<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.9.0">Jekyll</generator><link href="https://b38tn1k.github.io/feed.xml" rel="self" type="application/atom+xml" /><link href="https://b38tn1k.github.io/" rel="alternate" type="text/html" /><updated>2026-10-15T17:03:21+00:00</updated><id>https://b38tn1k.github.io/feed.xml</id><title type="html">B38TN1K</title><subtitle>James Carthew (B38TN1K): music, robots, games, generative art and other junk.</subtitle><author><name>James Carthew</name></author><entry><title type="html">Wrap Up</title><link href="https://b38tn1k.github.io/game/november/2026/10/01/wrapup/" rel="alternate" type="text/html" title="Wrap Up" /><published>2026-10-01T00:00:00+00:00</published><updated>2026-10-01T00:00:00+00:00</updated><id>https://b38tn1k.github.io/game/november/2026/10/01/wrapup</id><content type="html" xml:base="https://b38tn1k.github.io/game/november/2026/10/01/wrapup/">&lt;p&gt;It was a race to the finish and then I didnt want to think about it for an age. There was a Mozilla glitch post entry deadliine that really frustrated me, but I still love this one. I really appreciate Alex and Cassie’s contributions, which gave the game a lot of charm. As usual I spent too much time focused on minor details (shader color stuf and the currents/animation wobbles). Anyway, here it is:&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://b38tn1k.itch.io/the-anemone-of-my-anemone&quot;&gt;The Anemone Of My Anemone&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I’m still aiming to land in the top 10% next time, but still a respectable outcome :-D&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/gameoff2025/jam-stats.webp&quot; alt=&quot;Game Off 2025 jam statistics: 710 entries, 10,414 ratings across 699 entries, median 16 ratings per game.&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/gameoff2025/results.webp&quot; alt=&quot;Results table, ranked from 15 ratings: Innovation 117th, Theme interpretation 172nd, Graphics 189th, Overall 225th, Audio 248th, Gameplay 262nd.&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Some lovely comments from the commmunity below. As I said, I was DONE with it after launch and the Mozilla bug, which made it hard for me to go back in and contribute as much as I wanted to. I played some awesome games though - my fav had you play as a turtle navigating pollution and human construction to save other turtles, all while monitoring you air levels.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/gameoff2025/comment-wafflenaut.webp&quot; alt=&quot;Comment from Wafflenaut Games: &amp;quot;this is such a charming little game! somehow it&apos;s still complex even though there is only one button! I love the voice acting, expecially in the beginning. &apos;im coming to save you&apos; &apos;...ok&apos;. Great work!!&amp;quot;&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/gameoff2025/comments-ragged-ashegore.webp&quot; alt=&quot;Two comments. Introspection Games: &amp;quot;Nice concept and cool art. Addition of level editor very cool!&amp;quot; bryengx: &amp;quot;Not bad! Aside from it not working on firefox it played fine on chrome. best aspect id definetly presentation - sound, colors, animations. Stages are quite simple considering player has just one button to control the character but this was used to its full potential.&amp;quot;&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;/images/gameoff2025/comments-noir-wave.webp&quot; alt=&quot;Two comments. Greg Molot: &amp;quot;Incredibly cute art! The idea was also very cool and really well executed!&amp;quot; jam_bone: &amp;quot;Cool idea, it was really nice touch on the sound design. I wish it was a bit clearer which way the waves where flowing. Nice entry, congrats.&amp;quot;&quot; /&gt;&lt;/p&gt;</content><author><name>James Carthew</name></author><category term="game" /><category term="november" /><category term="game2progress" /><summary type="html">It was a race to the finish and then I didnt want to think about it for an age. There was a Mozilla glitch post entry deadliine that really frustrated me, but I still love this one. I really appreciate Alex and Cassie’s contributions, which gave the game a lot of charm. As usual I spent too much time focused on minor details (shader color stuf and the currents/animation wobbles). Anyway, here it is:</summary></entry><entry><title type="html">Notes Redux</title><link href="https://b38tn1k.github.io/code/music/2026/07/22/notes-redux/" rel="alternate" type="text/html" title="Notes Redux" /><published>2026-07-22T00:00:00+00:00</published><updated>2026-07-22T00:00:00+00:00</updated><id>https://b38tn1k.github.io/code/music/2026/07/22/notes-redux</id><content type="html" xml:base="https://b38tn1k.github.io/code/music/2026/07/22/notes-redux/">&lt;p&gt;I took an old project and fed it to Claude with a prompt to improve, modernize, and make it available on the web. Claude was running Vercel projects for me, so the end result landed on &lt;a href=&quot;https://notes.jcarthew.com&quot;&gt;notes.jcarthew.com&lt;/a&gt; rather than here. The project I chose was an old rule-based midi music box toy. Rule based music is esp weird to think about now, cause transformer based generation is just like, a heap more rules. But sounds like shit . Or maybe I’m gatekeeping. Idk.&lt;/p&gt;

