π New look, same me.
Just launched the redesign of my site. Cleaner, faster, and (hopefully) a bit more useful.
Check it out & let me know what you think π
Thanks again to @HassanZahirnia for the sick design.
Laravel Cart now supports Laravel 12.x π
Can't wait for other maintainers to update so I can get all of my projects updated!
Check out Laravel Cart below π
#laravel #cart
Ooft @zahirnia.com has been in the kitchen cooking a design update for my website, and it looks π§βπ³.
Going to start the update process after enjoying the weekend with family.
Can't wait to show you what he's done!
I'm looking to update my best performing blog post to date: Laravel Livewire Performance Tips & Tricks.
It was born with v2 before @calebporzio rewrote Livewire to make v3 and changed defaults for the best.
What would you add to this post for v3?
Let me know π
Just deployed a quick refresh of my personal website.
It's only temporary as I'm hopefully going to be cooking something fresh soon with someone special π
Check it out π
If you're keen to learn more, I've put some more into a blog post here: joelmale.com/blog/why-a-...
Let me know what you think!
The lesson? MonoGame is fantastic for experienced devs who already understand game design fundamentals.
I think it would also be great for C# developers
But if itβs your first game, start with a game engine. They'll let you focus on learning other aspects instead of the basics.
Enter Unity:
β’ Built-in systems for physics, animation, and more.
β’ A vast library of tutorials and resources.
β’ The Asset Store for quick, quality assets and tools.
I'm finally focusing on the gameplay details instead of inventing my own camera system.
For first-time game developers, this means youβll focus more on tech than gameplay. Itβs a great platform if youβve built a game before. But as a beginner, itβs overwhelming.
Over the last 3 days alone, I've spent 5+ hours fighting with ChatGPT to implement click to move..
MonoGame doesnβt hold your hand:
1οΈβ£ No built-in tools for animations, physics, or UI.
2οΈβ£ You'll spend hours building systems from scratch.
3οΈβ£ Smaller community means fewer resources when you're stuck.
Let me just say, MonoGame is a powerful framework:
β’ Full control over rendering, physics, and assets β
β’ No hidden abstractions β
β’ Pure, code-driven development β
Sounds ideal for a seasoned developer, right?
But here's the problem...
I woke up this morning with some great goals to smash on the game I'm making, but after bashing my head for a few hours, I've realised something, and have been making a grave mistake.
A small thread π§΅
How was everyones week?
Mine was not overly productive on the side projects sadly.
Need to make up for that this weekend by knocking out some TODOs on the game, and recording the devlog update!
gist.github.com/joelwmale/d...
I tend to use the Github interface every so often, and hate having to go from the terminal, to the browser and starting the painful process of getting the repository open.
So I made a tiny little bash function, that extracts the url from the .git config and opens it! π
joelmale.com/blog/instal...
Just been fixing some issues in some open source packages I made, and decided to test it locally before saying the issues are fixed.
I always get stuck trying to find the command to develop composer packages locally.
So I decided to post a blog post with a tldr, check it out π
Yeah, decided to work on it now.
Here's a very early screenshot for you π
Oh woops! Thanks for letting me know.
I've been tossing up changing the design for a long time now, but too busy to do it, so maybe that's for the best!
joelmale.com/
Spent this morning doing some tidy up and house work.
Updated my personal website to Laravel 11 with the help of @laravelshift (as always) and migrated a bunch of deprecated code from earlier versions.
Still some tidy up to do, but good progress.
Check it out below π
Check it out here: youtu.be/6U2ASqd4ekQ
I've decided to log (vlog?) the journey of building this RPG.
I'm going to record one episode a week, and try to record a daily update each day with the progress I make.
Give it a watch and let me know if you have any feedback!
Here's a sneak peak at the current status of scene transitions in the game.
Using a completely custom scene management system with the ability to define the transition points and what scene/state they transition to.
The pesky camera hop bug will be fixed soon! @monogame.net
This is a snapshot of how the tilemap looks for the game at the moment (definitely not final, just working on functionality before art). The red is the collision layer.
Blog post coming soon on how to import this into @monogame.net!
In just 3 days of learning C# and @monogame.net, I have managed to:
- Create a basic physics system
- Create a collision detection system
- Add a camera with zoom functionality
- Added NPCs with automated pathing using A* pathfinding
and more... I'll share it all soon!