#sdl2
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MorphOS - Taradino 1.1.3, Port of Rise of the Triad
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Your pizza slice has a star on it do you see it its on the left slice in the pepperoni gap

Woah ...
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always remember to document errors responsibly and also stay silly :3
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The "Exult" team have released version 1.12 of their cross-platform "Ultima 7" engine, ahead of a switch from SDL2 to SDL3.
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Como Criar um App Gráfico com Dear ImGui, OpenGL e SDL2
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Basic Pascal – what is in the plan

I want to speak a little about things, that are connected with Basic Pascal. This is some game pack. Games, written with Basic, mainly. I am doing everything by the plan. And as a rule plan is not big. Two or three games. This time - several plans. About them I want to tell.
With Free Basic – this is plan Linear.
With BBC Basic for SDL2 – plan Little Ball.
More Free Basic – plan Simple.
With Qb64 – plan out of the past.
These are title for plans. Which will be included in Basic Pascal version 1.19. So first time, so many plans. It takes some time. But first. First thing, this is achievement – it is possibility to make it, possibility. This is skills. Intelligence. Other way, I still was digging with small plans and two or three games. And I make it real to make it complete several plans.
Programming language I use certain for certain plan. To have practice with dialect. Now it is Basic.

Plan Linear
With terms of first game, that set idea for all the plan - Free Linear Space. This is something like a theme for something like a space shooter. Top down. Space shooter. Standard code for this game. Which later to use with next game.
Cool theme here it is Vi Aliens – space shooter. With design of aliens space ships. So I have a dream about this. Aliens, space ships. Bosses. Everything with style of 8 bit computers shooter games. About space.

Plan Little Ball
These are small projects with such interesting programming language. As BBC Basic. Projects are small and they are for practice. So there, it is programming more close to 80s. Declaration for variables. And so on.
And theme – games about a little ball. With different ideas. Little ball is smashing something. With better graphics, more interesting with game B Ball. Or pseudo three dimensional visual with BC Row. Game about little ball.

Plan Simple
This is first additional plan. During I am doing big projects. Parallel I do simple little games with Free Basic. I like it a lot. And I do practice with it. With form of simple games.
This is Basic Maze. Long time ago I have dream to make it. To make my own version of Amazing Maze. So there it is little ball, searching for exit the labyrinth. But my variation.
And BufColor – game about colors. You need to exchange with colors. Simple logic something like a game. With retro style.

