Eike
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zet23t.bsky.social
Eike
@zet23t.bsky.social
Game dev / game artist
Favorite tools: C, Aseprite, Blender

Working on: 8-bitBot, a programming puzzle game

Wishlist 8-bitBot: https://store.steampowered.com/app/3959370/8bitBot/

Twitter: @zet23t
Blog: https://quakatoo.com
Pinned
This is 8-bitBot: A programming puzzle game that I am working on and aiming to release in December.
There is much to do still, but it is coming nicely along so far.

Steam wishlisting: store.steampowered.com/app/3959370/...
Playable demo on my website (a bit outdated): quakatoo.com/projects/cod...
The fact that I can use different fonts (types, italics, bold, ...) in one print blows my mind. In case that sounds weird, this is my own "engine" (I don't think it qualifies as an engine, but it's not too far away anymore)

#gamedev #indiedev #solodev #raylib
January 26, 2026 at 6:51 PM
🥹
It looks like I am getting it done. I did NOT believe this. Different fonts. Later I will try to have different font sizes. And shadows. And other stuff.
TIP: Get the font rendering working BEFORE doing stuff like markdown.

#gamedev #indiedev #solodev #raylib
January 26, 2026 at 4:12 PM
The first attempt to replace the font rendering .... looks about just as expected.
TBH, I am not sure if my existing approach is compatible with this new text rendering API. I'll try to make it work, but it might be I need to do another markdown implementation.

#gamedev #indiedev #solodev #raylib
January 26, 2026 at 2:29 PM
Testing the font rendering effects for my font cache implementation. There is a noticeable lag when rendering texts with new fonts. I'll have to see how bad this feels in game.
Still, I'm pretty happy with the outcome. Texts still being readable at 9px is great.

#raylib #gamedev #solodev #indiedev
January 26, 2026 at 1:23 PM
First task today: Make my font rendering as compatible with raylib's Draw/MeasureText function as possible. Spacing is bound to work differently due to using float instead of integers. The blue overlay is text drawn with DrawText. The black one is my replacement.
#gamedev #indiedev #solodev #raylib
January 26, 2026 at 7:59 AM
Got this much working so far:
- LRU cached SDF glyphs
- Multiple fonts in one print statement
- configurable styles: Colors, outline-, shadow-style, font size
It is an independent text render implementation and unrelated to raylib's text drawing API.

#gamedev #indiedev #solodev #raylib
January 25, 2026 at 11:56 PM
Looks like I am writing a ransom note.
But this is just me trying to implement some font glyph caching.
Long story :*(

#gamedev
January 25, 2026 at 11:47 AM
TIL that switch case statements support ranges in c? 🤯

#gamedev #programming #c
January 25, 2026 at 10:41 AM
I spent the morning looking into SDF font usage in #raylib.
The default SDF function would be pretty nice - if not for a bug in the stb_truetype header that is not handling overlapping polygons. So I looked into using msdf-atlas-gen and importing it into raylib.

#gamedev #indiedev #solodev
January 24, 2026 at 12:45 PM
Despite knowing better, I started looking into SDF font rendering and it's a rabbit hole of course ...
all because variable sized fonts would be nice.

#gamedev #indiedev #solodev #raylib
January 24, 2026 at 11:08 AM
Here's a video with an overview on the documentation progress I made; I fixed a lot of bugs again this morning and fine tuned behavior. Wanted to make my devlog video but failed to finish recording it. I'll try to do it again tomorrow morning.

#gamedev #indiedev #solodev #raylib
January 22, 2026 at 11:27 PM
Writing documentation, finding & fixing bugs and preparing another devlog video - busy morning!

#gamedev #indiedev #solodev #raylib
January 22, 2026 at 9:11 AM
It starts coming together; I can insert now custom levels for each instruction type and thus provide concrete examples for each use case. I guess there are still things to fix for special instructions, but this should not be so much work any more. 🥵
#gamedev #indiedev #solodev #raylib
January 21, 2026 at 10:29 AM
Working on integrating the program rendering into the help view. When testing it, I found out that the input interactions also work 😅
Not bad, but ... no, I don't think I'll need this here!

#gamedev #indiedev #solodev #raylib
January 21, 2026 at 8:30 AM
Tough day; had headaches and been tired. At least I got this far: The game view can now display a level in a textview, as defined in the markdown file. I hope that this way, the quickhelp should be able to explain the program instruction appliances in a visual way
#gamedev #indiedev #solodev #raylib
January 20, 2026 at 9:44 PM
Having this quote on this instruction page of the "left turn" instruction felt like the right thing to do.
There's also a quote for the right turn instruction 😅

#gamedev #indiedev #solodev #raylib
January 20, 2026 at 11:52 AM
I worked on a macro system for my markdown text files the whole morning. I am pretty sure it's still buggy, but at least the simple cases start working. The idea is to be able to have some simpler building blocks in the markdown files that can be reused. Will have to see if that works out.

#gamedev
January 20, 2026 at 10:17 AM
This is how far I got today; The help button first opens a quick help menu where instructions can be explained... this is still WIP. I have to see how it will feel when it is finished.

#gamedev #indiedev #solodev #raylib
January 19, 2026 at 10:43 PM
Working on something unrelated, but a thing I notice in direct comparison: The CRT monitor has the character cuteness I want to have - and the bots are not there yet. I guess I have to revisit them again and add custom eye animations *somehow*. Oh boy. This will be a challenge.

#gamedev #solodev
January 19, 2026 at 10:47 AM
I added the feature to my markdown parser to support rendering scale 9 graphics and also added an instruction to move the drawing position; enabling composing all kinds of layouts. As much as I am tempted to continue adding more such features ...
#gamedev #indiedev #solodev #raylib
January 19, 2026 at 8:54 AM
Bullet points work now and I extended sprites with optional margin information. It kinda reminds me of the old browser days when CSS was not invented yet.
I am not sure if this help popup is going to stay like that. Maybe as supplement to more context aware help bubbles?

#gamedev #solodev #raylib
January 18, 2026 at 9:31 PM
Now supporting links and link interactions in my sort-of-markdown renderer. I want to add a few more features to be able to create the content I have in mind ... since this is the help section, I am not sure if anyone will read it, but ... maybe someone will🥲
#gamedev #indiedev #solodev #raylib
January 18, 2026 at 2:43 PM
Inline sprites work, at least somewhat. Still need to fix the line wrap line height handling and I need some more options like margins, but in principle, it works.
January 18, 2026 at 11:24 AM
Debugging the underline markdown text style. First one to work... many to go. Let's see what I can get working next.

#gamedev #indiedev #solodev #raylib
January 18, 2026 at 9:12 AM