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mmulet

892 karma · joined March 12, 2018

Github: https://github.com/mmulet Email me with "Literally any username" at coderelay.io
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mmulet··on Show HN: Video Game in a Font
I have tried other shapes at the pixel level, but not at the sprite level. Example: I draw from the top left pixel, draw the whole row of pixels (use the run length encoding), Then I draw the next row and so on. I haven't tried drawing the top left pixel and then drawing the to the bottom right corner, then moving up/down a diagonal row. You're right that might make it look a lot better, I will have to try it later. I stopped after I got it "good enough", because I wanted to finish the game.
mmulet··on Show HN: Video Game in a Font
I posted a guide here 0

[0] https://github.com/mmulet/code-relay/blob/main/markdown/Secr...

mmulet··on Show HN: Video Game in a Font
So do I! It saved me a lot of work. I started making it as a web-based react component, and I got to the part where I was doing custom bezier curves and keyframe based animation, and I was like "ah, I'm reinventing the wheel here!" So I switched. The only (possible) downside is that the addon has to be GPL3. I always intended on licensing the engine as GPL3, so it wasn't a problem for me.
mmulet··on Show HN: Video Game in a Font
Hello everyone! A lot of people are getting stuck, so I wrote a guide [0] to the game's secrets. I saw that this got posted to lobste.rs, can someone post this link there, too, I don't have an invite to that site.

0: https://github.com/mmulet/code-relay/blob/main/markdown/Secr...

mmulet··on Show HN: Video Game in a Font
Yeah it still has a lot of quirks. On libre office, you have to change the font size to size 2px (and zoom in) or so to play the game all the way through without resetting. Same thing happened to me in gimp, it's annoying but playable.
mmulet··on Show HN: Video Game in a Font
Maybe my in game hints were too subtle. You can beat it, but spoilers

You have to keep going past the ending (GameOver) keep typing. You'll revive and beat the boss.

mmulet··on Show HN: Video Game in a Font
A kindred spirit! Dungeons and directories is great! I've only played the beginning so far[Edit I've beat the game now and joined the secret club!], but I really laughed at the "You walk through the southern door, and straight into the chasm you saw earlier..." Picture : "you walking straight into the chasm with a smile on your face".

I ran into the same problems you did, any variable leads to an exponentially large state. Other than, "scoping" as you put (or branch merging as I put it), the most space-efficient way I found to keep state was to ask the player to remember a passcode. So the player can keep track of the state, but I don't have to (ie. exponential space savings!). Even when entering the password, you can keep the space small (n*2 rather than 2^n) see [0]. Players used to retro PC games will remember entering passwords found in their instruction manual, so it's an added nostalgic appeal.

Let me know when your error dialogs game is done. If you want to collaborate on some games, hit me up, I too love games where they shouldn't be.

0: https://github.com/mmulet/code-relay/blob/main/markdown/how/...

mmulet··on Show HN: Video Game in a Font
Thanks! There's a lot of room for unexplored creativity in fonts. Fonts are everywhere, but they are so complex so no one tries. And thanks again, for the link, I didn't see that!
mmulet··on Show HN: Video Game in a Font
I wrote a an article going into the technical details here: https://github.com/mmulet/code-relay/tree/main/markdown/HowI...

I also released the code for the game engine. Available here: https://github.com/mmulet/code-relay/tree/main/markdown/Tuto...

mmulet··on Show HN: CodeRelay – Contribute to open source 5 minutes at a time
Hello!

Clear statement of what the project does:

An Open source maintainer uploads a task to code relay (like document this function or fix this GitHub Issue).

Code Relay assigns this task to a contributor.

The contributor makes incremental progress on the task. Maybe the contributor splits the task into two subtasks, or writes one line of code.

Then code relay assigns the task to different contributor.

Like a relay race, the task gets passed on-and-on to different contributors.

Why I made it:

I made this because I sat down at my computer one day to work on open source and it took me 5 hours to:

- find a repo with a good-first-bug that I could do,

- clone the repo, build it, fix the bug

- make a pull request, fix pull-request, and get the pull request accepted,

I want to make contributing to open source and quick and painless as possible.

I want to live in a world where you can open your phone, make a contribution (no matter how small) in 5 minutes and be done.

I want to live in a world where Open source maintainers don't burn-out and let their projects die.

I want them to be able get the extra contributions they need without becoming a community manager/full-time marketer.

So that's why I made Code Relay.

Disclaimers:

I don't believe that Code Relay will replace fork-pull-request workflow, or the contributor-maintainer setup. I do believe that it can supplement both, make them stronger.

Likewise, I don't think Code Relay will be the most efficient use of a programmers' time. The constant context switching alone will slow everything down, and one maintainer with knowledge of a project can work faster than 10 programmers working for 5 minutes at time.

However, Code Relay's strength is that it attracts programmers that otherwise would not contribute to open source. My hypothesis is that 1000 programmers working for 5 minutes at time, is faster than 1 maintainer. It's a matter of scale.

mmulet··on Show HN: Double Gems – Like MoviePass for Mobile Games
Hey, I'ma long time lurker here at hacker new. But, I've finally created something to share with everyone!

I've been a hobbyist game dev since I was 10, and I've watched the evolution of mobile games very closely. I realized that a major problem in today's mobile game market is that 70% of revenue comes from less than 1% of your player base. If you're big, this isn't a big deal, because you can just scale up your marketing, casting a wider net to capture the "whales", so to speak. But, for the rest of us, advertising really can be cost prohibitive, at small scales it can be really hard to see any return on investment. I wanted to create a service that would be really valuable and useful to "whales", and by doing so, create a way to identify and market directly to the "whales". This service is DoubleGems.com. Here is what it's all about: "DoubleGems.com is a subscription service that rewards players for making in-app purchases. For every $10 players spend in game, DoubleGems rewards a $10 Google Play gift card to make future in-app purchases. Spend $10 get $20 worth of stuff." DoubleGems.com should be win/win for everyone: The "whales" get more in-game stuff, and the devs get a great way to contact the "high-value" players.

Let me know what you think. As a game dev, would you market with us? As a player, would you sign up (it's free right now)?

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