Simplify software pages
As much as I like this organization system - I think this is one of the oldest on the site - it was one glaring flaw. I never keep these descriptions up-to-date and never will! So if the software page has source code available (and no other text) it will now redirect straight to the source code.
|
@ -9,5 +9,3 @@ source: "https://code.ryne.moe/redstrate/arm9switcher"
|
|||
license: MIT
|
||||
summary: "A payload switcher for arm9loaderhax"
|
||||
---
|
||||
|
||||
A payload switcher for arm9loaderhax with it's only purpose is to switch two files.
|
||||
|
|
17
content/software/chip8.md
Normal file
|
@ -0,0 +1,17 @@
|
|||
---
|
||||
title: "chip8"
|
||||
date: 2020-01-25
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/chip8"
|
||||
license: MIT
|
||||
projtags:
|
||||
- CPlusPlus
|
||||
- Emulation
|
||||
resources:
|
||||
- src: img/output.png
|
||||
name: Screenshot
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/chip8
|
||||
summary: "Basic Chip-8 emulator."
|
||||
---
|
|
@ -1,25 +0,0 @@
|
|||
---
|
||||
title: "chip8"
|
||||
date: 2020-01-25
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/chip8"
|
||||
license: MIT
|
||||
projtags:
|
||||
- CPlusPlus
|
||||
- Emulation
|
||||
resources:
|
||||
- src: img/output.png
|
||||
name: Screenshot
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/chip8
|
||||
summary: "Basic Chip-8 emulator."
|
||||
---
|
||||
|
||||
This is my first ever (working) emulator, of the simple CHIP-8 system. I'm pretty proud of this, because apart from the sprite collision logic I was able to implement most of the opcodes just looking at a basic overview of the instruction set.
|
||||
|
||||

|
||||
|
||||
Technically, this implements the SCHIP type of instructions but can still play many of the ROMs you can find online. I also added a cute debugger window and a memory viewer. The emulator also comes with a built-in deflicker for the display.
|
||||
|
||||
For funsies, I included a basic parser that can spit out valid CHIP-8 instructions for a C-style language!
|
Before Width: | Height: | Size: 20 KiB |
|
@ -10,5 +10,3 @@ source: "https://invent.kde.org/redstrate/clipstudio-kde"
|
|||
license: LGPLv3
|
||||
summary: "These are plugins for the KDE Plasma Desktop, allowing you to view Clip Studio files."
|
||||
---
|
||||
|
||||
These are plugins for the KDE Plasma Desktop, allowing you to view Clip Studio files.
|
||||
|
|
|
@ -9,5 +9,3 @@ source: "https://code.ryne.moe/redstrate/ctrorganizer"
|
|||
license: MIT
|
||||
summary: "A 3DS File Manager"
|
||||
---
|
||||
|
||||
A 3DS File Manager.
|
||||
|
|
Before Width: | Height: | Size: 260 KiB |
Before Width: | Height: | Size: 61 KiB |
Before Width: | Height: | Size: 169 KiB |
|
@ -1,23 +0,0 @@
|
|||
---
|
||||
title: "Dr. Frizzly's Mega Minigame Collection"
|
||||
date: 2023-02-20
|
||||
draft: false
|
||||
projtags:
|
||||
- Game
|
||||
- Game Jam
|
||||
- Godot
|
||||
layout: "project"
|
||||
summary: "Game jam entry for KO Slam Jam."
|
||||
---
|
||||
|
||||
Dr. Frizzly has invited himself (into your house) and has a new game - Dr. Frizzy's Mega Minigame Collection! Complete as many minigames as you can before the 120 second time limit runs out.
|
||||
|
||||

