lobby implementation stolen straight from the godot docs
- joining
- leaving
- disconnecting (like by closing the window)
- hosting
- player list updates almost instantly
- lobby is global
Log in to leave a comment
lobby implementation stolen straight from the godot docs
Log in to leave a comment
I made a linux rice for arch based on the ui from Risk of Rain Returns. it was my first time making a linux rice in general and my first time using quickshell its like modern xml. the worst part of this project was javascript :((((( prob switching to nixos after this tho, so expect a port to nixos
i believe im done. i spent a lot of time making the readme, so like making screenshots and stuff, and a demo video since i know NONE OF YOU READING THIS RIGHT NOW WILL INSTALL IT PLEASSSSSE JUST WATCH THE DEMO VIDEO PLEEEEEEEEASE.
also some last final tweaks to the install script for some packages i missed :)
(demo video uploaded here as a showcase of almost everything ive done)
Log in to leave a comment
im reading this lemme watch rq
ts broke my tuffometer
very tuff shufltuff
thats hot i mean what
how can i access thsi , i mean hwo i can set this up on my windows
u liek made an enitre new os system
instructions in the repo readme!!!!!
ts so tuff
mmmmmmmmmmmmmm im risking it
tray icons to make it actually fucking usable
Log in to leave a comment
FINALLY LOCKED IN AND MADE WALLPAPER CYCLER

i could legit finish this project this week
Log in to leave a comment
2 in 1: SOUND WIDGET and SPOTIFY WIDGET BUT TECHINICALLY ITS ANYTHING WITH PLAYERCTL BUT IDC NO ONE IS GOING TO USE THIS EVER AND IM ONLY EVER GOING TO USE SPICETIFY
ya so when you click it it pauses music :thumbup-nobg:
Log in to leave a comment
yoooo i fucked up the mic again lets FUCKING GO
ts tuff
nice mic 😭
wifii widgeted with impala
Log in to leave a comment
power profiles so that when you click on it it like cycles thourhg the profiles so you can change power profiles
Log in to leave a comment
literally JUST the battery indicator
Log in to leave a comment
worked on making all the ui colors consistent and not hardcoded, and pirated aseprite to work on custom ui elements
started working on clock and the ui is so so inconsistent
Log in to leave a comment
ok so. my laptop broke. whch is why i couldnt work on this project at all, but since i finally got it back i was too absorbed in actually working on the project instead of making devlogs. uhhhh it should be fineee right? anyways, i officially finished the workspaces section and i started working on the buttons, specifically the power button and all the options that has.
Log in to leave a comment
implemented animations, and the cleavers actually update depending on whether or not you can throw them
Log in to leave a comment
working on animations using a choppy style because godot REALLY doesnt like it when i combine interpolation and inverse kinematics
anyways look at this image of my cat

Log in to leave a comment
nice djungelskog 🔥
sorry to disappoint but that is a KRAMIG, not a DJUNGELSKOG as you assumed. you will be send into purgatory because of this mistake. goodbye!
made most of the boosted skills, but they suck ass rn and im so fucking tired
Log in to leave a comment
started working on Yes, CHEF! which upgrades your next set of moves, currently on works on dice
oh and roll does damage and knockback

image related
Log in to leave a comment
CANT TALK SO I ACTUALLY HAVE TO WRITE
IT COOKS THEM
basically its like pyro flamethrower from tf2
its a bit powerful rn, i might make it so its like in the game where you cant jump and youre slowed a lot but idk
also it should prevent the use of m1 but idrc rn

Log in to leave a comment
made the movement part of chefs roll so you can fulfill your dreams of being a robot monkey that turns people into stew
Log in to leave a comment
polished dice a lot
Log in to leave a comment
DICE LIKE FROM CHEF.
you get 3 cleavers and can make them flaot through magic
added the chef rig from Risk of Rain 2 sots dlc bc theyre like the only good character from sots
Log in to leave a comment
giant ass refactor #857, this time for players/entities
NOW WITH BUNDLES LIKE FROM BEVYY
Log in to leave a comment
cant talk rn so i actually have to write here:
Log in to leave a comment
ADDED THE SHRINE TO THE SHRINE SITE
added animations to a lot of things
updated the footer links
blorbo
FONTS!!
Log in to leave a comment
plushie carousel thingy idk
Log in to leave a comment
made most of the main page
giant refactor for skills and started actual work on ui
Log in to leave a comment
mapped a valo map for 1. practice and 2. testing
gave up on rigging the rest of the animations. also started to setup trenchbroom for maps, and im planning to use lapse for mapping
Log in to leave a comment
more rigging stuff on the model, this game is meant for multiplayer after all
Log in to leave a comment
imported commando model
Log in to leave a comment
refactored everything and made like a base entity class or something
might make ai with this later
Log in to leave a comment
dynamic animation on the guns to make it a lot smoother
Log in to leave a comment
fire animation!
also bless you
Nice work done bro
grenades. for jumping
Log in to leave a comment
new skill: phase round
charge to amke a projectile, more charge = more speed and damage, and it looks cool
added tactical slide, on the ground its a normal slide which just gives speed, but in the air it redirects your momentum upwards/diagonally.
i have to wake up in 5 hours but i physically cant fucking sleep
its either i work on this project or i kill myself
anyways i added guns to reflect how i feel
Log in to leave a comment
Please never stop posting these LMAOOOOOOO
STAIRS!!!!! YES THIS DID TAKE THE WHOLE TWO HOURS!
they work even when youre moving really fast

