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mismih

@mismih

Joined June 1st, 2026

  • 12Devlogs
  • 3Projects
  • 1Ships
  • 15Votes
Gamedev /Embedded / computer science researcher @ IS Petnica
Phillipians 4:13
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1h 45m 30s logged

After careful consideration, ive came to conclusion that its infinitely times better to write ur own functions (or even a simple game engine) for ur game if ur building in raylib 💔. But ive got too far for something like that (i didnt but ion wanna do it smh), so maybe that will be my next project - to make undertale-like game engine (not really a game engine, it would be like raylib but with alot more functions, collision n stuff like that)… Anyway, for this 1h and 40min ive built a foundation for my battle mode, which i will start making later today, and this picture is a ingame photo btw. Basically you are a little guy who wants to hack someone and ur fellow skid fill try to hack you instead.

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2h 21m 55s logged

Cleaned up my code again, made my own timer which looks like this:
Wait(5 seconds, first timer)
Textbox(print Nth dialogue)

Also learned how to use the extern and static (which made me alot of trouble) because when i first started this project (this winter for Flavortown) i knew nothing about c. Also learned that its better but alot harder to make ur own functions.

Also started working on my own collision detection functions (i mean i did but only for a player/rectangle case) cuz the raylib ones are ass… Which is what i love about raylib (idk why, kinda have a love-hate relationship with it)

Next thing that im gonna work on (today prob, i js need some rest) is the main menu and the animation at the start, and the first battle with a skid (i might have to open photoshop for that 💔 )

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2h 31m 52s logged

Made the function for drawing text. It was kinda hard cuz u need to load the text, divide it so it doesnt go over the textbox and i needed to optimize it doesnt call itself 60 times a second. Also fixed some small things like room collision and fullscreen, and i cleaned up the code cuz it was kinda messy, didnt want the main file to be long and also started prepairing it for the next scene (fight)

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1h 32m 37s logged

Made the app 800600 so raylib doesnt read the wrong input (if i put 19201080 windows will automatically go into fullscreen mode which sucks for development user input)
ALSO MAKE SURE TO PUT YOUR DISPLAY TO 100%

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Ship

I have to write a devlog again?
Anyways, so it feels nice working on a project that isnt hard, kinda relaxing. Didnt want to do anything more complex that this so i could warm up before a big project, which is an undertale inspired game (probably, unless i get a raspberry 4 for my remote server app). Also i learned something new about interprocess communications.

  • 6 devlogs
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  • 23 Stardust
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1h 25m 24s logged

Proud to say that this project is over. It took me a bit more than expected, probably bc i was sick and because i hardcoded some things. Probably gonna finish this project in the future (add the option for choosing how many mines/fields you want). In this “update” i added a high score tracker, main menu and the retry button now works.

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1h 31m 23s logged

Added a time tracker, bombs placed and retry button (which is exit button for now cuz i wasnt thinking about retry logic before and its kinda hard), also could add best score and main menu later

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59m 53s logged

I added a smart function so i can easily check on which field i clicked, now you can reveal the fields if u click on an empty one. Now my game is about 70% finished, now i need to add flags, game over and score (prob gonna make my own little db, so you can track your high score n stuff like that) and maybe even add a main menu.

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