postmortem
Squashing Bugs: How Bug Bounty! Was Made
I recently participated in the 129th Trijam game jam in which I had to make a game in three hours. While I didn’t quite make that mark, I had a lot of fun participating in last week’s jam.
postmortem
I recently participated in the 129th Trijam game jam in which I had to make a game in three hours. While I didn’t quite make that mark, I had a lot of fun participating in last week’s jam.
devlog
For the Fall 2020 semester, I developed a game for macOS called The Costumemaster. Suffice to say, it didn’t work as intended, and I didn’t get anywhere exciting with it. However, I did play with machine learning in the final weeks of the semester.
devlog
Around the time of WWDC last year, I went and redesigned my website to make use of simple, but effective, styles. The stylesheet mostly consisted of adding padding to places, creating shadowed cards, and responding to the users’ preference of themes.
devlog
I love torturing myself. Or at least I think I do. I just don’t know what it is, but I always find it rather fun and exciting to see where Ren'Py can fit in places it shouldn’t.
devlog
In my previous post, I had discussed how I managed to get Ren'Py to work more nicely with Xcode as an Xcode project, meaning that Ren'Py developers that also develop apps for macOS, iOS, etc. can still do their work without having to leave Xcode.
devlog
It’s safe to say that I’ve gotten back to using Xcode. A lot. I’m playing around with new SwiftUI features and use Xcode to manage the new version of my website.
devlog
Apple had their annual Wordwide Developers Conference yesterday, and I had the great pleasue of watching from the comfort of my bed* from start to finish, a first for me. There was so much there that blew my mind and really surprised me.
devlog
Hey guys! It’s been a while since I made a post here, but don’t worry; I’m not dead, and neither is this blog! I’ve just been busy with a few things lately, and I think you may want to take a look.