Eli decided to gather some folks for a spring edition of #Decadv, I only just finished the proof-reading of No Bears None, I'm aching to do a bit of gamedev and I'm always willing to jump on an occasion that forces me to document things. So let's go!

I'm hoping to make a whole new implementation of Donsol with Rek's gorgeous new sprites. I'm tired of the NES look n' feel of our first implementation, I want something that has animations and effects and lives up to the capabilities of Varvara.

https://rabbits.srht.site/decadv/

#DecemberAdventure

Starting more seriously on the interface now, I think I got everything down where I want it. Through all my years of programming in #Uxn, I've managed somehow to never learn much about emulating larger numbers and just lived within the boundaries of 16-bits, but I do skirt pretty close to the boundary sometimes. For example, if I want a little progress bar 0x32 pixels wide, to display a value between 0 and 0x15, I have to do a little bit of finessing to have enough resolution in a short to emulate what in other languages you'd use decimal points for.

https://rabbits.srht.site/decadv/

#DecemberAdventure

"You drank the white mage"

There has got to be a better way to phrase the flavor text for top tier healing cards.

https://rabbits.srht.site/decadv/

#DecemberAdventure

A day of implementing animation tools. The mileage on that little smoothing animation function.

https://rabbits.srht.site/decadv/

#DecemberAdventure

The whole game, zipped, is 42kb. 
@neauoire Donsol for uxn badly needs a version working with just uxncli with ascii cards (no ascii art, but shown as [2D] [1H] ... and so on. I always wanted to put it in the #textoplano server because the graphical uxn over SSH it's a no no as remote X11 would use lots of bandwidth.
@anthk you should write an emulator where the Screen device outputs block glyphs to the terminal. :)