Shows SillyScript enums and their corresponding output to JSON
Part 4 of making cutscene/events scripting language for #gamedev.
Added ENUMS. They can generate as ints or strings (for now???). Works nicely with the custom syntax feature. #coding
16.10.2025 19:52
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The custom syntax can be used immediately after declaring it. Still working on allowing the same syntax to be redeclared with different types!
12.10.2025 19:35
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An image that demonstrates the structure of a "syntax" declaration.
Its content is:
syntax [SYNTAX_NAME]:
pattern: # First possible pattern
[SYNTAX_PATTERN_1]
# Can have multiple patterns...
pattern: # Second possible pattern
# Patterns can use any characters.
# Pattern starts after first indent after pattern
a 1 🎃
# Use triangle-brackets for expression inputs
# <[NAME]: [TYPE]>
<myNumber: int>
# Whitespace is ignored unless identation changes,
# so this is valid use of the syntax.
a 1 🎃 69
Shows real, usable examples of "syntax" declaration.
# "Butt" syntax
syntax Butt:
pattern:
ɷ <buttData: int>
ɷ 123;
[
{
"buttData": 123
}
]
----------
def Action(name: string) -> dict:
name: name;
def RandomlyTrue(chance: float) -> dict:
chanceOfTrue: chance;
# "if" syntax
syntax If:
pattern:
if <conditionData: dict>:
<actions: list>
if RandomlyTrue(0.2):
Action("Hop");
Action("Skip");
Action("Jump");
[
{
"conditionData": {
"chanceOfTrue": 0.2
},
"actions": [
{ "name": "Hop" },
{ "name": "Skip" },
{ "name": "Jump" }
]
}
]
Part 3 of makin custom #coding language for game ✧˖°.
After STRUGGLING for a week, finally got custom syntax declarations working. 🎉
Since each project I use this for may require different structures for conditional statements/loops/etc., wanted a way to define them on a per-project basis #gamedev
12.10.2025 19:35
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Omg I looked it up and the website looks exactly the same and just as unhelpful. I feel your pain 😩
06.10.2025 04:51
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PS: codemirror's documentation was written by satan. 🥀🥀
06.10.2025 03:45
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Part 2 of making my custom scripting language for my game.
Making a whole interactable demo for the documentation cause why not. The compiler is written in #haxe allowing me to export it as a JavaScript library that runs entirely on the frontend, making it just a liiiiiittle easier. #gamedev #code
06.10.2025 03:44
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Oh wow, that's interesting. I can't say I'm a big fan of the syntax for it 😅. It's definitely not what I'm looking to write when scripting events in gamedev, but cool to know that it exists!
04.10.2025 17:37
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I would like to know more! I was having trouble finding an example of what you're referring to in YAML, could you link an example of some sort?
With that said, this post is just a preliminary example of the basic syntax, there's additional stuff I hope to cover as I implement it!
03.10.2025 18:43
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You define common JSON structures using "def" that can then be repeated. Each scope represents either an array or dictionary based on whether the entries are labeled.
So "lines of code" equate to array entries. Tomorrow I plan to add the ability to create custom syntax or something hahaha...... :d
03.10.2025 01:38
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An image showing text from SillyScript language and its JSON equivalent.
SillyScript:
1;
2;
3;
"MyString";
def moveCamera(start: int, end: int) -> dict:
kind: 0;
range:
start;
end;
"Start Actions";
moveCamera(1, 2);
moveCamera(2, 5);
:
kind: 2;
loop: false;
JSON:
[
1,
2,
3,
"MyString",
"Start Actions",
{
"kind": 0,
"range": [
1,
2
]
},
{
"kind": 0,
"range": [
2,
5
]
},
{
"kind": 2,
"loop": false
}
]
So the programming language I'm working on is named "SillyScript". It's intended for scripting scenes in my games by generating JSON that the game interprets. It's technically more of a markup-language disguised as a traditional coding language.
#coding #gamedev #dev #programminglanguage
03.10.2025 01:38
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Oh hey! Shout-out to a year ago when I would post almost daily. 😶🌫️
The October vibes are HITTIN, so I'm going to try daily posting my gamedev shenanigans again. Let's see if I can keep it up for the rest of the year.