|
||||

|
||||

|
||||

|
||||
|
||||
This is my game jam entry for the KO Slam-Jam, which happened over the course of
|
||||
three days. It's not great, and eventually I'll update it and release the source code.
|
||||
|
||||
You can view the full game page on [itch.io](https://redstrate.itch.io/dr-frizzlys-mega-minigame-collection)!
|
Before Width: | Height: | Size: 142 KiB |
|
@ -11,7 +11,3 @@ source: "https://github.com/redstrate/fediseum"
|
|||
license: MIT
|
||||
summary: "Virtual art museum"
|
||||
---
|
||||
|
||||
The FEDISEUM is a virtual museum that showcases the artwork made by humans, supporting any Mastodon-compatible server. At the moment, it shows any static media tagged with #art and isn't marked sensitive. The artwork is sorted based on time posted since you walked into the museum.
|
||||
|
||||
See more information and download FEDISEUM on [it's website](https://fediseum.redstrate.com/).
|
||||
|
|
16
content/software/gallery.md
Normal file
|
@ -0,0 +1,16 @@
|
|||
---
|
||||
title: "Gallery"
|
||||
date: 2020-01-25
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/gallery"
|
||||
license: MIT
|
||||
projtags:
|
||||
- Swift
|
||||
- UIKit
|
||||
- iOS
|
||||
- macOS
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/gallery
|
||||
summary: "Local booru for macOS and iOS devices."
|
||||
---
|
|
@ -1,22 +0,0 @@
|
|||
---
|
||||
title: "Gallery"
|
||||
date: 2020-01-25
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/gallery"
|
||||
license: MIT
|
||||
projtags:
|
||||
- Swift
|
||||
- UIKit
|
||||
- iOS
|
||||
- macOS
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/gallery
|
||||
summary: "Local booru for macOS and iOS devices."
|
||||
---
|
||||
|
||||
I had always wanted to build a local booru application, especially for Apple devices. This was also an experiment in Mac Catalyst, which released the same year.
|
||||
|
||||

|
||||
|
||||
This utilizes UIKit for it's GUI, and uses Apple's own Core Data framework to actually build relationships between tags, images, etc. To run on macOS, it uses Mac Catalyst. The actual functionality of this is incredibly basic, but it does work!
|
Before Width: | Height: | Size: 38 KiB |
16
content/software/graph.md
Normal file
|
@ -0,0 +1,16 @@
|
|||
---
|
||||
title: "Graph"
|
||||
date: 2018-08-11
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/graph"
|
||||
license: MIT
|
||||
projtags:
|
||||
- 3D
|
||||
- CPlusPlus
|
||||
- Vulkan
|
||||
- Qt
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/graph
|
||||
summary: "Game engine utilizing Vulkan and Qt."
|
||||
---
|
|
@ -1,29 +0,0 @@
|
|||
---
|
||||
title: "Graph"
|
||||
date: 2018-08-11
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/graph"
|
||||
license: MIT
|
||||
projtags:
|
||||
- 3D
|
||||
- CPlusPlus
|
||||
- Vulkan
|
||||
- Qt
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/graph
|
||||
summary: "Game engine utilizing Vulkan and Qt."
|
||||
---
|
||||
|
||||
Following up [XT]({{<ref XT>}}), this was my first adventure into Vulkan - which was a relatively new API at the time. This is an ancient project, but this is where the majority of my Vulkan knowledge was born from. Unlike some of my older projects I've recovered recently, this one actually has **all** of my commit history intact!
|
||||
|
||||

