Hey there! It's been a rough two weeks, I've been kinda ill and now it's finally gotten on me, thus all I spend my
day doing is laying in bed and drinking hot tea (Without rum - impossible right? I know). When I get at least a
little better, I'll continue working on the Java port of my Minecraft
launcher. Occasionally when I don't feel as shit I do some webdesign, including a potential Intra Clinic
rebranding, see image below. Sadly it does not use HTML3.2, but rather HTML5, since it's styling is rather
complicated, but it may be possible to rewrite in 3.2 without notceable changes. The design is imo very 90s like and
visually appealing. At least to me, since I am a sucker for 90s - early 00s web design.
I've also finally opened up donations, check out the ko-fi page, and feel
free to donate. No pressure though, everything on my site will continue to be free of charge. It's just a small
financial help that will go towards paying for webhosting etc. (+ it's very motivating when someone sends you a buck
or two! :D ). Oh, and also I will continue the process of abandoning C# winforms in favour of Java. For now, that's
about everything, cya later again! ~D
A small update is out!
- Added a kill sound
- Added two music tracks made by Ap1evideogame specifically for the game, thank you!
I've uploaded the music to my youtube channel, check out the playlist below:
A small quality of life update is out! The next version will (probably) be the final one, thus v1.0!
- Blood now appears under dead children
- Picking up and dropping are now both on RMB
- Added a "chase" to the main menu >:)
- Updated buttons a bit
I've finished porting The Intra Clinic to HTML3.2, so it properly displays
on
basically anything. It also made the code look much nicer, there used to be some end tags that never started for
some
reason. Don't ask me why.
On the other hand, I've also fixed the e-mail that's in the contact section, so you can send
me mails once again.
So since the last blog (only a week ago, dang!), I've learned some more Java, and now I'm feeling quite confident
I'll
actually be using it instead of C# for my random ass projects. Except Unity. I am still sticking with Unity.
And that's why I've decided to make a Java port of the Codex-Ipsa Minecraft
Launcher, a thing I've been working on for the past almost two years now. This will allow me to port it
quite
easily since C# is just Microsoft Java, and allow cool things like cross-platform - finally! You will also not be
required to download a separate executable for each platform, you can just get one jar and it will work on Windows,
Linux, Mac, and basically anything that can run java.
For the API part, nothing will really change. The only thing I can think of now is every library will require a
"platform" string, which will contain names of the platforms this library should be used on.
I don't know what will happen with the C# version when (or if) I finish the Java one. I'll probs leave it
downloadable
from the site, but you'll be encouraged to get the java one instead.
Now about this blog. I suddenly feel like writing these blog posts more often, so it might actually work this time.
They will be about programming, irl stuff, photography, old technology, vaporwave, and so on. Basically all the
random
things I enjoy.
If this plan works out, I'll probably rearrange the layout a bit to support stuff like going to a specific year and
month. We'll see.
Until then, good night. Here's a screenshot of the Java port of Codex-Ipsa:
So if you know me at least a bit, you know I'm the C# Winforms guy, and that's always been bothering me since there
is
no proper cross-platform for C#. That's why I've been learning Java Swing UI recently. For the first 'major'
project,
I've decided to work on the office pack thiny I've been meaning to do for ages now, so I've got some basic stuff
done,
as seen on the image below. Hopefully I'll be writing more blog posts from now on, I've been feeling this weird
motivational aura recently! :D
Edit 1 minute after original post: You can get the test version of the write software at labe.dejvoss.cz!
A small quality of life update is out!
- Fixed up the wall colliders
- Added colliders around the map
- Map is slightly bigger so you don't see the void
- When you kill everyone and leave the building the screen fades out
- Simple win screen
- Sprites should no longer display one black pixel
- WebGL build has no Quit button
Now online at /games/chimpergarten! This is still a bare bones alpha version
that
I'll be demoing, which is why I uploaded it. Changes from the private v0.1 are:
- Added some background (road and grass) around the building
- Grass is less radioactive
- You can now carry dead bodies around
- Updated the credits
- Fixed some bugs
More updates are still coming in the following week(s), for now, happy killing!
Ever wondered what would happen if you put an angry chimp in a kindergarten full of children, and who would win?
Well ask no more - Chimpergarten will soon give you the answer! You'll play as the chimp, and you have a single
goal - kill them all. (Hopefully) coming in the following week(s).
Unity has reverted this policy and their EA CEO stepped down, but I'm keeping this article for historical
purposes.
Unity recently updated their pricing strategy, which has always been great especially for small developers - like
me. The use of the engine was free, and you only had to upgrade to pro after you've made a huge amount of money,
meaning you could afford it. However, they have announced something they call a runtime fee. This new policy will make
developers have to pay Unity for game installs. What a fucking bullshit.
They have changed it today, so it only
applies to people who have 200 000 game downloads and made at least 200 000 USD in the past year. Still, a really
scummy thing to do. Some developers are threatening with legal action, which I am not famous enough and don't have
money for, so here's a blog post instead. Stuff will probably change in the upcoming days, so I'll edit this
post.
