Happy Birthday Decker!
Can't express how grateful I am for the existence of Decker.
Is there a way to customize the look and size of the alert modal? For example, change the frame, button look, fonts, etc..??
I imagine this likely requires a custom contraption. If so what's a good way about replicating the alert functionality so that it's more customizable? That's a long winded way of asking, how do I make custom pop ups?
I've tried this on Firefox and Chrome and have been able to reproduce it consistently.
Repro Steps:
- Copy an image and paste into web decker. Make a selection using the Lasso tool and hit delete. This should freeze decker to the point where you have to refresh the page.
Console Errors:
Uncaught TypeError: dr.mask is null bg_end_lasso https://beyondloom.com/decker/tour.html:6510 bg_delete_selection https://beyondloom.com/decker/tour.html:6524 <anonymous> https://beyondloom.com/decker/tour.html:7597 tour.html:6510:123 bg_end_lasso https://beyondloom.com/decker/tour.html:6510 bg_delete_selection https://beyondloom.com/decker/tour.html:6524 <anonymous> https://beyondloom.com/decker/tour.html:7597</anonymous></anonymous> Uncaught TypeError: dr.mask is null bg_end_lasso https://beyondloom.com/decker/tour.html:6510 setmode https://beyondloom.com/decker/tour.html:4347 settool https://beyondloom.com/decker/tour.html:4408 toolbars https://beyondloom.com/decker/tour.html:6918 toolbar https://beyondloom.com/decker/tour.html:6866 toolbars https://beyondloom.com/decker/tour.html:6911 tick https://beyondloom.com/decker/tour.html:7478 loop https://beyondloom.com/decker/tour.html:7562
Thank you!
Building from source for windows seems like a challenge. I'm on linux.
But, using a normal Decker executable seems like it would be pretty straight forward. Are there any downsides to that approach for targeting Windows and Mac?
Like what would be the difference for the player's experience between a native decker that auto-loads a deck vs. Decker built from source with a different "tour.deck"? Does it net out to the same thing essentially?
Thanks Millie!
Using Native Decker seems like the ideal, I'd prefer to not have to use Electron, but I'll spend some time trying things out.
I'll have to explore the Danger Zone a bit more to see what's possible. I didn't consider that, but it might be a good route for seeing what's possible when it comes to platform integrations.
I love how portable a single HTML deck is. It makes releasing decks on itch or websites so easy.
But, I'm curious what it would take to distribute a deck as an .exe or app image. This would be for distribution on something like Steam or other app platforms?
What are some things to consider? What would the tradeoffs / drawbacks be?
Would it essentially have to be an Electron app?
Assumptions: I'm assuming saving state after closing the app is off the table. Support for features like steam achievements also seems unlikely. Controller / Steam Deck support seems like it would be a stretch.

Morgi Rescue is a text adventure game about trying to rescue tiny creatures from a Fire Demon.
Let me know what you think! Any and all feedback is always welcome.
Play here: https://gabrielcornish.itch.io/morgi-rescue
Panic time!
We're coming up on the remaining days of the jam and I still have nothing as far as gameplay. I've tried out a few things, but nothing seems to be sticking.
I'm determined to submit something, but I need to pivot to something and fast. At this stage, it seems like the best possible strategy I can do is SIMPLIFY, SIMPLIFY, SIMPLIFY.
Today, was more art exploration and setting up the two main resources of the game.
The player will be managing Health and Glitches.
Another design constraint I'm leaning towards is not having more than 10 words on screen at a time. I've already broken the rule in this concept, but I think it could be a good constraint to keep the player moving things along quickly instead of standing on a single card for too long because of the amount of text.

So, I just dropped everything to join the Decker Fantasy Camp 2024 and I have 22 days to finish a game.
I’m a little late to the party, but I wanted to contribute something to the Decker community… because you’re all awesome!
Here’s my game idea:
One of my weakest areas of game development is art, so that’s where I wanted to focus my attention for this jam.
I want to focus on developing my own style over the course of the jam. That means making a lot of art and also throwing away a lot of art. The good news is Decker makes the iteration part easy.
You can see some of the exploration I’ve done so far.
To keep myself accountable, I also want to produce frequent dev logs as the jam progresses.
I hope that showing my process will encourage others to also make their own games.
If you want to receive updates on how I’m developing the game, you can follow along by subscribing to my newsletter (or just following this thread).

Good luck to everyone in the jam!
I'm not sure where to post this, so I'll post it here.
I wrote about Decker to my newsletter subscribers this week: https://designvideogames.substack.com/p/the-easiest-game-engine-no-one-is
I would like to start writing and building content around using Decker as a game design tool. If you have any suggestions / ideas for content you'd like to see covered, I would love to hear it.
Suggestion: Might be useful to have a pinned topic where people can share their Social Media, Tutorials, Videos, Articles, or Blog content about Decker.
How would I approach creating a cooldown button in decker?
The idea is that someone could click a button and would have to wait a certain amount of time before being able to click it again.
Ideally the button doubles as a sort of progress bar so that you could visually see the bar draining before being able to click the button again.
For an example of this in action, please see: https://adarkroom.doublespeakgames.com/
Thanks in advance!