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.
I’m pleased to announce that most of my libraries for fennel are now shipped as single files! It was a long-standing issue with Fennel for me, as there was no clear way to ship both macros and functions in the same file, but after some experimentation, I figured out a way.
Well, It’s unfortunate, but I couldn’t make the game in these 4 weeks. August is just too much of a pain in terms of the amount of different events - maybe even the busiest month in the whole year, for me personally. Judging by the commit history, I was able to work only for 11 days out of the 28 days given to me by the challenge - and I tried to do at least some work every day and commit everything I did.
Why is it the third week that I finally gain any interest in actually working on the game? Now, when I think of it, this may be the whole reason I couldn’t get into game dev during earlier attempts in the past years.
Didn’t have much progress on the Game2 this week. Mostly worked on some additional assets, and rendering the world into an isometric grid.
In the last post, I mentioned that it is very hard to come up with floor tiles that leave enough colors for things to be seen.