&lt;p&gt;Anyway - full demo of the update and other thoughts on &lt;a href=&quot;https://notes.jcarthew.com&quot;&gt;notes.jcarthew.com&lt;/a&gt;&lt;/p&gt;</content><author><name>James Carthew</name></author><category term="code" /><category term="music" /><summary type="html">I took an old project and fed it to Claude with a prompt to improve, modernize, and make it available on the web. Claude was running Vercel projects for me, so the end result landed on notes.jcarthew.com rather than here. The project I chose was an old rule-based midi music box toy. Rule based music is esp weird to think about now, cause transformer based generation is just like, a heap more rules. But sounds like shit . Or maybe I’m gatekeeping. Idk.</summary></entry><entry><title type="html">play_test</title><link href="https://b38tn1k.github.io/game/november/2025/11/29/play_test/" rel="alternate" type="text/html" title="play_test" /><published>2025-11-29T00:00:00+00:00</published><updated>2025-11-29T00:00:00+00:00</updated><id>https://b38tn1k.github.io/game/november/2025/11/29/play_test</id><content type="html" xml:base="https://b38tn1k.github.io/game/november/2025/11/29/play_test/">&lt;iframe width=&quot;560&quot; height=&quot;315&quot; src=&quot;https://www.youtube.com/embed/7I16TLexTNI?si=GOjqmFFKTsX1DDPP&quot; title=&quot;YouTube video player&quot; frameborder=&quot;0&quot; allow=&quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share&quot; referrerpolicy=&quot;strict-origin-when-cross-origin&quot; allowfullscreen=&quot;&quot;&gt;&lt;/iframe&gt;</content><author><name>James Carthew</name></author><category term="game" /><category term="november" /><category term="game2progress" /><summary type="html"></summary></entry><entry><title type="html">Level Creation - Part 1</title><link href="https://b38tn1k.github.io/game/november/2025/11/28/level_creation/" rel="alternate" type="text/html" title="Level Creation - Part 1" /><published>2025-11-28T00:00:00+00:00</published><updated>2025-11-28T00:00:00+00:00</updated><id>https://b38tn1k.github.io/game/november/2025/11/28/level_creation</id><content type="html" xml:base="https://b38tn1k.github.io/game/november/2025/11/28/level_creation/">&lt;p&gt;Levels are described using JSON format. Levels are tile-based, with various layers allowing for overlapping components (currents over terrain for example).&lt;/p&gt;

&lt;p&gt;The “layout” layer requires specific characters. ‘#’ indicates terrain, ‘S’ indicates the spawn location, and ‘E’ indications the end goal.&lt;/p&gt;

&lt;p&gt;All other layers provide a legend, that allows for creation of various objects and configuration of parameters. You can see examples below.&lt;/p&gt;

&lt;p&gt;Testing level design is possble using the [/] button on the &lt;a href=&quot;https://b38tn1k.github.io/november2_snapshots/november2_v8&quot;&gt;home screen of the game.&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;More stuff will be added, but this is a start!&lt;/p&gt;