|
||||
|
||||
This features things such as:
|
||||
* Working depth of field pass utilizing near and far fields.
|
||||
* This was started back when the engine was originally conceived, but I actually finished this feature recently :-)
|
||||
* Custom Qt interfaces for all the tooling, compared to the dear imgui interfaces of Prism and XT.
|
||||
* Antialiasing utilizing SMAA.
|
||||
* Audio playback using OpenAL Soft.
|
||||
|
||||
This was eventually replaced by [Prism]({{< ref prism >}}) in 2020 and onward
|
Before Width: | Height: | Size: 25 KiB |
|
@ -11,5 +11,3 @@ source: "https://code.ryne.moe/redstrate/graphite"
|
|||
license: MIT
|
||||
summary: "Game engine from 2017"
|
||||
---
|
||||
|
||||
A C++ game engine that uses Vulkan to render graphics. It uses Angelscript for scripting.
|
||||
|
|
|
@ -10,17 +10,3 @@ license: GPLv3
|
|||
source: "https://code.ryne.moe/redstrate/hydrus-sync-client/"
|
||||
summary: "Sync hydrus databases using rsync."
|
||||
---
|
||||
|
||||
Ever feel like you need a way to sync Hydrus databases across multiple machines? With `hydrus-sync-client`, you can
|
||||
easily synchronize your Hydrus database with a rsync server. This was originally a Bash script that I decided to rewrite in Rust, so it's pretty ugly.
|
||||
|
||||
# Process
|
||||
|
||||
1. The program first checks the last hostname that synchronized, this is used later to decide whether to sync first.
|
||||
2. Then the lockfile is checked, if it is locked - the program exits.
|
||||
3. If the hostnames don't match, we sync the files before launching.
|
||||
4. Hydrus is launched and you can continue like normal.
|
||||
5. Once Hydrus is closed, the file synchronization now happens in reverse.
|
||||
6. Before the program exits, the lockfile is reset and the last hostname is updated.
|
||||
|
||||
As long as you ensure you're always using `hydrus-sync-client` to run Hydrus, the sync process is mostly foolproof.
|
||||
|
|
|
@ -9,5 +9,3 @@ license: GPLv3
|
|||
source: "https://code.ryne.moe/redstrate/ireko"
|
||||
summary: "Library for reading save files from Dolls Nest"
|
||||
---
|
||||
|
||||
Library for reading save files from [Dolls Nest](https://store.steampowered.com/app/1839430/Dolls_Nest/). Only the demo is supported because that's what is available at the time of writing.
|
||||
|
|
|
@ -11,5 +11,3 @@ source: "https://github.com/redstrate/kawari"
|
|||
license: GPLv3
|
||||
summary: "Substitute for some official FFXIV servers"
|
||||
---
|
||||
|
||||
A substitute for a few official servers such as “ffxiv.com” and “square-enix.com”. It’s still early in development, but can already emulate the basic login flow.
|
||||
|
|
|
@ -11,5 +11,3 @@ source: "https://invent.kde.org/redstrate/kensa"
|
|||
license: GPLv2
|
||||
summary: "View detailed information about a process."
|
||||
---
|
||||
|
||||
View detailed information about a process, similiar to Process Explorer on Windows. You can read more information in [it's README](https://invent.kde.org/redstrate/kensa/-/blob/master/README.md).
|
||||
|
|
15
content/software/konvex.md
Normal file
|
@ -0,0 +1,15 @@
|
|||
---
|
||||
title: "Konvex"
|
||||
date: 2023-02-02
|
||||
draft: false
|
||||
layout: "project"
|
||||
projtags:
|
||||
- KDE
|
||||
- CPlusPlus
|
||||
- Kirigami
|
||||
- Qt
|
||||
source: "https://invent.kde.org/graphics/konvex"
|
||||
license: GPLv3
|
||||
summary: "3D Model Viewer"
|
||||
---
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
---
|
||||
title: "Konvex"
|
||||
date: 2023-02-02
|
||||
draft: false
|
||||
layout: "project"
|
||||
projtags:
|
||||
- KDE
|
||||
- CPlusPlus
|
||||
- Kirigami
|
||||
- Qt
|
||||
source: "https://invent.kde.org/redstrate/konvex"
|
||||
license: GPLv3
|
||||
summary: "3D Model Viewer"
|
||||
---
|
||||
|
||||
A simple 3D model viewer for KDE. This utilizes the Qt Quick 3D library, which does all of the heavy lifting for
|
||||
rendering, input, etc.
|
||||
|
||||

|
Before Width: | Height: | Size: 26 KiB |
|
@ -11,5 +11,3 @@ source: "https://invent.kde.org/redstrate/ktabletconfig"
|
|||
license: GPLv3
|
||||
summary: "Tablet configuration CLI for KDE Plasma"
|
||||
---
|
||||
|
||||
A CLI utility to change tablet configuration on the KDE Plasma Desktop. This is meant to be used in situations not supported by the Drawing Tablet KCM, such as a automation or touching experimental settings not yet exposed in the GUI. You can read more about it in [it's README](https://invent.kde.org/redstrate/ktabletconfig/-/blob/master/README.md).
|
||||
|
|
|
@ -13,24 +13,3 @@ license: GPLv3
|
|||
source: "https://code.ryne.moe/redstrate/libxiv"
|
||||
summary: "Unmaintained FFXIV modding framework."
|
||||
---
|
||||
|
||||
I originally wrote this in C++, but eventually rewrote it in Rust and that turned into
|
||||
[Physis]({{< ref "physis" >}}).
|
||||
|
||||
## Goals
|
||||
* Easily integratable into other FFXIV launchers so they can have update/install support without having to write it themselves.
|
||||
* Can export Penumbra/Lumina format mods, I have no interest in exporting in TexTools's format.
|
||||
* Can export/edit some formats such as models, and metadata/exl files.
|
||||
* Can be used on Windows/Linux/macOS and doesn't pull in a huge runtime (C#) or run in Wine.
|
||||
|
||||
## Features
|
||||
* Easily extract game files and view excel sheets by name. See gamedata.h for usage.
|
||||
* Install patches (right now it's limited to boot patches). See patch.h for usage.
|
||||
* Install FFXIV by emulating the official installer, bypassing Wine and InstallShield. You can see how to use this in installextract.h.
|
||||
* Parse some game data:
|
||||
* EXD
|
||||
* EXH
|
||||
* EXL
|
||||
* FIIN
|
||||
* INDEX/INDEX2
|
||||
* MDL
|
||||
|
|
12
content/software/neostream.md
Normal file
|
@ -0,0 +1,12 @@
|
|||
---
|
||||
title: "NeoStream"
|
||||
date: 2017-10-01
|
||||
draft: false
|
||||
layout: "project"
|
||||
projtags:
|
||||
- Reverse Engineering
|
||||
- Android
|
||||
source: "https://code.ryne.moe/redstrate/neostream"
|
||||
license: GPLv3
|
||||
summary: "Open-source Android Twitch client"
|
||||
---
|
|
@ -1,22 +0,0 @@
|
|||
---
|
||||
title: "NeoStream"
|
||||
date: 2017-10-01
|
||||
draft: false
|
||||
layout: "project"
|
||||
projtags:
|
||||
- Reverse Engineering
|
||||
- Android
|
||||
source: "https://code.ryne.moe/redstrate/neostream"
|
||||
license: GPLv3
|
||||
summary: "Open-source Android Twitch client"
|
||||
---
|
||||
|
||||
## Features
|
||||
* Watching livestreams with chat
|
||||
* Ability to use external player like VLC with quality options
|
||||
* Watch videos
|
||||
* Search livestreams and channels
|
||||
* Follow channels
|
||||
* Notifications when followed channels go live
|
||||
|
||||

|
Before Width: | Height: | Size: 1.1 MiB |
Before Width: | Height: | Size: 228 KiB |
|
@ -13,13 +13,3 @@ source: "https://github.com/redstrate/Physis"
|
|||
license: GPLv3
|
||||
summary: "Modding and data framework for FFXIV."
|
||||
---
|
||||
|
||||
This is the successor to [libxiv]({{< ref "libxiv" >}}), which I originally wrote in C++. The language is not the only
|
||||
difference however, as I learned a lot since originally writing libxiv which I have fixed in Physis. Compared to other
|
||||
modding frameworks, this one is aiming to be all "batteries included" instead of exclusively focusing on texture modding,
|
||||
data scraping, etc.
|
||||
|
||||
Physis features a C api which is accessed through the [libphysis](https://github.com/redstrate/libphysis) library. This
|
||||
library should be usable through any language that can access the C FFI.
|
||||
|
||||
You can read more on it's [dedicated webpage on xiv.zone](https://xiv.zone/physis/). It's also published on [crates.io](https://crates.io/crates/physis)!
|
||||
|
|
17
content/software/prism.md
Normal file
|
@ -0,0 +1,17 @@
|
|||
---
|
||||
title: "Prism"
|
||||
date: 2020-08-11
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/prism"
|
||||
license: MIT
|
||||
projtags:
|
||||
- 3D
|
||||
- CPlusPlus
|
||||
- Vulkan
|
||||
- Metal
|
||||
featured: yes
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/prism
|
||||
summary: "My latest cross-platform game engine."
|
||||
---
|
|
@ -1,28 +0,0 @@
|
|||
---
|
||||
title: "Prism"
|
||||
date: 2020-08-11
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/prism"
|
||||
license: MIT
|
||||
projtags:
|
||||
- 3D
|
||||
- CPlusPlus
|
||||
- Vulkan
|
||||
- Metal
|
||||
featured: yes
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/prism
|
||||
summary: "My latest cross-platform game engine."
|
||||
---
|
||||
|
||||