Plan Out of the Past
This is one more additional plan. Which only possible, in case of – you have some skills.
This time, I again, go back to idea of text stories. Near the shore. So there you as in Myst or Riven. You find out yourself in something magical. Fairytale, fantasy, surreal place. And walk along the shore. Read text. And take decisions.
Frozen Arctic Station – long time ago it was idea. Text part of game and walk the labyrinth, small labyrinth. Sci fi , fantastic category B. Science experiments are go out of control. You are some kind of worker there. At this station. And you do not know about projects, that scientists doing here. And something has happened. No one is here. And cold. As VHS cassette category B.
All these plans will be included in Basic Pascal 1.19.
Basic Pascal version 1.18 "Duckling" – most newest version. In this version there are 4 new games! Puddles at Countryside, Duckling Pseudo 3D, Road to Countryside, Duckling Goes 2D. And even more retro games! It is a pack of retro games with modern versions of Basic and Pascal.
It is now in development new version Basic Pascal pack games. This game will be included in a new version.
Basic Pascal: http://www.dimalink.tv-games.ru/games/basicpascal/index_eng.html Website: http://www.dimalink.tv-games.ru/home_eng.html Itchio: https://dimalink.itch.io/basic-pascal
#qbasic#qb64#free basic#bbc basic for sdl2#retro game#retro programming#plans#future#upcomming#8 bit#ms dos#game with ball#frozen#space shooter#colors#text quest#game pack#to do list#retro 80s#arcade#simple games#gamedev#devlog
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A quick look at my pixel art game development, so far. #pixelart #nostal...
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im kind of wondering if it would be better to nix all this and just give her fedora instead because im not sure she actually wants to use arch as much as she wants to be able to tell her discord friends she uses arch btw. like. if you dont like having to google and vet error advice im not sure this is the right lifestyle
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As it turns out, even content mills require you to have a CV and portfolio now so that fucks my plan right up. I figured I could just apply and take shit rates to copy write for a while for the experience.
I guess writing work is insanely oversaturated too if even content mills are being that stringent. Lookin' bad team, I might end up in the wagie mines afterall.
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a sort of general thing spinning off "static site generators kind of suck" is issues about ease of use vs philosophy vs productivity.
How many programmers do you know who want to make a game but refuse to use Unity or Godot or even like, löve2d because it's Ideologically Impure to use an existing engine, so they have 50 git repos with seven features bolted on to an SDL2 demo and no meaningful game design.
Part of why I don't like Static Site Generators is that they add a lot of friction. I'm writing this on my phone while waiting for a kettle to boil at work, and this ease of use is a big part of why I blog on Tumblr multiple times a day but the old SSG that hosted my website got a post every couple years.
Increasingly I'm happier to take shortcuts and borrow from other people in order to get Things Out The Door. I don't have to design/pattern/program/calculate everything myself. I care much more about end products.
I still have some philosophies I guess. I won't use VMware even if that means fighting with otherwise worse VM solutions. There are still plenty of things I enjoy designing and fabricating myself rather than buying or copying. For some people building the game engine is the fun part! But it's worth asking yourself whether that's you, or the person you wish you were.
I like embroidering and backstitching by hand. This doesn't mean I can't use components from the esp-idf components library.
See Also: How To Make Good Small Games, Do It Scared, etc.
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Luanti v5.12 (Minetest)
Вышла Luanti v5.12 (ранее называвшаяся Minetest), которая приносит SDL2 для обработки окон и ввода, а также множество других важных дополнений.
https://www.gamebuntu.ru/news/luanti-v5-12-minetest/
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MorphOS - Port of sdl2 space invaders v1.1
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Hello, fellow doom fan :) Do you happen to know of any way to access doom rpg? Or wolfenstein; spear of destiny? Since they’re not on steam
The GEC team did reverse engineering ports of the id RPG games except Orcs and Elves (At least as i write this).
As for Spear of Destiny, did they not bundle it along with Wolf 3D? Or is it also missing on GOG? Didn't check that a while ago.
#ask#doom#classic doom#id software#doom rpg#doom 2 rpg#wolfenstein#wolfenstein 3d#wolfenstein rpg#spear of destiny#opinions
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Dwarf Fortress 50.9 Released
Toady One on the Bay 12 Forums:
Release notes for 50.09 (June 28, 2023): In this release, we're updating the engine from SDL to SDL2, and there are many optimizations to go along with it. Aside from the optimizations, SDL2 is also the stepping stone to ports. We have Linux compiling and playable; it just needs some testing. Moreover, there is now a(n experimental) multithreading option in the game settings that makes the game even faster! We also have some new individual tree graphics, and an update to grass ramps as well. This has been mostly the hard work of Putnam! Meanwhile I've started up on adventure mode - the long work of updating menus and adding audio has begun! Hopefully we'll have some progress to show their soon, as we continue updating fortress mode as well. New stuff (*) Updated to SDL2 and made many surrounding changes. Various performance gains! (*) Experimental multithreading is available from game settings. Graphics additions/changes (*) Some more trees now have individual graphics (maple, willow, cedar, larch, kapok, papaya, macademia.) (*) Updated some ramp images.
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Nothing encapsulates my misgivings with Docker as much as this recent story. I wanted to deploy a PyGame-CE game as a static executable, and that means compiling CPython and PyGame statically, and then linking the two together. To compile PyGame statically, I need to statically link it to SDL2, but because of SDL2 special features, the SDL2 code can be replaced with a different version at runtime.
I tried, and failed, to do this. I could compile a certain version of CPython, but some of the dependencies of the latest CPython gave me trouble. I could compile PyGame with a simple makefile, but it was more difficult with meson.
Instead of doing this by hand, I started to write a Dockerfile. It's just too easy to get this wrong otherwise, or at least not get it right in a reproducible fashion. Although everything I was doing was just statically compiled, and it should all have worked with a shell script, it didn't work with a shell script in practice, because cmake, meson, and autotools all leak bits and pieces of my host system into the final product. Some things, like libGL, should never be linked into or distributed with my executable.
I also thought that, if I was already working with static compilation, I could just link PyGame-CE against cosmopolitan libc, and have the SDL2 pieces replaced with a dynamically linked libSDL2 for the target platform.
I ran into some trouble. I asked for help online.
The first answer I got was "You should just use PyInstaller for deployment"
The second answer was "You should use Docker for application deployment. Just start with
FROM python:3.11
and go from there"
The others agreed. I couldn't get through to them.
It's the perfect example of Docker users seeing Docker as the solution for everything, even when I was already using Docker (actually Podman).
I think in the long run, Docker has already caused, and will continue to cause, these problems:
Over-reliance on containerisation is slowly making build processes, dependencies, and deployment more brittle than necessary, because it still works in Docker
Over-reliance on containerisation is making the actual build process outside of a container or even in a container based on a different image more painful, as well as multi-stage build processes when dependencies want to be built in their own containers
Container specifications usually don't even take advantage of a known static build environment, for example by hard-coding a makefile, negating the savings in complexity
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Como usar SDL2 com SMART POINTER
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