Hey everyone!

I thought I'd show a quick sample of dxE (my game-independent library) code. dxE has recently been almost completely rewritten in C, as I've abandoned my object-oriented approach. The only C++ code I have yet to replace is my use of GLM, which I'll be replacing soon with the HandmadeMath library.

The new rewrite of dxE currently supports:

-Multiple Windows
-Keyboard/Mouse Input
-Resources (Shaders, Textures, Fonts, Audio)
-Multi-threaded Resource Management (Parses requests, loads in resources as needed, allows for dynamic loading screens and loading during gameplay)
-Output (Audio, Rendering)
-Custom shader support; can use ...
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Hey all!

Just uploaded the 4th Behind The Scenes episode of the devlog series. Since there isn't much progress to be seen on the game itself (as I'm doing a lot of under the hood renovations which I talk about in the last Under The Hood episode), in this episode I show some new enemy art and I get into a few interesting design decisions (which includes the name of the game!).

Check it out here.

Thank you all so much for the support!
-Delix
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Hey everyone!

I just launched the Dissonance Patreon page. In theory, financial support from any followers will allow me to fund pixel art and potentially music will allow me to dedicate all free time towards development of the game and devlog series. More information is available at the Patreon page.

Here's a link to the Patreon page.


If you choose to support me, I'll be extremely grateful; you'll also receive rewards (that are all listed on the Patreon page).

Thank you all so much for the support!
-Delix
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Hello, everyone!

It's been quite a busy few weeks, which is why I'm surprised at the fact that I somehow managed to squeak out a new devlog. The devlog series is changing a bit; now, there will be two videos per episode. One of these will be titled Under The Hood, where I explain more programming-related things and where the video focuses on the code and programming; the other will be titled Behind The Scenes, which is the usual game update video where the content deals more with the game itself.

This is the first Under The Hood ...
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Hey everyone!

As a start to my journey in programming in a more handmade fashion, I decided to test my skills regarding memory management and C in general by attempting to code a C-equivalent of the C++ std::vector. I took inspiration from the stb_stretchy_buffer library.

It's not feature complete yet; just have pop/push, free, and size/cap functions. If you guys have any suggestions or comments, I'd love to hear them!

Here it is:

EDIT: Fixed some issues and implemented a few new features. Thanks for the comments, guys!

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Leaving OOP for Handmade (2/13/2017)

Ryan Fleury  — 2 months, 2 weeks ago
Hey everyone!

I've thought quite a bit recently about what it means to code in a handmade fashion, and what that means for the structure of a program. Through some of my work at the university I'm attending, I'm beginning to see the problems that an object-oriented approach presents to the quality, perfomance, simplicity, and straightforwardness of a program and how it works.

My coding style has always, since I've started C++, involved some sort of object-oriented approach. While I've dropped certain traditional object-oriented practices along the way (like data hiding or private data), up ...
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Dissonance Devlog #3 Uploaded (2/3/2017)

Ryan Fleury  — 2 months, 3 weeks ago
Hey everyone!

I just recently uploaded the third Dissonance devlog. I didn't get a whole lot done, as life has been pretty busy, but I still have some stuff worth showing and talking about! I've implemented the bare bones of lighting and collision editing fully. I hope you guys enjoy, sorry there isn't a whole lot this week. The devlog is below; I'd love any feedback, suggestions, comments, encouragement, discouragement, etc. you have.



Thanks for watching and thanks for your support!
-Delix
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Hey everyone!
Just uploaded Dissonance's second devlog. I speak a lot about progress on the game's map editor and I get a bit into the code. Hopefully you all enjoy it; thank you for your interest! One thing worth mentioning is that I will need to rename the game at some point. If you have any negative or positive feedback or perhaps an idea for a new name, I'd be greatly appreciative if you left it in the comments!



-Delix
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Hello!
Just a quick update for everyone. I just uploaded the first YouTube devlog... It's really more of an introduction video; I don't go into depth explaining anything technical or anything yet. It's just a video to establish the project and a video format while also showing a bit of progress (which isn't too much visual at the moment).

Here's the video; let me know of any feedback you all have, positive and negative, and I hope you enjoy it!



-Delix
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Dissonance Update (1/9/2017)

Ryan Fleury  — 3 months, 3 weeks ago
Hello!

I hope everyone had a great holiday season!

Life has been incredibly busy for me recently, as I'm sure it has been for everyone else. Progress has been made on Dissonance a bit slowly recently but surely; I'm starting to get back into the hang of things. I recently just finished refactoring and optimizing dxE, which is effectively my engine, as dxE was using a very outdated code-base (and Dissonance used dxE). This stuff is all game-independent and very much back-end, so there isn't much to actually show; you'll have to take my word that ...
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Dissonance Devlogs (?)

Ryan Fleury  — 4 months, 3 weeks ago
Hey everyone!
I've been planning video development logs for Dissonance for a while now, but I'm unsure of what format I'd like them to be in, or what I'd want to show off specifically. Being hosted by Handmade Network implies that I should delve into the software side of things, which is an incredibly exciting (albeit a bit nerve-wracking) topic to delve into.

I had a question, for any reading this, however; what else would you be interested in seeing in a regularly uploaded video devlog for the game? I'd love to talk about all ...
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Dissonance Art Update, pt. 2 (12/8/2016)

Ryan Fleury  — 4 months, 3 weeks ago
Hey again!

Just to share some progress, I'm going to be posting a couple screenshots from the pixel artist I've hired to work on Dissonance, Ergg. He's been making lots of art, and it's coming along swimmingly!


You can see the map-style is starting to come along quite nicely! This isn't an actual in-game map, just a mock-up of one made by Ergg, but all of the map elements he's made so far (tiles, objects, etc.) are visible. There seems to be a mysterious door... I wonder what that could be for. ;)

It might ...
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Hey all!

If it wasn't obvious, I'm Delix and I'm developing Dissonance. All of the art you can see on the page is outdated; I figured that in order to keep both productivity and work quality at their highest extent, I should hire a pixel artist, which I've done. New art is already on the way; the art style is changing quite a bit, but the game's theme and atmosphere should (in theory) remain consistent.

It's worth mentioning, however, that much of the game's theme is subject to change, since the game's ...
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