Thoughts from a software engineer in Singapore.
Setting up OpenWRT on a QNAP QHora-301W router with 10g Internet
I recently upgraded my home internet connection from 1 to 10gbps. The only problem was, I didn’t have any devices that supported it. My router, switches and all but one other device were all 1gbps or lower. Of course, there’s little practical need for 10gbps considering that far exceeds regular hard disk speeds but still, I felt this would a good excuse to upgrade my home network. So I did....
Homebrewing Beer
Recently I’ve started to brew my own beer - I’m on my third batch now. I got the urge after wanting to make a game about managing a pub. That got me to discover another game via Steam called Beer Brewing Simulator. Then after playing that for a while, it seemed easier than I thought - so I decided to give it a go in real life! Several things put me off doing this before, but I realised they’re misconceptions....
Creating a Tower Defense Game in Pico8: Part 5 - Placing Totems
In the previous tutorial, we made our player move around the screen. Next on our list is the ability to place totems (our towers) - a core gameplay element in a tower defense game! Unlike the player, totems don’t exist at the start of the game. Also, there can be many totems on the screen at the same time! So for this to work, we’ll need to introduce two new concepts:...
Creating a Tower Defense Game in Pico8: Part 4 - Player Movement
What Next? So far, we’ve introduced some basic coding and game design concepts and written some helper functions that will live up to their name soon enough. Let’s take a step back and think about what kind of game we’re making, as this will help guide us over the next few parts of this tutorial. Tower Defense Player controls Typically, the player in tower defense games acts as a godlike presence, building and upgrading towers from nowhere as the player issues actions using their mouse or a touchscreen....
Creating a Tower Defense Game in Pico8: Part 3 - Setting Foundations
Helper Functions There are some techniques, like _debug mentioned in part 2, that I use in almost all my games. In this post we’ll implement some of them right at the beginning, because it’ll save us time later! In Pico-8’s code editor you’ll notice a number at the bottom-right which increases as you write code. This is the token count, and it’s very important to keep an eye on this because Pico-8 programs can only have 8192 tokens!...