&lt;div class=&quot;language-plaintext highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;{
    &quot;name&quot;: &quot;level7&quot;,
    &quot;layers&quot;: {
        &quot;layout&quot;: [
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;..#....#....#....#...&quot;,
            &quot;..#....#....#....#...&quot;,
            &quot;..######....#....#...&quot;,
            &quot;..#....#....#........&quot;,
            &quot;..#....#....#....#...&quot;,
            &quot;.....................&quot;,
            &quot;........#####........&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;S...................E&quot;
        ],
        &quot;currents&quot;: [
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;bbbbbbbbbbbbbbbbbbbbb&quot;,
            &quot;bbbbbbbbbbbbbbbbbbbbb&quot;,
            &quot;.....................&quot;,
            &quot;...aaaa..............&quot;,
            &quot;bbbbbbb......ll......&quot;,
            &quot;.............ll......&quot;,
            &quot;....bbbbbbbbbbbbbbbbb&quot;
        ],
        &quot;hazards&quot;: [
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;........SSS..........&quot;,
            &quot;.......L#####R.......&quot;,
            &quot;...........DD........&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;
        ],
        &quot;entities&quot;: [
            &quot;..FFFF..FFFFFF.llm.I.&quot;,
            &quot;......FF...........I.&quot;,
            &quot;..................I..&quot;,
            &quot;..................I..&quot;,
            &quot;..................I..&quot;,
            &quot;...................I.&quot;,
            &quot;...................I.&quot;,
            &quot;...................I.&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;.....................&quot;,
            &quot;...........ggg.......&quot;
        ]
    },
    &quot;currentsLegend&quot;: {
        &quot;a&quot;: {
            &quot;dx&quot;: -5,
            &quot;dy&quot;: 0,
            &quot;style&quot;: &quot;current&quot;,
            &quot;params&quot;: {}
        },
        &quot;b&quot;: {
            &quot;dx&quot;: 5,
            &quot;dy&quot;: 0,
            &quot;style&quot;: &quot;current&quot;,
            &quot;params&quot;: {}
        },
        &quot;c&quot;: {
            &quot;dx&quot;: 0,
            &quot;dy&quot;: -5,
            &quot;style&quot;: &quot;current&quot;,
            &quot;params&quot;: {}
        },
        &quot;d&quot;: {
            &quot;dx&quot;: 0,
            &quot;dy&quot;: 5,
            &quot;style&quot;: &quot;current&quot;,
            &quot;params&quot;: {}
        },
        &quot;i&quot;: {
            &quot;dx&quot;: 5,
            &quot;dy&quot;: 5,
            &quot;style&quot;: &quot;current&quot;,
            &quot;params&quot;: {}
        },
        &quot;j&quot;: {
            &quot;dx&quot;: -5,
            &quot;dy&quot;: 5,
            &quot;style&quot;: &quot;current&quot;,
            &quot;params&quot;: {}
        },
        &quot;k&quot;: {
            &quot;dx&quot;: -5,
            &quot;dy&quot;: -5,
            &quot;style&quot;: &quot;current&quot;,
            &quot;params&quot;: {}
        },
        &quot;l&quot;: {
            &quot;dx&quot;: 5,
            &quot;dy&quot;: -5,
            &quot;style&quot;: &quot;current&quot;,
            &quot;params&quot;: {}
        }
    },
    &quot;entityLegend&quot;: {
        &quot;F&quot;: {
            &quot;type&quot;: &quot;pathFollower&quot;,
            &quot;hazard&quot;: true
        },
        &quot;I&quot;: {
            &quot;type&quot;: &quot;pathFollower&quot;,
            &quot;hazard&quot;: false
        },
        &quot;g&quot;: {
            &quot;type&quot;: &quot;grass&quot;,
            &quot;direction&quot;: &quot;up&quot;,
            &quot;count&quot;: 2
        },
        &quot;l&quot;: {
            &quot;type&quot;: &quot;grass&quot;,
            &quot;direction&quot;: &quot;down&quot;,
            &quot;count&quot;: 1
        },
        &quot;m&quot;: {
            &quot;type&quot;: &quot;grass&quot;,
            &quot;direction&quot;: &quot;down&quot;,
            &quot;count&quot;: 3
        }
    },
    &quot;hazardLegend&quot;: {
        &quot;S&quot;: {
            &quot;type&quot;: &quot;spike&quot;,
            &quot;direction&quot;: &quot;up&quot;
        },
        &quot;R&quot;: {
            &quot;type&quot;: &quot;spike&quot;,
            &quot;direction&quot;: &quot;right&quot;
        },
        &quot;L&quot;: {
            &quot;type&quot;: &quot;spike&quot;,
            &quot;direction&quot;: &quot;left&quot;
        },
        &quot;D&quot;: {
            &quot;type&quot;: &quot;spike&quot;,
            &quot;direction&quot;: &quot;down&quot;
        }
    }
}
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;</content><author><name>James Carthew</name></author><category term="game" /><category term="november" /><category term="game2progress" /><summary type="html">Levels are described using JSON format. Levels are tile-based, with various layers allowing for overlapping components (currents over terrain for example).</summary></entry><entry><title type="html">Level Creation - Part 2 AI</title><link href="https://b38tn1k.github.io/game/november/2025/11/28/level_creation_and_ai/" rel="alternate" type="text/html" title="Level Creation - Part 2 AI" /><published>2025-11-28T00:00:00+00:00</published><updated>2025-11-28T00:00:00+00:00</updated><id>https://b38tn1k.github.io/game/november/2025/11/28/level_creation_and_ai</id><content type="html" xml:base="https://b38tn1k.github.io/game/november/2025/11/28/level_creation_and_ai/">&lt;p&gt;Just for fun, I copied the level creation tips into chat gpt and prompted “given this information - design me a fun level!”&lt;/p&gt;

