Chris Hanna
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brewedink.bsky.social
Chris Hanna
@brewedink.bsky.social
Hobby programmer working on games and game tech.
https://brewed.ink
I added a stencil pass to block out the snake character from receiving shadows, so it doesn't cast self shadows. It think it helps make the shadow effect less distracting. #gamedev #monogame #shaders
September 17, 2025 at 12:57 PM
first half of the video is a vanilla stencil shadow approach; second half is using a box-blur + dithering shadow fall off. I think the new one looks way cooler. #gamedev #monogame #shaders
September 17, 2025 at 3:34 AM
these shadow hulls are generating with vanilla #monogame spritebatch plus a custom vertex shader. Its an abusiv-- I mean, creative, approach! #indiedev #shaders #2d
July 21, 2025 at 2:20 AM
Beep boop its yet another 2d lighting system in #monogame .
July 8, 2025 at 3:47 AM
I finally finally did the thing graphics folk are supposed to do and hooked up #renderdoc to a #monogame project so I can see all the things! Very cool stuff!
July 2, 2025 at 1:08 AM
An old level transition effect I did for Louie.
June 11, 2025 at 8:05 PM
got some faux perspective going on in #fadebasic and #monogame for my random fish game. Thanks to the #godot shader article, godotshaders.com/shader/2d-pe... #indiedev #gamedev
June 10, 2025 at 12:30 AM
I added some wave jiggle as a shader... Is it too much? #indiedev #fadebasic #monogame #gamedev
June 2, 2025 at 2:24 AM
hooked up an auto reload system for #monogame shaders. This works by having a separate process file-watch the .fx files and invoke the monogame content builder. It works pretty well! Or, well enough for now!
June 1, 2025 at 3:33 AM
hooked up some code-reloading action for #fadebasic and #monogame. When I see the red border in monogame, it means new fade code has been compiled, and is ready to rock! #indiedev #gamedev
May 30, 2025 at 12:36 AM
added some more spiff to my #fadebasic and #monogame fish matcher. Explosions and bounce easing functions, hoozah! #indiedev #gamedev
May 26, 2025 at 11:07 AM
coding like its 2007 and I don't know how with #fadebasic ! This is using #monogame as the framework, and fade basic as the scripting language. The grid is a fixed length array and all the combo/animation is happening inline. #indiedev #gamedev #nostalgiaprogramming
May 26, 2025 at 9:57 AM
working on something with #fadebasic and #monogame . idk what I'm doing, but its fun anyway. #indiedev #gamedev #confused
May 22, 2025 at 1:55 AM
my #fadebasic tooling in #monogame has support for shaders, custom render targets, sprites, transforms (which make assembling these cards waaaay easier), and yaaay its starting to feel like a real thing. #indiedev #gamedev
April 10, 2025 at 2:11 AM
more animation testing; this started as a flip book in real life; then I transferred it onto a single page with a light-table; then ran it through a code-process; then booted it up in #monogame scripted with #fadebasic. Its not the best, but I'm practicing! #indiedev #gamedev #2danimation #handdrawn
March 27, 2025 at 11:49 PM
behold draft 2 of my my heart soldier guy. this is running in #fadebasic within #monogame, and I'm doing hand drawn animation by scanning paper in the real world. Spooky. #indiedev #gamedev
(the last version wasn't a gif, oops)
March 12, 2025 at 1:37 AM
trying a new 2d animation style... This is hand drawn in the real world, and scanned onto my machine. I'm using #naps2 to scan, because fuck HP. #paint.net for the cleanup, and currently just patching it together in #unity... I need to keep practicing :) #gamedev #indiedev
March 8, 2025 at 4:52 AM
I took a shot at compiling #fadebasic for wasm and running it in a browser, and it mostly works! #indiedev #programming
March 4, 2025 at 11:46 AM
I'm finally working on a #monogame back-end for #fadebasic. This is the start of Phase 2! The first phase was building the language (fadebasic.com). The second phase is building a binding to monogame. The third phase is a mystery. #indiedev #gamedev #programming
February 25, 2025 at 1:29 AM
added debugger attachment to #fadebasic so you can attach a debugger to script that you started from the C# SDK. Pretty snazzy for a scripting language! #gamedev #indiedev
February 23, 2025 at 3:27 AM
testing #fadebasic on my windows machine means I get to sit at my actual desk. I've got these under-mounted ps2 and xbox360 consoles hooked up to the second monitor. I need to use those more often... too busy #programming an #indiegame to play actual games. Tragic.
February 9, 2025 at 3:30 PM
hooray for vanity metrics! #fadebasic has a non trivial amount of tests! Tbh for a long time I just left about 20 of these failing and I'd wag my finger and say, "bed test, you!" and then ignore them and do something else. But now I've WHIPPED 'em into shape! #gamedev #programming
Not tdd, but close
February 6, 2025 at 2:24 AM
don't give up! I just completed a task I'd left myself from 2023! Now in #fadebasic, you can do multi-line assignments! In 2023, I got assignments working and said, "GOOD ENOUGH!", but a year and a half later, I had been sufficiently annoyed I couldn't do `x = 3, y = 2`... So yay! #indiedev #gamedev
January 30, 2025 at 4:16 AM
my test suite for #fadebasic is trending green. I added a bunch of edge case tests last night that are failing, so thats my todo for the rest of the week. Make it green! #indiedev #programming #gamedev
January 28, 2025 at 2:23 PM
it doesn't look like much, but I've got support for most of the SetVariable feature in the DAP debugger protocol for #fadebasic. That means that the debugger is pretty much... ... done?
Yay!
Onto the next challenge (which is just the small task of memory management; h a h a h a) #indiedev #gamedev
January 26, 2025 at 9:22 PM