Garry Newman wrote a better post than I will ever do, so
read his one as well!
For now, peace. And fuck Unity. Maybe it's time to learn Godot.
Wanted to work on Chambered again and finally add a working inventory, but instead I
started making this separate "game" with reused sprites from Chambered and the walls come from Minecraft. This
probably won't get anywhere, I'm just making this post to show I'm still alive! :D
The new special 10th anniversary edition of RAM is amazing! I might even buy it on vinyl (yes, I have a
record player). It motivated me enough to finish some stuff I've been holing on for ages, such as the Word of Notch archive for Omniarchive. Also, make sure to check
out the "other" section on the top navigation, I've remade that page with the left/right image
system. Expect more stuff Soon(tm)!
Here's a playlist of all the RAM10 album I quickly threw together:
I really should write these more often :D
I haven't been doing much game development over the past year, life sucks and I don't really have time.
Apart from the occasional Unity prototype, I've been doing other projects, such as redesigning the Omniarchive website, and one can't forget the Codex-Ipsa Launcher, a Minecraft launcher with different
editions in mind. (screenshots below). I probably will have more time starting now, since school shouldn't
be as bad till the end of June. I might even start posting here monthly! Oh yeah, reading the previous post,
I've moved away from github pages to a paid webhosting so I can now do much cooler things on the website! I
should revamp the games section one day, and add more prototypes. So far, hope everyone
who's reading this (hello mom!) is doing fine, and until next time!
That's right! This website now works on (I believe) everything that can connect to the internet! I also have plans to change my host from Github to a private one soon-ish. I don't really have much time to do game dev because of school, so I'll be doing other personal projects in my free time. Stay tuned!
Working on my clearly-inspired-by-Roblox game, call it PhysBlocks for now. So far the single player client
is pretty
much done, the editor is being wworked on and multiplayer is far ahead. Here's a screenshot of the editor in
action!
You can even save and load levels. I think this project might have some potential, but I'm not gonna go
fulltime on
this. Expect me uploading some of my older prototypes to the site in the near future =)
I'm reworking how the website works, some pages might not work for some time. I plan on uploading my other projects that never got to see the light of day alongside with some new stuff soon-ish!
Update 26.11.2021: All of the pages taht are linked somewhere are converted already. Will do the rest sometime soon.
Still on vacation, been experimenting with making music. Even though I'm very bad at it, I enjoy it a lot. I can't really have anything more to say, stay tuned for more stuff soon. I have plans for Zombsody 2D!
Enjoying my vacation, and yet I still keep thinking about game development. I've had so many ideas that I
had to buy a block and I'm writing everything there. Terrain generation! Ray tracing! Pixelated graphics!
Dithering, and many more! All of this will probably be my next "game". Well not really a game, more of a
tech demo of stuff I can do. Once I return from vacation, I'll post some screenshots. =)
Meanwhile have this older dithering test
Yesterday, a build of Windows 11 got leaked, so I installed it on a VM quickly, and I'm very happy with the
results! In my opinion, it looks very good (with some customizations though). Dark Mode + The planet
wallpaper = perfection. You can check my video I recorded on it:
I've got a VR headset! It's an oculus Rift S, and I'll tell ya - it's a lot of fun! I will definitely make
some games for it soon. For now, I've been experimenting with multiplayer, and I think I've got
someting going on! I'm not able to share more details, so meanwhile have this screenshot of a
work-in-progress island of Dormia. For now, farewell!
Finally I got myself to somewhat remake the website - everything looks the same, but the CSS isn't such a
mess anymore! =) I've also remade the structure of HTML a little. As you can see, the text got bigger and
everything is properly centered! I've also started working on a few new games:
First off, there is Escape. It is a Retro-Styled 2.5D game on
the style of Wolf3d. There will be guns. There will be enemies. Stay tuned!
Then, there is Legend of the Chambered. It is a work in
progress remake of a game made by Markus Persson (Notch).
I hope to make a post here at least every month, to keep everyone updated. =)
Hello again. I am making some really small progress on Zombsody, and I will try to release it on the first
of
january 2021, however I can not promise anything. Another decision I made is that what I'll release will be
a
demo, not the final game, because I have much more plans for the release of 1.0.
Also, merry late Christmas! Hope ya'll doing good and spending time with your families. Until next time!
Hello! Not much happen in the past week, but I have the SSD running - finally. Recently I have been
experimenting with writing my own game engines in Java and C++, and it is really fun. Not much progress
happen
on Zombsody2D, but that will change tomorrow. I've also been doing some preparations for that RPG i
mentioned
in my previous post.
That's all there is for today.
Hello! This is my first blog entry, I hope I will be putting news and stuff here every week or so. Currently I am having troubles with hardware on my main PC, my SSD died yesterday (don't worry, I didn't loose much important stuff, the only thing that I will really miss is the source code for some of my 2016 games which I have the .exes of), and my CPU is slowly but surely nearing it's end. Hopefully I will be able to get new drive as soon as possible so I can continue with my game development. Also recently teamed up with a texture artist - NostalgiaModder.
Current plans are: