h2n0

Aspiring Indie Dev, currently working on #MultiMall

πŸ•ΉοΈ - h2n0.itch.io/
πŸ’»:linux: - #debian
πŸ› οΈ - #dlang / #python / #bash / #opengl / #SDL2

@_elena go for it πŸ‘

Can't believe I forgot the output of the ./lines.sh script.

Total lines of code: 35014
    Enginge files: 11801
    Game source files: 19054
    Scripts and Shaders: 1855
    Tooling files: 2304 
Total number of commits: 410 
Days since project start: 1058 days

Happy #screenshotsaturday πŸ₯³

I know it's not a screen shot but enjoy a little video of the main menu for my game #MultiMall

I think this is the first time I've shown it off to the world, but it got slapped together over a few weekends.

I'm hunkering down to get a #demo ready for release some time in April, so keep those eyes peeled πŸ‘€ .

#indiedev #dlang #sdl2 #opengl #linuxgaming #coolshaders #glsl
#solodev #simulation

Happy #screenshotsaturday, better late than never. πŸ₯³

Started blocking out the GUI parts of Staff hiring over the weekend. Thankful it wasn't too much work as the GUI system is written in #lua and #xml.

#multimall is starting to finally feel like a cohesive experience instead of a janky pile of debug menus.

In other news my lines script as seen in some of my other posts now produces a fun little graph.

#indiedev #gamedev #dlang #opengl #simulation #humanresources.

#day1045 #commit400

A screenshot of a menu screen titled Human Resources.

There is a list of application avaliabe to hire.

A tan button saying "Place Advert" with a cost of 1000 money.[MultiMall => alpha-1]:~/Documents/Coding/D/DGame$ ./lines.sh Total lines of code: 34767 
- Enginge files: 11673
- Game source files: 18967
- Scripts and Shaders: 1823
- Tooling files: 2304
Total number of commits: 400
Days since project start: 1845 days

Followed by a bar chart representing the same figures.

Small perks of working a night shift, the quiet early mornings are a perfect time to work on some #gamedev

I've been debugging some GUI systems in preparation for a small demo.

#indiedev #dlang #sdl #lua #multimall

A chaotic debug screen from a video game.

Lots of peons and some randomly scattered shop pieces sit in a green field.

Various GUI elements and their respective bounding boxes overlay the scene, the bounding boxes are all colored depending on their depth and cross most of the screen.
h2n0 boosted:
Blender πŸ”ΆBlender
2025-03-03

Congratulations to Gints Zilbalodis and the entire Flow film crew for the Academy Award win!

Flow is the manifestation of Blender’s mission, where a small independent team is able to create a story that moves audiences worldwide.

Thank you for the shout out! 🧑

Flow
h2n0 boosted:

More progress! Made the cryptomatte (fun term) work, player is floating about and can warp from one interactible to another, some greebles in the spaceship.

#alakajam #pixelart #gamedev

Cont.

With all of these optimisation and changes I'm finally in a place to be able to do major content push.

A couple of shops just need to be scripted up and their art assets drawn and a demo should be ready.

Fingers crossed 🀞

#indiedev #solodev #gamedev #dlang #sdl2 #opengl #MultiMall

Happy #screenshotsaturday πŸŽ‰

Work IRL has been manic over the festive period but I've still managed to put some time into #MultiMall, finally crossing #1000Days 🀯

No in-game screenshot this week but behind the scenes I've finally finished #LUA job support and expanded the same system to do all of the shops.

Sprite sheets are now generated at runtime, this means I've managed to reduce the number of draw calls to 2. One pass to draw the entire world and another to do GUI and post processing.

Screenshot of a computer terminal reading;
./lines.sh
Total lines of Code: 33378
- Engine files: 17814
-Game source files: 17814
-Scripts and Shaders: 1697
-Tooling files: 2234
Total number of commits: 365
Days since project start: 1002 days
h2n0 boosted:
2025-01-12

Process of creating brushes/sprites for my asm engine:

* Design in Inkscape in 64x64 space
* Overdrawn in my editor
* Copy&Paste the assembly code
* Ask AI to divide the coordinates by 4
* Fine tune positions in final 16x16 brush
* Render in game
* Profit!

#ASM #Assembly #x86 #GameDev #Tools #Workflow #IndieDev #HTML5 #Inkscape

@mms my engine renders everything out to an ortho graphic projection so it looks 2d, however the 3rd dimension is mainly used to keep track of an entity's depth within a scene

The main issue was managing the flow of data.

To put it simply:
Lua <-> Lua C API <-> Custom binary format

Wrapping my head around that and staring at random hex dumps are finally a thing of the past.

Finally in a place to do a content sprint now I've cleared a years worth of technical debt

#indiedev #dlang #opengl #0x00

Finally after 4 months of work, I've managed to get my game state saving and loading.

This was a large overhaul to the way my game functions, as mentioned in a previous post I implemented #Lua scripting to my engine.

Well long story short, shops can now be loaded to the game via scripts, this will allow faster iterations of job logic and allows for hot reloading.

Nothing to show for my work, but I do have some stats for those that enjoy.

#dlang #sdl2 #opengl #multimall #stats

Image of a computer terminal that reads:
"Total lines of Code: 29818
- Engine files: 11048
- Game source files: 15077
- Scripts and Shaders: 1459
- Tooling files: 2234
Total number of commits: 333
Days since project start: 961 days"
h2n0 boosted:

I'm happy to tell my friends here first: I managed to finish my demo. I don't have it in me to make it Steam-ready, so this is the best I can do for now: mazestalker.itch.io/mazestalke
Feedback much appreciated! #gamedev #Landstalker #retrogames #actionrpg #videogames

@kittynunu @lkmad it's gotta be number 2, writing my binary serialisation system has me feeling like Cypher from The Matrix, " I don't even see the code anymore" just hex values

h2n0 boosted:

Happy Halloween! πŸŽƒ

Remember to exorcise your normal maps! πŸ‘»

#gamedev #3dart

Two video games textures are pictured. The first one depicts bumpy concentric rings, labeled "Normal Map." The second one depicts a ghost, labeled "Paranormal Map."

@yora have a look at For The King.

I'm not sure if it's entirely what you're after but it's the only game I can think of that meets your criteria

Happy #screenshotsaturday πŸŽ‰

It's been a while but progress on my game #MultiMall hasn't stopped.

I've spent the last 2 months getting my game's first vertical slice ready.

Things I've added:
- Dynamic Peon Appearance βœ…
- Game state saving and loading βœ…
- Peon Job #Lua scripting βœ…

Meaning I can add content to MultiMall very easily, here's a quick look at the process of adding a new hair style. (First time editing video)
#sdl2 #dlang #opengl #indiedev #linuxgaming #solodev #behindthescenes

Happy #screenshotsaturday πŸ₯³

This since my last post I've been working on getting walls in #MultiMall rendering correctly, but haven't quite finished with that yet.

So instead I'll show you some behind the scenes debug rendering for the GUI system I showed off last time.

For a while now all GUI elements were positioned by hand and using some magic number to position things correctly but I finally caved and implemented "child centering".

#SDL2 #OpenGL #dlang #gamedev #indiedev #solodev

A green filed with a road running through it.

There are GUI windows on the right and bottom of the picture.

There are green bounding rectangles place on top of the GUI windows and their widgets for debugging purposes.A green field with a road running through it.

There are GUI windows in the center, top, bottom and top-right of the screen.

On top of these windows there are green debugging rectangles forming the outlines of the windows and their widgets.

@Enora Love the detailed planning of this. What tool are you using for the notes in the 2nd image?

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst