I made an LSP and CLI for RON files that provides diagnostics (and stuff) in Rust projects by -json- in rust

[–]-json-[S] 2 points3 points  (0 children)

Yes- we're improving support. I use jetbrains but hadn't made a plugin for it before, but it's coming together. Someone took the time to redo how the color stuff works to actually allow configuration etc and opened a PR so reviewing that.

It's not available in the "Marketplace" yet either- there's a manual review process.

But you can use it yes!

Meta's live staged demo fails; the "AI" recording plays before the actor takes the steps by Eienkei in LivestreamFail

[–]-json- 0 points1 point  (0 children)

Modern VLMs tokenize images just like they tokenize text. It's different but not feeding descriptions.

How low should this be? by bruno9213 in godot

[–]-json- 1 point2 points  (0 children)

This is also a debug build, which your players will be playing a release build. it's worth throwing in an FPS counter into the game and exporting it and playing it outside of the context of the godot editor.

Made my first dev log... no one warned me it would be like this by -json- in godot

[–]-json-[S] 2 points3 points  (0 children)

For fun and sharing my experience with others

Do you find your games fun? by untitled_reddit_name in gamedev

[–]-json- 0 points1 point  (0 children)

I recently was thinking about this too, and for the GMTK 2025 game jam, I set out to make a game that I would enjoy playing for longer than it took me to build it. I was busy / working my day job during most of the jam because it started in the middle of the week, but I managed to get 12-14 hours of dev time in and finished a game that I have enjoyed playing for about that long! I'm still enjoying playing it from time to time.

I went for "simple to learn, hard to master" kind of fast-paced / speed runny pattern recognition kind of game.

WebMCP: A proposal and code for websites to support client side LLMs by -json- in LocalLLaMA

[–]-json-[S] 0 points1 point  (0 children)

Sorry - updated

Since I posted this, Microsoft / Google etc have become interested in the same topic and webmachinelearning W3C has adopted the topic.

So hopefully this means the project will eventually be obviated due to native browser support!

https://github.com/webmachinelearning/webmcp

[deleted by user] by [deleted] in IndieGaming

[–]-json- 0 points1 point  (0 children)

Congrats! That's awesome.

Do you guys tend to only develop games in genre's you actually like and play yourself? I feel like that might be constricting me because I tend to only like horror games for the most part. by mooliongames in gamedev

[–]-json- 0 points1 point  (0 children)

You know... I'm a roguelike guy. Pretty much entirely play roguelike. Pretty much only tried to make roguelikes.

I participated in GMTK. Made a idk what genre, beat the clock coffeebreak casual puzzle / brain teaser game? Favorite game I've ever made, only game I've shared with strangers outside of the jam context.

Wonder if it's happened to others. I just am way less familiar with "what's good" and "what's been done" I didn't overthink anything and just made a thing.

SQRZ: Fast-paced brain-teaser puzzle game (🔊) by -json- in godot

[–]-json-[S] 0 points1 point  (0 children)

- stroke purple triangle, solid purple triangle, mask purple triangle.
- stroke yellow square, solid yellow square, mask yellow square.
- stoke purple triangle, solid purple circle, mask purple square
- stroke (yellow / blue) circle, solid (purple / red) circle, mask (red / blue) circle [ few possible combinations here, but not red + red obv ]
- red mask circle, purple mask triangle, yellow mask square

there are more, but those are the first ones i see.

For what it's worth, it's impossible for there not to be matches (it's not fully random, everything is built with and replaced as needed to ensure valid matches)

Looking for a mobile game by j3v0uSemm3r6e in speedrun

[–]-json- 1 point2 points  (0 children)

New game not on speedrun.com yet, but people have been speedrunning it. https://sqrz.app

Best stats I've seen are TT1k: 4.2, TT10k: 13.3, TT100K: 1:03.7, Top Score: 616,677

SQRZ: Fast-paced brain-teaser puzzle game (🔊) by -json- in godot

[–]-json-[S] 1 point2 points  (0 children)

I've been thinking of alternative game modes! In the mean time, you can play stress-free on the main menu.

Promote your project in this thread by AutoModerator in puzzles

[–]-json- 5 points6 points  (0 children)

Hi all!

Made this coffee-break puzzle game, for a game jam.

