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  1. This post was written with AI assistance.

  2. This post was written with AI assistance.

  3. Building the Game for Android

    This post was written with AI assistance.

  4. One Manifest per Adventure

    This post was written with AI assistance.

  5. A Puzzle Dependency Chart for the Pool Adventure

    This post was written with AI assistance.

  6. Drag and Drop for the Player Character

    This post was written with AI assistance.

  7. This post was written with AI assistance.

  8. This post was written with AI assistance.

  9. Parallax Background and Foreground Planes

    This post was written with AI assistance.

  10. This post was written with AI assistance.

  11. Discrete Per-Band Sprite Variants for Distance

    This post was written with AI assistance.

  12. A Y-Sorted Action Layer for Depth Occlusion

    This post was written with AI assistance.

  13. Lip-Sync from Offline-Generated Mouth Cues

    This post was written with AI assistance.

  14. This post was written with AI assistance.

  15. One Script, Two Test Front Ends

    This post was written with AI assistance.

  16. Testing the Game in a Terminal

    This post was written with AI assistance.

  17. Moving Animation Timing from Render to Update

    This post was written with AI assistance.

  18. Fixing the Bugs a Code Review Found

    This post was written with AI assistance.

  19. An Engine for Multiple Adventures

    This post was written with AI assistance.

  20. Web Build Using Emscripten

    This post was written with AI assistance.

  21. PO-33 K.O.! Easter egg

    On paper, the lowest BPM supported by the PO-33 K.O.!

  22. Terminal Build Using libcaca

    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.

  23. I recently started using the PO-33 K.O.!

  24. Platform-Independent Asset References

    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.

  25. 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.

  26. Device Independent Resolution

    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.

  27. iOS Build (Second Attempt: Success)

    I added a new outro scene, and now the game is essentially complete.

  28. Music, Sound Effects, and Dialogs

    Today, I recorded music, sound effects, and dialogs for the game.

  29. iOS Build (First Attempt: Failure)

    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.

  30. Chain of Actions

    I need to execute a series of actions in sequence.

  31. Parsing Animation Metadata

    Animation metadata includes an SDL_Rect array used to identify frame coordinates in the sprite texture.

  32. AI-Powered Code Review and The Fox Actor

    I thought it would be useful to get a quick code review to catch any trivial mistakes, as I’m new to C programming.

  33. Debug Overlay

    I have developed a set of functions to easily draw shapes on the screen for debugging purposes.

  34. After repeating a lot of code, I began to recognize some emerging patterns.

  35. Images and Sprites

    I’m not skilled at drawing, but I decided to have fun and create the game image assets myself.

  36. Game Scene A game scene is a collection of functions and state that models a single scene in the game.

  37. Xcode Project Version Control Using Git

    Until now, I was updating code without keeping track of changes, so I added version control using Git.

  38. Mouse Events Handling

    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

  39. Music and Sound Effects Using SDL_mixer

    SDL_mixer is a simple multi-channel audio mixer that I am using to play sound effects and music in the game.

  40. Loading Images Using SDL_image

    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.

  41. Basic Game Loop

    There are different ways to implement a game loop.

  42. After my initial failed attempt to set up a macOS project using SDL, I decided to try an older version of SDL.

  43. Here are the notes from my initial, unsuccessful attempt to set up a macOS project using SDL.

  44. 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.

  45. Blog Content Editor Powered by LLM

    I decided to use the OpenAI API to proofread and improve all the content on this blog.

  46. Label Nodes and Debugging Cursor's Position

    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.

  47. Handling Mouse Events

    Introduction Last week, I implemented the callbacks for handling touch events on iOS and tvOS.

  48. Handling Touch Events

    Introduction All games support some form of user interaction, right?

  49. Introduction to Shape Nodes - The Cursor

    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.

  50. Getting Started with SpriteKit

    SpriteKit SpriteKit is a general-purpose framework for drawing shapes, particles, text, images, and video in two dimensions.