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Ategon

@Ategon@programming.dev

Indie game developer 🇨🇦

Working on some games for game jams in my free time

Admin of programming.dev and frontend developer for sublinks

Account has automation for some scheduled posts

Site: ategon.devSocials: ategon.carrd.co

This profile is from a federated server and may be incomplete. Browse more on the original instance.

Ategon OP Mod ,
@Ategon@programming.dev avatar

Ive been working on some game tools to let me make various games quicker without needing to do the same things in every game i make

https://programming.dev/pictrs/image/db82475c-7764-4b66-b418-04de927d311b.png

Above you can see two of them ^ Ive got an achievement system implemented as well as a toolbar that lets you trigger things easily for testing purposes (e.g. giving the player a weapon, spawning an enemy, etc.)

Theres a data persisting system that will persist data in different scopes (e.g. room, level, run, game, permanent) that everything else uses. For example the achievement system looks at a certain category and a trigger (which is a key that the data in the persister is set under) so that whenever data is added to that trigger it sees if its higher than the amount needing to unlock the achievement (and if so unlocks it). The persister is decoupled from everything else by sending signals and then everything that wants to look at what data is set can (this would be the achievements, the unlock system, the dialogue system to see which dialogue is unlocked, etc.)

Main tools I have made:

  • palette swapping (allows for swapping the palette of the game so that things like each zone can have different colors)
  • unlocks (what weapons, enemies, etc. are unlocked)
  • toolbar (debug helping)
  • persister (persists data through a scope)
  • logger (logs information (separate so other components can show the logs e.g. the toolbar or a terminal)
  • leaderboard (keeps track of scores of players)
  • data (reads txt files from a data folder for usage in the rest of the game for separation of data and behaviours. e.g. you can define enemies each in their own txt file and have a generic enemy object that has its properties set based on the enemy it is. Makes it so you can easily add new stuff
Ategon ,
@Ategon@programming.dev avatar

sublinks.org should have the icon for the project

Once it reaches parity next on the milestones is moderation features and then federation. All of the currently planned tasks are available for viewing on the github https://github.com/orgs/sublinks/projects/1

Im still heavily designing a bunch of the UI for sublinks that will eventually be used instead of the current demo (current one is just showing it has lemmy api compatibility) but if you want a very early sneak peek

https://programming.dev/pictrs/image/666ed3db-52e6-4973-985f-dc5037f8a266.png

Ategon ,
@Ategon@programming.dev avatar

It hasnt been released yet, still working towards parity (but getting there soon)

The first instance using it will likely be sublinks.art and some other instances will be switching over from lemmy when it hits parity like programming.dev and literature.cafe

Ategon ,
@Ategon@programming.dev avatar

It will have lemmy API compatibility on release so it will be

Ategon , (edited )
@Ategon@programming.dev avatar

Itll have api compatibility on release so that will work then with all lemmy frontends

Ategon ,
@Ategon@programming.dev avatar

In terms of new tech stack currently theres sublinks being made by devs/admins of a bunch of instances (discuss.online, lemmy.world, programming.dev, etc.)

Ategon ,
@Ategon@programming.dev avatar

Java spring for backend, Go for federation, Next.js for frontend

demo.sublinks.org has the backend with the lemmy-ui frontend to show api compatibility

Task list and progress is public on the github org https://github.com/orgs/sublinks/projects/1

Matrix space where all the devs talk is also public and you can see progress talked about in them

Ategon ,
@Ategon@programming.dev avatar

Theres been a bunch of activity and people joining in in the dev matrix already

Backend pretty much already has parity and the frontend is currently the main thing that an updated demo is waiting on but should be ready really soon

I've been designing an updated home page recently for it that I'll be pushing out this week that looks miles better than lemmy-ui since I could do everything from scratch and thus quickly

Ategon OP Mod , (edited )
@Ategon@programming.dev avatar

Been working on a game for the brackeys jam. Playing around with how windows work in godot

https://files.catbox.moe/6ffg8e.gif

Ategon OP Mod ,
@Ategon@programming.dev avatar

Yeah pretty well documented. Was very easy to spin this up

This is the class that you spawn in to make a window: Docs

Each window is technically its own world and them I enable or disable the player on each one depending on if it hits a collider to move to the next room. It is possible to have them all looking at the same world though

Ategon Mod ,
@Ategon@programming.dev avatar

Looks like a camelCase variable to me so its likely just a temporary word they replace with the actual bot name but something went wrong and it didn't replace it properly leading to the temporary text showing instead

There could be some other reasons but the actual cause cant really be determined without looking at the source code

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