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cocefi.bsky.social
wrinkly chicken 🍗
@cocefi.bsky.social
Old chicken dreaming of retirement
Game artist // Hobbyist game dev
🐣 Portfolio - www.cocefi.com
🐥 Other sites - https://lit.link/cocefi
⚔ JSDungeon Feed - https://bsky.app/profile/did:plc:dfhn75dkcrfenzvstvpnuhot/feed/aaahjo7zwhzbc
- Fixed the wall depth
- Added wall/floor flipping after each step
- Added transitions to the steps to simulate movement 🏃

#JSDungeon
November 13, 2025 at 3:52 PM
Thanks, Hayden! Yeah mine felt a little off after I went to check out some old blobbers. I realized I've spaced my walls too tightly
November 9, 2025 at 3:26 PM
Integrated dungeon into the game with some basic map loading and rendering. No collisions yet. Also the walls don't feel right... probably need to push the depth a lil' more? ⚒️

#JSDungeon
November 9, 2025 at 2:44 PM
Map editor is alive! Just bare minimum features to let me work on the game's dungeon rendering. Still haven't figure out how I should handle doors yet though 🤔
#JSDungeon
November 1, 2025 at 10:14 AM
Fun time with CSS
#JSDungeon
October 30, 2025 at 1:53 AM
Anyone knows of any generic map editors that can be used for first person dungeon crawlers (setting walls on 4 directions instead of placing tiles)? Something like the Eye of the Beholder's ASE Explorer would be cool
October 23, 2025 at 1:27 PM
Spent way too much time getting the mod compatibility checks in. It now warns you about compatibility issues if you have different mods loaded. It also safely turns undefined items into stone if you choose to proceed without the necessary data (totally stole that idea from Sorcerian).

#JSDungeon
October 11, 2025 at 5:43 AM
Just toying around with a modding system idea I had. Since it's HTML5 + JavaScript, I get to try the drag & drop file loading trick 🙌

It's not perfect (images doesn't refresh automatically) and probably lots of edge cases to smooth out. So it'll remain as a proof of concept for now.

#JSDungeon
October 1, 2025 at 4:07 PM
Town area is ~80% done. Meanwhile dungeon is still... 0%!
September 22, 2025 at 3:43 PM
Had to fire up Blender because I couldn't find the background I wanted for my game. It's good enough I guess!

Been making lotsa tiny progress lately but I'm just too busy to post. Things are going to get even busier still, so I won't even have time to indulge in this for a while! Till next time 🐔👋
July 26, 2025 at 3:29 AM
Tackling all the important menus first since the code is still fresh in my mind. Game Settings is one of the tougher ones because mouse and keyboard/gamepad interaction differs slightly here, but it's done now!

Just a couple of menus left before I jump back to the fun gameplay stuff 🐔✌️
June 20, 2025 at 3:53 PM
Menus, menus!
Added a Manage Party menu + some other fixes.

Might add in a class selection later. Was planning on doing modular characters w/ skills but I'm having second thoughts now.

Also having a shared inventory means dismissing a party member would result in them unequipping everything. 😵
June 13, 2025 at 4:04 PM
Nothing but menus (and color remapping post-effect)
June 3, 2025 at 4:02 PM
Still working on this UI lol 😵

Will be changing the (shared) inventory flow so that it goes Manage > Select Character > Item List > Action, which I think makes more sense than the one seen in GIF (where you select a character AFTER choosing the action).

Just a record of my misadventures 🐔✌️
May 27, 2025 at 3:49 PM
Status menu is still in progress. I went with a scrollbar in the end because it's just way more convenient UX-wise than separating inventory into multiple pages. I took me forever just to implement that scrollbar though... 💀

(It also supports a second party member now )
May 17, 2025 at 4:07 PM
Apparently designing menus that feel intuitively for both mouse and gamepad/kb input is a massive pain.

When presented with this menu, would you know how to navigate to Close button in screen B using gamepad?

Also, would you instinctively use scroll wheel on the item list when you're on the mouse?
May 7, 2025 at 3:32 PM
Been thinking about the game design lately, so there isn't anything cool to show.

As for coding, all features have been reintegrated into new code base, except for combat. I have also updated the text system to support emoji/icons (in a hacky way because I don't wanna rewrite everything again 😔)
May 4, 2025 at 3:55 PM
About 90% of the old code has been refactored and around 40% so far has been reimplemented (mostly text and menus).

Improvements:
- Stack-based UIs, as seen in GIF, which is previously impossible due to UI being scene/state-based
- Framerate independent animation (deltaTime's back, baby!)
April 19, 2025 at 2:06 PM
Progress! (or regress?)

Few days after the last dev update I decided to refactor the codebase as it's slowly getting messy with 'if' checks everywhere (miraculously held up by duct tapes and prayers). I restarted with a blank project and is now reimplementing the features in a more organized way.
April 19, 2025 at 2:06 PM
UI troubles. The menu covering up the right enemy sprite feels kinda iffy, but repositioning the menu will make it inconsistent with the other scenes. Gonna sleep on it and hope some ideas pop up in dreamland 😴

(yes, it's a Grandia-inspired battle system)
March 29, 2025 at 4:10 PM
Just mainly coding this week. Also researching into server stuff for leaderboard & database.

Done:
- basic main menu
- save/load system
- updated UI layout (more room for player stats)
- player stats display
- sprite instancing and pooling
- improved inventory system
- text queueing system
March 22, 2025 at 3:52 PM
Some progress. Took me forever to just pixel the portrait (scope creep!)

Done:
- variable width font support
- skippable typewriter text
- mouse cursor interaction
- scene navigation & event triggers
- sprite fading with Bayer dithering
- portrait support
- name input system
- basic inventory
March 15, 2025 at 6:29 AM
In the sample UI seen under the replies, the text is white (light), green (light) and red (medium) while the BG is also medium. So we kinda know that we need a darker BG for things to pop. Simplest fix will be to draw a darker box behind the offending text to fix (dark text outline works too)
March 4, 2025 at 8:36 AM
My gawd... I still haven't gotten to any game logic yet... 🥴

Done:
- state machine
- FPS limiting (too lazy to do framerate independent)
- 9-slice for popup menus
- mouse hover detection

(Bought a cheap RPGMaker bg pack for backgrounds)
March 1, 2025 at 4:11 PM
Apparently JavaScript canvas text is blurry as hell and I'm forced to implement a bitmap font system instead (luckily there are lotsa online resources on it!)

Done:
- Bitmap font w/ word wrapping and overflow support
- Basic sprite rendering

I should just use Phaser but where's the fun in that? 🤪
February 28, 2025 at 2:00 AM