|
||||
|
||||
This engine is the summation of all of my graphics developer knowledge. The list of features is not limited to:
|
||||
|
||||
* Physically based rendering and image based lighting based on scene probes or from a dynamic sky.
|
||||
* Skeleton and also a basic cutscene system.
|
||||
* Custom editors to edit the most common assets, such as materials and maps.
|
||||
* Beautiful shadows using a runtime configurable option of PCSS, PCF or just plainly sampled.
|
||||
* Scalability options including turning off all image based lighting or toning down point light shadowing which can run on lower end devices such as a phone.
|
||||
* Advanced render interface layer that can run on top of Vulkan, Metal and eventually DirectX.
|
Before Width: | Height: | Size: 20 KiB |
|
@ -10,5 +10,3 @@ source: "https://invent.kde.org/redstrate/procreate-kde"
|
|||
license: LGPLv3
|
||||
summary: "These are plugins for the KDE Plasma Desktop, allowing you to view Procreate files."
|
||||
---
|
||||
|
||||
These are plugins for the KDE Plasma Desktop, allowing you to view Procreate files.
|
||||
|
|
14
content/software/raytracer.md
Normal file
|
@ -0,0 +1,14 @@
|
|||
---
|
||||
title: "Raytracer"
|
||||
date: 2020-02-17
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/raytracer"
|
||||
license: MIT
|
||||
projtags:
|
||||
- CPlusPlus
|
||||
- 3D
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/raytracer
|
||||
summary: "CPU raytracer."
|
||||
---
|
|
@ -1,24 +0,0 @@
|
|||
---
|
||||
title: "Raytracer"
|
||||
date: 2020-02-17
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/raytracer"
|
||||
license: MIT
|
||||
projtags:
|
||||
- CPlusPlus
|
||||
- 3D
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/raytracer
|
||||
summary: "CPU raytracer."
|
||||
---
|
||||
|
||||
This is a CPU-based raytracer, and also my first! This features things such as:
|
||||
|
||||

|
||||
|
||||
* Naive multi-threading support based on tiles and utilizing C++ futures.
|
||||
* Ability to load arbitrary OBJs and render them.
|
||||
* Indirect light sampling.
|
||||
* Shadows!!
|
||||
* dear imgui interface for easily viewing the results.
|
Before Width: | Height: | Size: 11 KiB |
12
content/software/redai.md
Normal file
|
@ -0,0 +1,12 @@
|
|||
---
|
||||
title: "Redai"
|
||||
date: 2023-03-27
|
||||
draft: false
|
||||
layout: "project"
|
||||
projtags:
|
||||
- CPlusPlus
|
||||
- Qt
|
||||
source: "https://code.ryne.moe/redstrate/redai"
|
||||
license: GPLv3
|
||||
summary: "Website gallery manager"
|
||||
---
|
|
@ -1,16 +0,0 @@
|
|||
---
|
||||
title: "Redai"
|
||||
date: 2023-03-27
|
||||
draft: false
|
||||
layout: "project"
|
||||
projtags:
|
||||
- CPlusPlus
|
||||
- Qt
|
||||
source: "https://code.ryne.moe/redstrate/redai"
|
||||
license: GPLv3
|
||||
summary: "Website gallery manager"
|
||||
---
|
||||
|
||||
The art gallery manager application for this website! It can edit piece information such as title, date, description and more. You also have a nice preview of the art when editing, which helps writing alternative text.
|
||||
|
||||

|
Before Width: | Height: | Size: 354 KiB |
|
@ -10,7 +10,3 @@ license: GPLv3
|
|||
source: https://code.ryne.moe/redstrate/sen
|
||||
summary: "Kernel for learning purposes."
|
||||
---
|
||||
|
||||
This is my custom kernel for learning purposes. I'm not a osdev at all, so please excuse the mess.
|
||||
|
||||
Right now it compiles for x86_64, 32-bit is not supported. Most of this is just skeleton code from osdev.org, but I cleaned some stuff. I use Stivale for higher half kernel loading and not having to gaff about a bootloader for now. Limine is included as my bootloader of choice.
|
||||
|
|
|
@ -11,7 +11,3 @@ source: "https://code.ryne.moe/redstrate/shaderboy"
|
|||
license: MIT
|
||||
summary: "Allows you to view shadertoy shaders offline"
|
||||
---
|
||||
|
||||
allows you to view shadertoy shaders offline (requires GL3.3+)
|
||||
|
||||
doesn't support sound but it can fetch some external resources and multiple buffers
|
||||
|
|
15
content/software/trinity.md
Normal file
|
@ -0,0 +1,15 @@
|
|||
---
|
||||
title: "Trinity"
|
||||
date: 2018-03-18
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/trinity"
|
||||
license: GPLv3
|
||||
projtags:
|
||||
- CPlusPlus
|
||||
- Qt
|
||||
- Matrix
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/trinity
|
||||
summary: "Discord-like Matrix client using QML and Qt."
|
||||
---
|
|
@ -1,23 +0,0 @@
|
|||
---
|
||||
title: "Trinity"
|
||||
date: 2018-03-18
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/trinity"
|
||||
license: GPLv3
|
||||
projtags:
|
||||
- CPlusPlus
|
||||
- Qt
|
||||
- Matrix
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/trinity
|
||||
summary: "Discord-like Matrix client using QML and Qt."
|
||||
---
|
||||
|
||||
I was super interested in Matrix back in 2018, and thus
|
||||
was determined to create a client similar to Discord that
|
||||
could help users who were looking for a similar experience. Trinity was born, and I learned a ton about the Matrix specification and Qt/QML development from this project.
|
||||
|
||||

