Love is in the output.
This week's TTRPGkids Dev Log covers what happened behind the scenes with a crowdfunding campaign survey mishap, campaign prep for another project, and where you can find me at conventions for the rest of the year!
Check it out by visiting today's TTRPGkids homepage, and happy gaming!
#DevLog: #Anklang Binding Migration
Trying to base the C++ <-> JSON bindings on `#clang -extract-api` instead of castxml
Have prototype code for #JSON call dispatching
Atm fighting #CPlusPlus template specializations for member func with and w/o const
The ultimate goal is to make the bindings type safe with #Typescript wrappers
Art updates:
- Mostrovska finished the ecopirates repair illustration.
- Vaerlyi is working on the "artic passage" expedition map.
- Elsa Serka is finishing the "heatwave" event illustration.
Infrastructure:
-Honora bricked the server while trying to update, then fixed it. We are so back.
The story (and writing of)
cl-unicode-chicken-sudoku
https://screwlisp.small-web.org/lispgames/cl-unicode-chicken-sudoku/
I'll improve the webpage sudoku formatting after the interview with Larian coming up in an hour ( https://anonradio.net:8443/anonradio )
Article is back-of-a-cereal-box #commonLisp #programming #sudoku #fun
test case: hover logic
as mentioned before, my C codegen produces only defines, and an included header "executes" them through cpp, generating the code.
this works splendidly well, except for one thing: #line statements. can't generate them this way. they are also woefully incomplete: can't even specify a column that goes with the line.
the best solution would be a C attrib that fixes this. since it doesn't exist, i'll need an extra `sed` pass just for this. :-/
basic support for subgroup instancing is now implemented.
size stats for this example:
112 nodes
bytecode: 2436 bytes
generated .c file: 63556 bytes
generated .so file (-g): 55680 bytes
stripped .so file: 32056 bytes
#DevLog: jj-fzf Multi-Select Demo & Cleanups
New screencast demonstrating multi-select mode
Lots of ffmpeg wrestling for an uploadable mp4
Fixed screencast logic to use tmux popups
Inspected and purged old branches
Hi, people!
I've build "Cat a shooter " for Android, and this is the last thing that I have to do for a while.
And now you can download this game for your Android device from Gamejolt: https://gamejolt.com/games/cat-a-shooter/1007868
or from itch.io: https://xolatgames.itch.io/cat-a-shooter
Also I've add instructions for building to it GitLab page https://gitlab.com/xolatgames/cat-a-shooter
So, I think that it's all, and see ya later.
Have a good day!
Art updates:
Mostrovska is finishing their internship this week and we are super thankful for their contributions!
Check out more of their work at https://mostrovskaa.tumblr.com/
Vaerlyi finished the map for the sea of Hirwazh scenarioa, but it will inspire us to make more progress on expeditions.
Also progressed on icons thanks to Chroma!
@khaleer gave us another crane emblematic of Brest, (re-using the same texture so that the game runs on potato computers).
#java #programacion #desenvolvemento
Ai ai ai, a miña cachola, esquecin o #devlog de hoxe
Teño iniciada a API en #springboot todo ok e estamos coa arquitectura N-tier.
Fixemos a capa de acceso a datos e inxeción de dependencias ademais de comezar a implementar a lóxica de negocio.
#DevLog: #Anklang Build Overhaul
Reworked build rules to make #Git optional (mostly used to find linting targets)
Fixed DEB and #AppImage builds
Added #RPM packages (via Alien)
Automated dist & install verification
Rewrote the Docker CI container
Isolated binary builds out-of-tree
Tagged a nightly release:
#DevLog: #Anklang #Submodule Purge
#Github release tar/zip archives cannot include submodule sources
So, we now fetch all external sources as tarballs (faster anyway)
Deleted .gitmodules and all submodule build rules