Andrey Listopadov

You might be wondering why there were no posts on the game development marathon I’ve been doing. Maybe you’d thought that I gave up after the admittedly underwhelming game3 having no actual game just some basic movement. And yeah, I felt burned up a lot, and considered skipping a month maybe - but then this happened.
Not to be confused with a programming language. In this post, I would like to cover what features I think a dynamic language environment should have. Or to rephrase that, what would the environment probably have if I were to design it.
In the previous post on the subject I’ve described how one can create a custom compilation mode for any language. In the Dynamically extracting filenames from compiler output section I’m talking about various issues with how Clojure reports problem locations. The main problem is when the problem is inside of a dependency, and be it your own library, or a third-party one it’s equally tedious to go and look into it because the dependency usually is a jar file somewhere in the ~/.
I gave myself 1 extra day on this game because in total I was only able to work on this game for 5 days, two of which were on the train. So this game is now done, although I couldn’t make any sounds for it.
Early on in my career, when I saw a function that returns an anonymous function, I felt a weird mix of emotions. It was just a weird thing to do, especially when you’re coming from C, where there are no anonymous functions. Such concepts as lambdas in C++ were hard to grasp, and I’m thankful that instead of continuing to hit my head against the C++ wall I picked Scheme, and it helped me understand many core concepts, such as higher-order functions that we’ll be mainly talking about in this post.
Another week passed, but I didn’t manage to squeeze out much spare time to make any significant progress with the game. Not like I didn’t do anything, but the game is far from being playable. This week I, unfortunately, could spend only a single day working on a game, because every day after work I had some personal stuff to take care of, which took all of my after-work hours.
Recently I’ve stumbled upon a video about Kakoune, a code editor: Idiot user tries to use Kakoune (for notes? Also Helix?). Funnily enough, I was mentioned in this video, which was a surprise, and made me laugh for quite a while: Let’s go back to the official plugins page.
I’m working on the next game, although I gave myself an extended period of rest. After failing to complete the last one I needed to distract myself a bit from this activity, so I worked a bit on Fennel stuff, played some games, and I think I’m back in business by now.
Recently, I decided to try the now inbuilt LSP client called Eglot. I’ve been using the lsp-mode package for some years and while I don’t have any problems with it, I decided to try the in-house solution. Though, I already tried Eglot in the past, and it didn’t work for me, due to some complications with the language I’ve tried to use it with.
So, I usually don’t do game reviews, but this time it’s kinda special to me. I’m a bit late to the party as the game come out quite some time ago already, but that’s mostly because I didn’t plan on getting it. Honestly, I was too afraid to play this remake, as I cherish my memories with the original game on the PlayStation Portable.
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