Log in to leave a comment
scrapped literally all the movement code and just copied quake since quake did it correctly. i did use this guide but its def worth it for this game
right now its just quake tho

Log in to leave a comment
started project.
i actually started this before ft even started, but when blender broke all my files i had to restart from scratch and this is like my attempt 2
rn i have basic third person camera movement, and a really shitty gun model
i might just rip Risk of Rain 2 assets since theyre so fucking good and im so bad

Log in to leave a comment
crazy fucking smooth animation on the text in workspaces menu just fucking look at it

Log in to leave a comment
made the active window name show up next to the button and it looks so fucking nice

Log in to leave a comment
i made teh silly sleect animation and it looks so risky rain

Log in to leave a comment
small one but IMAGES MAKE IT FEEL SO MUCH MORE COMPLETE HOLY SHIT

Log in to leave a comment
made a figma for the risky rain ui study
recreated the most basic element ever and it looks kinda ass ngl
Log in to leave a comment
dealt with some annoying fucking bullshit, now im just trying to make the readme. its very heavily inspired by https://github.com/TodePond/GulfOfMexico (formerly known as Dreamberd). one of the bugs i had was a statement being parsed differently depending on how many variable declarations were next to it, like if you had [var decl] [very buggy struct decl] [var decl] then it wouldnt parse correctly, but changing the var decls to any other statement would make it work and getting rid of either var decl also fixed it. bullshit
Log in to leave a comment
spent like two hours yesterday trying to get syntax highlighting in helix so im extremely demotivated rn. anyways i got the rust runner to kinda work. first it prints the input frg code, then the intermediate rust code, then the result of executing the rust code
Log in to leave a comment
uhh i made ranges for string slices, and empty collections dont brick everything now. most of the language is done, i just need type casting, user input, and a way to actually run the generated code
Log in to leave a comment
ok wtfuck i need to make more devlogs, in order from olddest to i just made this feature:
kinda simple but variable assignment. i feel like this is the point where its getting to the point where the resulting rust code is semi useable now
second image is input frg code
first image is the resulting rust
its kinda one to one, but it works and thats what matters
Log in to leave a comment
im just at the grindy part where i get to implement all the features. its still so much faster than my last attempt thanks to treesitter being awesome. my previous method was like [source code -> lexing -> building ast -> interpreter] but now its like [source code -> treesitter -> treeslator -> transpiler] and its so much easier. anyways structs
rust transpiler is basically done, its just a bunch of edge cases. the flashiest thing i did was functions, which are actually just rust closures.
original frg source - 1
resulting rust - 2
Log in to leave a comment
started working on rust transpiler, which takes the ast i made and then turns it into rust code
Log in to leave a comment
succesfuly managed to parse fibonacci, this involves:
Log in to leave a comment
if statements now fully work, including else if and else, and several else if
(1) output ast
(2) input frg code
Log in to leave a comment
more treeslator stuff:
Log in to leave a comment
treeslator (thing that turns treesitter tree into rust tree) now works on very basic variable declarations, including negatives, which is something my previos attempt at this didnt allow
Log in to leave a comment
i spent like 3 hours trying to link the c code from treesitter into my rust code, and the solution was deleting the lib.rs file because having a lib.rs file, so now im on converting ts syntax (ugly, bad, slide 1) into a beautiful rust struct and enum representaion (clean, elegent, slide 2)
Log in to leave a comment
k so i made this because i wanted to try making something with a database that was more complex than just like files, so i thought of r/place and thought making something like that would be cool, and since the DECEMBER HOLIDAYS were close i thought i would make it christmas themed, so i thought of this project.
postgres is really powerful but also sometimes a hassle, i had to deal with an external postgrs host in order to not use nest or smth, and if i had the choice i woudlve used sqlite, since its so much easier to setup, its just like sqlite.db.
most of the ui is really bad and is hardcoded for only 1 or 2 likes per ornament, since i knew putting in effort for anything more than that is useless since nobody will use this.
anyways i stopped working on it after i found treesitter (my new love) which made me go back to working on frg, my programming language
lots of little animations to make things smoother, logout button (thanks @joaquin), uhhh metadata stuff like title and favicon, no fucking mobile support fuck that im not rewriting the movement code for mobile, and all ornaments are bigger now since no one will fucking use this and i need it to look better for the voters
lots of polish and bug fixing, its good for shipping, but i sent the link in lounge and will wait for more bug reports. the main things i added:
yeaaa i thought db would get wiped so i didnt make a devlog, but i did make plenty of commits which should show i didnt fraud. anyways heres what it does:
Log in to leave a comment
starting the rewrite of this project, so far i wrote most of the parser with tree sitter, which is really cool i love tree sitter i love sitting on trees, also its so much better than hardcoding everything in rust
Log in to leave a comment