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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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This post was written with AI assistance.
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On paper, the lowest BPM supported by the PO-33 K.O.!
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After getting the game running on macOS and iOS, I wanted to run and test it without a display server at all — straight inside a terminal.
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I recently started using the PO-33 K.O.!
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When I first ported the project to iOS, I encountered a build error due to having image files with the same name, even if stored in different directories.
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After porting the game to iOS, I encountered two issues: The animation implementation relied on the render function being called a fixed number of times per second, matching the screen refresh rate, due to the SDL_RENDERER_PRESENTVSYNC renderer flag.
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Initially, I set a fixed window size of 800x600, but this caused issues as the iPhone screen is smaller and the iPad screen is larger.
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I added a new outro scene, and now the game is essentially complete.
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Today, I recorded music, sound effects, and dialogs for the game.
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I attempted to build the project for iOS because I wanted to play the game on an iPad and to see how portable the project really was.
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I need to execute a series of actions in sequence.
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Animation metadata includes an SDL_Rect array used to identify frame coordinates in the sprite texture.
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I thought it would be useful to get a quick code review to catch any trivial mistakes, as I’m new to C programming.
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I have developed a set of functions to easily draw shapes on the screen for debugging purposes.
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After repeating a lot of code, I began to recognize some emerging patterns.
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I’m not skilled at drawing, but I decided to have fun and create the game image assets myself.
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Game Scene A game scene is a collection of functions and state that models a single scene in the game.
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Until now, I was updating code without keeping track of changes, so I added version control using Git.
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During each iteration of the game loop, the function process_input handles events. process_input is a while loop that iterates through all events in the queue: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 void process_input(void) { SDL_Event event; while
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SDL_mixer is a simple multi-channel audio mixer that I am using to play sound effects and music in the game.
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I initially implemented animations by following Lazy Foo’ Productions’ tutorial on animating sprites, but I encountered an error with the #import <SDL2/SDL_image.h> directive because SDL_image is an additional library that needs to be installed separately.
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There are different ways to implement a game loop.
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After my initial failed attempt to set up a macOS project using SDL, I decided to try an older version of SDL.
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Here are the notes from my initial, unsuccessful attempt to set up a macOS project using SDL.
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This is the first in a series of posts documenting the process of creating a simple point-and-click adventure game for macOS and iOS, written in C using the SDL framework.
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I decided to use the OpenAI API to proofread and improve all the content on this blog.
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Introduction In the conclusion of the last post in this series, I intended to discuss how to render sprites, but I need to delay that topic because I still lack a clear game design idea.
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Introduction Last week, I implemented the callbacks for handling touch events on iOS and tvOS.
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Introduction All games support some form of user interaction, right?
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In the realm of adventure games, a significant innovation introduced by Maniac Mansion was the replacement of the text parser with a cursor and clickable elements such as verbs, inventory items, and objects within the scene.
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SpriteKit SpriteKit is a general-purpose framework for drawing shapes, particles, text, images, and video in two dimensions.