s running at ~40 FPS on a grid 1920x1080, and I think that is a great result.

It’s made like a library, and it’s supposed to be really customisable, you can define your own functions for ticks and etc.

BTW, all this is written in zig and raylib, with no more dependencies! You can check the source code here: https://github.com/MrKrot792/libcf-2.0.git

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zet23t
zet23t

Wanna see something fun? Check out how enthusiastic my little tutorial monitor can get when leaving the blend range between 0 and 1 behind us and we explore what comes beyond! I just find this too great :D!
SO: Don’t clamp values unless you really need to!

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zet23t
zet23t

Coming along with the first tutorial, second iteration (I made this intro tutorial, before I killed the system and changed the UI/UX).
One shift I made today: The entire tutorial here is described in a text file. I initially wanted to use pure code, but … 🧵
#gamedev #indiedev #solodev #raylib

Most steps use similar steps with minor configuration differences. So now a config file specifies the flags, coordinates, highlight zones, etc. I did not think I would go for this approach, but it turns out that this was surprisingly easy to implement, and I can still define steps in code.

Text file screenshot with the following content:


Step 4
Text[en] Our mission is to move our bot from here ...
SequenceElement IDLE HAPPY 6.0 0.1 0.1
TutorialCharacterScale 0.8
BubbleSize 400 150
BubblePivot 0.5 0
BubbleAnchor 0.5 0.5
BubbleOffset 0 0
RelativeToRegion
HighlightRegion LEVEL_BOT_1
MirrorBubble

Step 5
Text[en] ... to the goal over there.
SequenceElement IDLE HAPPY 6.0 0.1 0.1
TutorialCharacterScale 0.8
BubbleSize 400 150
BubblePivot 0.5 0
BubbleAnchor 0.5 0.5
BubbleOffset 0 0
RelativeToRegion
HighlightRegion LEVEL_BOT_TARGET_1ALT

I also extended the debug window with some tutorial related options; most useful is the mode to display registered regions. One thing crossing my mind is “game-pad support”; some tutorial steps would have to look different or would require extra steps. But this will have to wait until I work on that

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zet23t
zet23t

Experimenting to move more of the tutorial step data into the data file, because I guess most steps won’t require much logic. So moving it into a dynamic file should help me later on. Step data without specific code logic is now working :D