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Last week, I hit an important milestone: I implemented the last tile type needed to make one of Yves and Serge Meynard's original scenarios, New DeathQuest, playable from start to finish. After three months of on-and-off work, I have an essentially playable game.
I'm currently writing another Python tutorial. I was hoping to have part-1 finished before this Sharing Saturday but it started while I'm still in the middle of updating the website. You can see the part-1 source I'm going with here and the resources I plan on using are organized here.
I'm currently writing another Python tutorial. I was hoping to have part-1 finished before this Sharing Saturday but it started while I'm still in the middle of updating the website. You can see the part-1 source I'm going with here and the resources I plan on using are organized here.
I found a surprising bug where if my GDEXtension uses {fmt} (aka libfmt) which is the initial implementation of what we now have in C++23 for printing and formatting, and try to print something regularly, there is a point where the game will just close. It is not clear if it is a crash but I suspect it is. I can live with that actually, as I should control logs to go into Godot's logging system when using Godot, but it's still weird and might be a symptom for a hidden problem. I'm still investigating this one.