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brethudson.com
Mad scientist, very hungry. Let's go grocery shopping 29 • He/They • AuDHD ✏️ Code/edu/tutorials @write.games, previously @ indieFunction.com, @vercel.com Opinions are mine – feel free to make them your own PFP @knitetgantt.bsky.social
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It's time to build a Realive Star to combat the Unalive Star
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Threads are great for this! If folks are bothered (unlikely) they can mute the thread :)
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I thought maybe this was in reference to something specific that happened this week
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Do I dare ask what happened?
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I'm sorry did you just say you wrote 8 books in 3 years???
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Progress! I find fixing bugs can be demotivating if the bugs continue to persist. Plus, something as critical as the player controller might need more tweaking down the line anyway
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I think it's finally time to unpack my PS5 👀 Major congrats to you & the team!! I can't wait to dig in
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Thought this was the Matoran alphabet for a moment
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7DRL isn't for another few weeks! What do you think you're doing?!
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I've been exporting to .webm (I use Honeycam) instead of .gif and think the results are a bit better, but YMMV
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My housemates & I have been doing some more Bubble Dragon work here & there, and I realized that my AnimatedSprite class was borked, so I made this simple, somewhat cryptic, visual testing scene to make sure that animations play correctly based off of various parameters
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I've also created a transpiler that takes my ECS code and outputs entities with update/render, since it tends to be more beginner friendly :) I can write tutorials in the "building blocks" way ECS provides, and then publish them in the simpler Actor model! bsky.app/profile/writ...
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Not quite – I'm using ECS for its easy composability (i.e. give me an entity with component A & system X, then another one with components A & B and system Y) to allow me to easily put together step-by-step interactive tutorials without having to duplicate code
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It supports both models! The ECS architecture needs some work, but it's available as an option :)
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Here's a lil' sneak peek of inspecting Entity graphics! I'm very much still in the phase of slapping stuff together, so it'll be a minute before things get pretty
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Entities can now be selected in debug mode! As a quick test, I'm displaying name & position info, though I want this to contain more handy info
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I hadn't put two & two together – I loved playing Dungleon. Excited to see updates for your current/future projects!!
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So pretty! I'd love to run around this world Is this for a game project? 👀
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In addition to being able to see hitboxes, users can now pan the camera around the scene! I'm hoping to get around to adding more handy information to this screen tomorrow :)
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Today I'm back to engine dev! The game jam this past weekend gave me plenty of things to fix & improve, and I decided to tackle a proper debug mode after some bug fixing. So far, we can view the entity's position, collider, as well as whether or not the collider is active (represented by color)
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(I'd @ my housemates but they don't have Bluesky yet 😔)
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We're going to do some post-jam updates, to make it feel a bit less like a hacked together jam game and more like, y'know, a polished release! In the meantime, you can play it at brethudson.github.io/bubble-dragon/
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Love that the alt text for this one says "Florence Pugh as Fozzie Near" rather than the other way around hahaha
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I'm curious how applicable this advice would be to games-adjacent projects (open-source tools, tutorials, podcasts, etc) I'll have to give it a listen later :)