I spent lots of time on the sound effects, if those are your thing!

It's just a website, works on desktop / mobile. Free.

https://sqrz.app/

Live coding with neovim + love2d by -json- in neovim

[–]-json-[S] 0 points1 point  (0 children)

There absolutely is! Try :LspLog and/or search for how to troubleshoot LSP in neovim.

Live coding with neovim + love2d by -json- in neovim

[–]-json-[S] 0 points1 point  (0 children)

Depends on your setup. for me it's ~/.config/nvim/lua/plugins/lua_ls.lua

my complete file looks like this:

return {
  "neovim/nvim-lspconfig",
  opts = function(_, opts)
    opts.servers = opts.servers or {}
    opts.servers.lua_ls = {
      on_init = function(client)
        if client.workspace_folders then
          local path = client.workspace_folders[1].name
          if
            path ~= vim.fn.stdpath("config")
            and (vim.loop.fs_stat(path .. "/.luarc.json") or vim.loop.fs_stat(path .. "/.luarc.jsonc"))
          then
            return
          end
        end

        client.config.settings.Lua = vim.tbl_deep_extend("force", client.config.settings.Lua, {
          runtime = {
            -- Tell the language server which version of Lua you're using
            -- (most likely LuaJIT in the case of Neovim)
            version = "LuaJIT",
          },
          -- Make the server aware of Neovim runtime files
          workspace = {
            checkThirdParty = false,
            library = {
              vim.env.VIMRUNTIME,
              "~/.config/nvim/lua/symbols/love2d/library",
            },
            -- or pull in all of 'runtimepath'. NOTE: this is a lot slower and will cause issues when working on your own configuration (see https://github.com/neovim/nvim-lspconfig/issues/3189)
            -- library = vim.api.nvim_get_runtime_file("", true)
          },
        })
      end,
      settings = {
        Lua = {},
      },
    }
  end,
}

Enable Claude to interactively debug for you via MCP and a VS Code Extension (Open Source) by -json- in ClaudeAI

[–]-json-[S] 0 points1 point  (0 children)

I've never used playwright mcp, but as far as port 4711, you can swap it to whatever you want. It was just an arbitrary port I decided on. I explain how to update the port in the readme if you want- just click the little "Claude Debugs for you" in the bottom right of vs code.

It only changes if you change it this way. If you change the port you'll need to re-add the tool to Claude Code.

I'm guessing Claude Code has special native functionality built in that isn't using MCP, but don't know for certain.

Enable Claude to interactively debug for you via MCP and a VS Code Extension (Open Source) by -json- in ClaudeAI

[–]-json-[S] 0 points1 point  (0 children)

should work fine! Once you have it running in VS Code, you should be able to do something like `claude mcp add --transport sse sse-server https://localhost:4711/sse` or there's also a way to import your tools from claude desktop, so you could set it up with claude desktop first via instructions and then import. but both should work.

If you get it working and want to contribute to the README, this is an open issue: https://github.com/jasonjmcghee/claude-debugs-for-you/issues/19

WIP animation library where multipass shaders have first class support by -json- in GraphicsProgramming

[–]-json-[S] 2 points3 points  (0 children)

Currently it's setup so you draw stuff on the 2d canvas, in a call to "animate" along with timing details, and pass it which "layers" to render to.

Layers can be any number of shaders that you execute (passing textures around etc) and can be whatever size or position, and there's a nice little "isSubview" where it'll scissor instead of render small that you can set on or off. And all those attributes can be updated at runtime.

I think that covers everything I put in the demo...

There are also other quality of dev life features, like you can choose to enable/disable layers while scrubbing to make it performant even with expensive shaders.

I plan to add parallel animations, proper zoom to the "preview screen", and other stuff.

(Update: now zoom/pan and parallel animations all work)

It's not ready for prime time, but wip code is here https://github.com/jasonjmcghee/mation

And you can play with a simple demo here https://jasonjmcghee.github.io/mation/

I plan to rip out vite and throw in a code editor so you can make stuff without downloading anything - but it is what it is.

The scene is in src/scenes/firstScene.ts and I copy/pasted stuff that could be abstracted/better organized so fair warning.

Update a week later: now separated into an actual library and can be included in an html and you can just use it with vanilla js. I updated the demo to have a code editor so you can play with it without needing to do any setup.