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Chronojohn update: Presets get added to the win7 jumplist6. June 2014

I added a new convenience feature to ChronoJohn.
Presets you create will now be added to your win7 jumplist,
so you can directly start a pre-defined timer with 2 click!!


More Lullaby Updates25. Mai 2014
Lullaby got another update.

First of all, it's got renamed to Chronojohn, because it's purpose got far beyond simply shutting down your rig.
Here's the changelist:
-Added options screen to manage presets

-Added alarm customization
--Custom default alarm setting in the options menu
--Custom alarm settings per presets

-Added 'Execute Process' state
--Accessible by creating a preset

-Added AutoStart for presets. Starts the preset as soon as it is selected

-Added command line arguments
--'Chronojohn.exe Presetname' to open with a predefined preset.
--Syngergizes nicely with the AutoStart feature

-Remembers the screen position it was closed last time


Lullaby Update3. Mar 2014
Lullaby got a small update. You can add custom timer presets, and the alarm is now continuous.


Survey about level editor file-management 2. Feb 2014

What's the problem?

After resuming work on the Ungame again, i realized i need to make some improvements to LevelUp aswell, specifically in the file-management department. So currently, if you create a new project, you import bitmaps and the absolute path to it is stored, that means if you change the path of your tilesheet, things break. Not pretty, thats why i'm thinking how to elimitate this inconsistency.

Texture Management

I see several cases of how users might (want to) store their images. Users store their art
  • in a dedicated path (c:\art\)
  • in the games asset-directory
  • in their level-project directory

I want to make sure that using levelup doesn't invade your personal workflow and data structure, so i'm trying to figure out a way that will make you happy.

One solution i can think of is, when you create a new project, a folder-structure is created in the path you choose:

The base folder will include your project file, aswell as a compiled container (more on that further down).
The maps folder will hold the different maps created in your project
The tilesheet folder is optional. You can copy, or create, your tilesets into that folder and they'll be automatically be added to the project. Otherwise you can add them in the editor by providing the path to a file.
Lastly, if you're not storing the files in your game directory, i'll add a checkbox that will automatically copy your textures to the directory provided when exporting the map, so you don't need to move them around manually when you changed something.

Project Container

Suppose you want to share the project with other people so they can provide maps of their own. I'm still working this out, but one idea is, to prevent missing files etc., to add an option to 'compile' the map into a container, which includes all maps (or a selection thereof) and the required tilesets alongside with it.
When another person is opening the container with levelup, they'll be prompted to extract it someplace, where the above mentioned folder-structure is created.


Do you think this would serve you well, or do you have something different to propose? Hit me up on twitter or find me on irc as wzl.

Moved to wzl.gd 31.jan 2014


After the .vg domain wasn't able to be renewed in june 2013 is was thinking what other domain i should register. VG (video games, obviously) was just too sweet, and had a nice ring to it.
Eventually i decided on .gd (gamedev, right). I'd love to have .io, but it was too expensive at the time, and now it is taken.


Other than that, i've been meticulously working on ungame (title pending), adding new mechanics and animations. It is turning out quite well so far. Numerous new abilities have been implemented, but i'm far from done. One of the next things i need to do is create a bunch of tilesets, and come up with an actual level design. Gotta make some graphs to determine where you need to got in order to get certain powerups, but more on that later.


Yesterday i started creating an introductional guide to the basic implementation of physics (sounds too fancy really) in 2D games. The first is about how the game loop should be designed, the other is the first chapter of a series to create 2d tilemap-based physics. Both articles reside in the gpwiki, which we're currently in the process of redesigning. So if you have any ideas you can head right to our suggestions thread!

You can has RSS28.mar 2013

Added stufffff28.mar 2013
Filled it with content. HOORAY CONTENT!

wzl.vg27.mar 2013
An actual website appeared.