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Mark Damon Hughes

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A member registered Nov 08, 2014 · View creator page →

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Things like mine would be impossible to deploy that way, it’s all “put this Kawa code here, run this build script, modify these config files”. Code alone gets you maybe 50% to running state. Images, sounds, databases, etc. are non-source.

Most Schemes indistinguishably use .scm and some don’t allow shebang lines, so no “magic”; Chez is .ss and there’s a couple that use .s. Lisp I’ve seen .l, .lsp, and .lisp, and no extension (pre modern filesystems).

Have updated to fix a security problem duplicating users, and reduce the client ping modifying your text. Will have a lot more after the jam!

Mudhole community · Created a new topic Update 2025-11-15

Have updated to fix a security problem duplicating users, and reduce the client ping modifying your text. Will have a lot more after the jam!

The MUD is running locally. I almost have it working on the server where it needs to be:

Looks up to me? No trailing period of course.

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Just putting together the project page now for the Mudhole, more technical detail is on my gopherhole on cyberhole.online

gopher://cyberhole.online/

In short, Kawa Scheme -> Java servlets and my JS Terminal for front end.

Ran fine in Chromium, like all Hoot things it errors in Safari. But after spamming balls (“balls!”) for a while, it lags, then locks up. There’s physics going on, but you need to cheat a bit or put guards in to stop it from breaking the game.

Worked fine on MacOS Big Sur/Intel. I did have some weird lag at the start, but then it worked at normal speed. Didn’t make a lot of money, but zoomed around delivering a while.

I felt uncomfortable with all the doll squares staring at me, so I shot them, but left one to sit with at the edge of the arena. I can’t leave, but I guess I’ll never be alone, unless I misclick.

Didn’t work in Safari, had to load in Chromium.

Looks great, and initially the network layer worked fine, but started lagging very quickly, and soon became completely unresponsive. After a server reboot, losing all data (!!!), we started over.

I planted a giant grid of cabbages. World of cabbages. If you pull a cabbage from a spot where it couldn’t spawn, turns out it becomes an infinite cabbage.

My visions of cabbage world conquest were cut short by lag reaching unusable levels again.

Front end worked fine, if only in one browser, network & server are seriously buggy.

Finally did my pixel art! The most fiendish enemies ever.

Now released!

Enemy swarms work! Art pass tomorrow.

Performance and composition rights are separate. You have to pay a copyright fee through ASCAP, if you want to be 100% safe. In practice, will anyone care if you cover something for a free game?

Vectored motion is easy! Tuning constants to get the Asteroids feel is hard.

As seen in a little movie on fedi

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A little video on fedi

After a bit of experimentation, I have working GUI shell in Kawa Scheme (Java) and generate Jar applications.

fedi thread

I’ve been waffling on game design, but I’ll think tomorrow.

I got a (non-car) crash with “749:attempt to concatenate a null value”

Otherwise it’s a little like Milles Bourne. I think it needs more feedback about the results of each action.

I just say “Cavezzz” but yes, it’s a Chez joke, so “cah-vay” would be Frenchest.

1.0 versions for everything I could get to build. Windows is doing something weird with 32-bit/64-bit versions.

As of today there’s treasures & monsters. Should get fighting done tomorrow, then ship!

I’ll upload the entire repo at once when it’s a little further along, but there’s nothing specific to deployment there.

For command-line, I use the build script in my Chez Scheme module example. This produces a working ‘binary’, package with scheme-script & .boot, or petite & .boot if you can, and you can just ship a dir and launching script, no containers needed. Repeat on each platform, since nanopass arch varies.

Since I now have 3 WIP graphical Scheme games, two inspired by game jams I didn’t finish in time, I decided to cut my scope and do something that I can succeed at in a week.

Cavez

I’ve done my bare-minimum cross-platform compiling (testing on Mac & FreeBSD), will spend the last day or two fighting Linux & Windows.

I often post snippets and screenshots on my fediverse, tagged #gamedev

Note on Mac, run XQuartz (/Applications/Utilities) before running sbcl, mcclim won’t retry finding an X11 connection.

One bug (well, also): The Mac binaries aren’t set executable. Did a chmod 777 VeinsOSX/VeinsOSX.app/Contents/MacOS/Veins and then I was able to open the app. Same in Writhe.

I might like to be able to click thru the text?

Perfectly atmospheric environment, very interested in seeing where this goes.

I’m really liking this one, and started using it in a little (Halloween? Maybe.) roguelike!

It would be nice to have monster animations, even just 2-frame bopping, tho. And the Mimic doesn’t look much like the chest, which is kinda weird?

Works, it’s cute, but yeah, nothing but a pile of red cubes. My stairway down was too vertical, so I dug a less-vertical way back up, but it’s still very messy. Fine block digging/placement and an inventory (2 counters for grey & red) would be nice!

Updated version 2.1 to have a difficulty level! Try playing on 1 or 2 at start, it’ll increase when you go down stairs.

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Hi, buddy: I’ve got another update, but anyway I made mine public: nanorogue

Lovely little game.

Slight room for improvement:

Show inventory icons on-screen, or check off items on the list.

It’s not always clear what things are interactable, or doors will be blocked invisibly, and then they’ll suddenly pop up an interaction which goes by too fast. Can’t re-view the photos, which can make things difficult.

Was there stuff in Room 6, or the trailer park doors I couldn’t re-enter? Music box played very slowly, not sure if there’s anything to it?

Love the ending, it looks threatening but isn’t.

version 0.9.2 now has sound effects (always in Firefox or Chrome; workaround for Safari sometimes works), and fixed being stuck in a New Game dialog loop.

version 0.9.1 is up, many bugs squashed, text is sharper, input should be more correct. There is a global cooldown now, so your deaths are totally your own fault, not sticky keys.

Post-7DRL version

I’ll be updating that one every few days as I make improvements. Already it has much nicer levels and structures.

I completed on time, and have a nice playable game. But there’s still much to do!

Posted my Retrospective last week, and I’ve finally recovered/had time to make some progress on the post-7DRL version.

Post-7DRL PortalWorlds Progress

Day 7, Later

Got back to adding missiles and fireballs! Done! Ship it!

(Levels still kind of suck, I’ll improve those later. But the gameplay should be finished.)

Day 7

Exhausted, I don’t ever work this many days in a row anymore. So I got the overview map done, and rebalanced it a bit more sanely. It is playable and a fun challenge until you get curb-stomped by wights or stuck in a dead-end world.

I have until tonight (Saturday) at midnight, so if I feel up to it later I’ll get to some of my TODO list.

Playable version is up now, let me know what you think!

Day 6

DON’T PANIC. Well, panic a little. Got door opening (but not closing, needs a whole new command), Portals (AT LAST), and 6 level generators + tutorial level. They’re very simplistic levels, and it’s possible to be trapped in some, but usually works?

Tomorrow I should really get missiles flying, trapped levels, maybe an overview map are optional. Strength/“experience” gain is a little harsh right now, but balance is low on my priorities.

Found an absolutely horrible off-by-1 math bug in a library I’ve been using for years. Programming: It’s always harder than you think.