gbg_engine (@GbGEngine) header
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Doing an engine game by game Engine source code: https://teapaw.org/t.co/GA6S9EreA3…

Joined September 2021
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This looks important, should I fix it? I have no idea when I wrote this TODO :D
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I'm pretty sure this is the biggest release yet. Editor mode, world, entities and even runtime type information. #gamedev #indiedev
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Sadly #html5 port is suspended because it only works in a 32 bits environment. All game levels and imprints are 64. I'd need to change some things in order to make 32 bits a valid target
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While waiting the Android app to be up on the store, I'm working in the html5 port. I can only see the first screen because I still have no mouse or keyboard events 😂 #webgl #html5 #screenshotsaturday #gamedev
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Now I'm going for something more fun... like porting the game to html using wasm ;)
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It's always a pain doing the Android port. The tooling and the publisher tools are not the best, but I'm happy that's done :) Some images on how the port looks like. I'll post again once it's upload to google play
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Some pics of wall breaker, an arkanoid clone I've been working on. Level Editor included ;) Next steps are Linux and Android port. #screenshotsaturday
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Oh wow, it's been almost a year since my last update. Anyhow, I was slowly but steady working on the arkanoid clone, now called wall breaker. The windows build is finished 🥳🎉 and you can download it from here nesdavid.itch.io/wall-breake…
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This is how the #android console shows me the callstack. I think I have to upload some kind of symbol table of similar. Anyhow, I'm switching to Puyo online to fix these crashes. #gamedev
Working in the editor. So far I'm able to expose variables from a given struct. Next steps are enum selection and the ability to save a "default object" so people can use it to create copies of it on the level. #gamedev #indiedev #screenshotsaturday
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Before continue with gameplay I want to add runtime information to the source code. I'm going to decorate the data types similar to what UE does
Working in an Arkanoid clone! Collision world is done, but for now it only works with rectangular and circle shape bodies #screenshotsaturday #gamedev #indiedev
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Engine release version 0.3! 🥳 Network system, a lot of Android improvements and scripts to help setup a project
Puyo puyo with online mode is finally out for windows and linux download (android page soon) #gamedev #indiedev #screenshotsaturday nesdavid.itch.io/puyo-online…
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New profile pic and engine logo 😀
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Adjusting the #android screen so everything fits in portrait mode. It's good to know that Android emulator socket supports works reliable #gamedev #indiedev #screenshotsaturday
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Shrinking some widgets on the Android port. This platform is almost complete 🥳
Working on the #Android port, enlarging the buttons height and removing some options. Still missing the volume bar handle and there's something weird on the background image #gamedev #indiedev
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So far the networking system was the easiest to port to other platforms. Android, linux and Windows use (almost) the same API for sockets programming.