DevLog, the main content type on this blog.

Global Game Jam 2021

Now with Online only! The Global Game Jam is always good fun and a great place to learn and try out new ideas. I’ve been doing these since around 2010 and these game jams have lead to introductions that became partnerships and hires on projects. Since I’ve gone “full-indie” (A.K.A. I have a different career for my day job) I do game dev as a real hobby job – that is I’m free (as in freedom) from any financial concerns… Read More »Global Game Jam 2021

The Union of States

In programming, especially in game dev, states are an important concept to manage what’s going on at any given time and what to do next. So we need a finite state machine or ‘FSM’ to manage such things. Basically the state is a data object that can only ever have one value from a finite list of values. Following the excellent tutorial from Aleksandr Hovhannisyan I’ve made a simple FSM to model a light with three luminosity intensities. Next steps… Read More »The Union of States

Task Master

The end of my first complete game in this engine is in sight now that the tasks are listed out. I’ve used my Nextcloud server’s Deck app as a Kanban board for listing out tasks to complete this simple Game Jam idea called Graveyard Shift. Kanban boards are great for project management that’s flexible and functional. If you’re interested in implementing Nextcloud for your projects at work or even another service like Trello, contact us at

You can’t break a file that doesn’t exist

Don’t get me wrong, I still want to redo the map loading feature, but for now it does work on device. This gets filed under “duh.” I was trying to track down why the map file wasn’t loading correctly on the ClockworkPi GameShell device, but it looked fine on my Linux PC. I went through the trouble of setting up NERDtree in Vim on the device itself (I also have it on my Linux dev box). It will certainly be… Read More »You can’t break a file that doesn’t exist

Closer to making games

After fixing the build process I’ve been spending some time making sure the existing features don’t break and work correctly with the scaling feature. I’ve merged the git repo from the engine with a new one I created for a game jam project from the past that has mostly been just an idea. This was all quite easy with the tools that I’ve setup, more on that process in Version Control. If you have a company that is looking for… Read More »Closer to making games

Fake it until you Make it

Well that feels like multiple steps back to get in the exact same place, but this is actually progress. See what had happened was… Until discovering KDevelop I spent too much time relying on Eclipse once I configured it to just work. And it did and it does. But eventually I’d like to move away from Eclipse to KDevelop. Meanwhile, I was not able to compile using my other default build system of (GNU) Make and a Makefile. This is… Read More »Fake it until you Make it

Version Control

Git is it. There’s a lot of reasons for why I use Git, and I’ll go into that and the implementation that I’m doing.

CMake vs. Make

One thing you notice right away in KDevelop is that they like to use CMake. Up until now I’ve always just used Make, I mean path of least resistance, right? There’s a great blog post on Perpetual Enigma about the differences, so I’ll just summarize here. Make will always be used as it’s part of the CMake build process, but CMake adds what’s basically an abstraction layer to create the Makefile per platform you’re building on. It stands for Cross-platform… Read More »CMake vs. Make

Dwarf error

Jumping back in with troubleshooting on the Makefile and build process in my game engine project in hopes of being able to: Build on the target device (ClockworkPi GameShell) Migrate to KDevelop for my new main IDE I’ve come across a curious DWARF error. No not one of these guys: DWARF errors are simply the format that GCC debugger uses. User tuxdev on linuxquestions says that you should clean your project, check the includes and dependencies and then rebuild. Well… Read More »Dwarf error