Please bear with me this first week as I finish making my programming language. 😅
01.10.2025 22:11
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IF ONLY THE RECIPE DIDNT TAKE 1 WEEK IN THE OVEN I STG
20.02.2025 01:40
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LOOOL GG we absolutely not making it by Next Fest. LIFE TRYING TO STOP ME FROM MAKING ART BUT I WONT LET IT AAAHGH
Anywho check out this sick af NPC dialogue thingy I made + tutorial wall of spears. I'm really happy with how my blender animation skills have improved ^^
#indiegamedev #godot #3d
19.02.2025 12:15
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Thank you so much! I've been feeling a little iffy about the visuals, but maybe that's just because I've been looking at it for so long. Appreciate the kind words! 😊
09.02.2025 21:50
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Thanks!! :D
09.02.2025 21:48
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BIIIIG PROGRESS: added doors.
16 days until Next Fest... #gamedev #roguelike #godot
09.02.2025 02:22
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Thank you Di! 😁
08.02.2025 16:05
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"Cabin" with green-blue trunks for the walls.
Club room. Tiled floor with multi-colored tiled walls.
Forest. Grassy shaded floor with trees for walls.
Underwater! Vibrant walls and sandy floor!
Okay!! It maaaay seem like I haven't done much, BUT I wrote Steam descriptions, got page prepped, website/email registered. Bunch of small stuff I needed to get out of the way.
+ Finished FOUR environments for demo; some still need unique decor.
17 days until Next Fest... #indiegamedev #godot #3d
08.02.2025 04:07
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Added system for various decor objects like rocks and tall-grass (or seaweed for underwater world). Helps make the world look a little more alive! :D
Still need to give them proper particles upon destruction.
20 days until Next Fest...
#indiegamedev #godot #3d #roguelike
05.02.2025 01:30
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Sorry for no posts for the past monthish! Got burnt out; shouldn't have given myself crazy artificial deadlines. 💀
Still shooting to release the roguelike demo for Next Fest! Made some pretty good progress, so let's return to daily devlogs!
21 days until Next Fest...
#indiegamedev #godot #3d
03.02.2025 23:47
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jeff hasnt paid me back for the salmon sandwich, they brought this on themselves
09.01.2025 01:59
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i had some fun making this witchy character.
i need to get better at human modeling and 3d animation anyway
08.01.2025 23:48
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😎 Day 3.5/7 of Steam Demo Game Dev
bruh ive been so busy with non-gamedev stuff past couple days. no progress, very sadj. since it's snowing, im calling them snow days and they dont count cool? cool.
also fuck sharks, i like magic aesthetic so switching game's character to witch you cannot stop me
08.01.2025 23:48
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I'm going to try, but I am NOT making the progress I need to be making XD
Rip game release dreams
07.01.2025 01:41
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🕐 Day 3/7 of Steam Demo Game Dev
Kinda finished skill making system AND IT'S BOOTY.
It's confusing and clunky to navigate. But worst of all, it's boring and derivative. I can do better.
#gamedev #ui
06.01.2025 06:19
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Haha, this is nothing! Trying to focus on simplicity so I can actually put out a game instead of focusing on UI for months, but glad there's at least someone that enjoys it 😅
04.01.2025 19:28
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🪄 Day 2/7 of Steam Demo Game Dev
The features I want to finish by day 7 are:
* Skill making system (from randomly found components)
* Random passive ability pickups
* Overworld traversal system
Was busy today, but got some progress on a skill-making menu:
#indiegamedev #godot #ux #2d #menu
04.01.2025 15:07
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Today I developed a new system that plays turn animations separately... BUT only when entities interact. So normal movement is just as snappy and simultaneous, but during combat the game slows down and splits up actions for better visualization.
Similar to how Mystery Dungeon/other roguelikes work.
03.01.2025 00:05
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♻️ Day 1/7 of Steam Demo Game Dev
One of the core issues with Codfather was the fact all turns ran simultaneously, making it difficult to determine turn order + why certain attacks missed (AND caused TONS of painful, overlapping sound effects). (1/2)
#indiegamedev #godot #indiedev #roguelike #3d
03.01.2025 00:05
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ILL DO WHATEVER IT TAKES TO WIN NEXT TIME
*creates my own game jam where I am the only person who enters*
02.01.2025 19:53
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