|
||||
|
||||
Unfortunately I could only recover an older version of the source code, but it's still completely functional today. However, The commit history is wiped clean. It used to feature some stuff that didn't exist in some of the most popular Matrix clients back then, such as audio/video calling (using WebRTC) and custom emotes.
|
Before Width: | Height: | Size: 51 KiB |
15
content/software/watersymbol.md
Normal file
|
@ -0,0 +1,15 @@
|
|||
---
|
||||
title: "Water Symbol"
|
||||
date: 2022-05-01
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/water-symbol"
|
||||
license: GPLv3
|
||||
license-url: https://code.ryne.moe/redstrate/water-symbol/src/branch/main/LICENSE
|
||||
projtags:
|
||||
- Java
|
||||
- Game
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/watersymbol
|
||||
summary: "Fire Emblem clone for a course final project."
|
||||
---
|
|
@ -1,26 +0,0 @@
|
|||
---
|
||||
title: "Water Symbol"
|
||||
date: 2022-05-01
|
||||
draft: false
|
||||
source: "https://code.ryne.moe/redstrate/water-symbol"
|
||||
license: GPLv3
|
||||
license-url: https://code.ryne.moe/redstrate/water-symbol/src/branch/main/LICENSE
|
||||
projtags:
|
||||
- Java
|
||||
- Game
|
||||
layout: "project"
|
||||
aliases:
|
||||
- /projects/watersymbol
|
||||
summary: "Fire Emblem clone for a course final project."
|
||||
---
|
||||
|
||||
A really bare-bones Fire Emblem clone using libGDX and Java.
|
||||
|
||||

|
||||
|
||||
# Features
|
||||
|
||||
* Proper A* navigation for enemies, and is also player unit pathing.
|
||||
* All the assets are wholly created by me, except for the default Arial font included in libGDX.
|
||||
* Working gameplay loop, allowing you to kill or be killed by the enemy units on a test map.
|
||||
* Maps can be created in Tiled, allowing for easy authoring.
|
Before Width: | Height: | Size: 28 KiB |
|
@ -1,27 +1,13 @@
|
|||
{{ define "main" }}
|
||||
<h2>{{ .Title }}</h2>
|
||||
|
||||
{{ if $.Param "source" }}
|
||||
<table>
|
||||
{{ with $.Param "source" }}
|
||||
<tr>
|
||||
<td>Source Code</td>
|
||||
<td><a href='{{ . }}'>{{ . }}</a></td>
|
||||
</tr>
|
||||
{{ end }}
|
||||
{{ if (and ($.Param "source") (not .Content)) }}
|
||||
{{- template "alias.html" (dict "Permalink" .Params.source) -}}
|
||||
{{ else }}
|
||||
<p>{{ .Summary }}</p>
|
||||
|
||||
{{ with $.Param "license" }}
|
||||
<tr>
|
||||
<td>License</td>
|
||||
<td>{{ . }}</td>
|
||||
</tr>
|
||||
{{ end }}
|
||||
</table>
|
||||
<hr>
|
||||
|
||||
{{ .Content }}
|
||||
{{ end }}
|
||||
|
||||
<p>{{ .Summary }}</p>
|
||||
|
||||
<hr>
|
||||
|
||||
{{ .Content }}
|
||||
{{ end }}
|
||||
|
|
|
@ -104,15 +104,17 @@
|
|||
<p class="project-desc">{{ .Summary }}</p>
|
||||
|
||||
<ul class="nice-list">
|
||||
<li>
|
||||
<a href="{{ .RelPermalink }}">About</a>
|
||||
</li>
|
||||
|
||||
{{ with .Param "source" }}
|
||||
<li>
|
||||
<a href="{{ . }}">Source Code</a>
|
||||
</li>
|
||||
{{ end }}
|
||||
|
||||
{{ if .Content }}
|
||||
<li>
|
||||
<a href="{{ .RelPermalink }}">About</a>
|
||||
</li>
|
||||
{{ end }}
|
||||
</ul>
|
||||
</div>
|
||||
{{ end }}
|
||||
|
|