&lt;p&gt;It kills you immediatly.&lt;/p&gt;

&lt;h2 id=&quot;result&quot;&gt;Result&lt;/h2&gt;

&lt;p&gt;Below is a complete, ready-to-paste level JSON that builds a fun, readable, non-cheap, slightly puzzle-like flow-based level using:
	•	Terrain islands with alternating heights
	•	Diagonal + horizontal currents that set up “micro-routes”
	•	A mid-level safe eddy
	•	Hazards that telegraph risk clearly
	•	Entity mix to bring animation and movement
	•	A short but interesting traverse
	•	Cleanly symmetrical shape to reduce clutter&lt;/p&gt;

&lt;p&gt;It follows all your constraints: tile-based, layout uses only # S E, hazards use legend keys, entities follow legend configs, etc.&lt;/p&gt;

&lt;p&gt;⸻&lt;/p&gt;

&lt;p&gt;Level Proposal: “Flow Garden”&lt;/p&gt;

&lt;p&gt;Goal: light puzzle traversal with two optional risky shortcuts through currents and spikes.&lt;/p&gt;

&lt;p&gt;Design Notes
	•	Top section: calm — no hazards, just terrain shaping.
	•	Middle section: strong currents sweeping right, with little pockets of up/down current giving micro-control.
	•	Bottom section: a “hazard canyon” where safe timing matters.
	•	Entities:
	•	Friendly pathFollowers “I” mark optional routes
	•	Hazardous pathFollowers “F” guard shortcuts
	•	Grass patches mark safe eddies visually&lt;/p&gt;

&lt;p&gt;⸻&lt;/p&gt;

&lt;p&gt;JSON (drop-in ready)&lt;/p&gt;
&lt;div class=&quot;language-plaintext highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;{
  &quot;name&quot;: &quot;flow_garden&quot;,
  &quot;layers&quot;: {
    &quot;layout&quot;: [
      &quot;.........................&quot;,
      &quot;.........................&quot;,
      &quot;....#####......#####.....&quot;,
      &quot;....#...#......#...#.....&quot;,
      &quot;....#...#......#...#.....&quot;,
      &quot;....#####..##..#####.....&quot;,
      &quot;...........##............&quot;,
      &quot;S...........##.........E.&quot;,
      &quot;......#####.##.#####......&quot;,
      &quot;......#...#.##.#...#......&quot;,
      &quot;......#...#.##.#...#......&quot;,
      &quot;......#####.##.#####......&quot;
    ],
    &quot;currents&quot;: [
      &quot;.........................&quot;,
      &quot;.........................&quot;,
      &quot;....bbbbbbbbbbbbbbbb.....&quot;,
      &quot;....b..............b.....&quot;,
      &quot;....b....jjjjjj.....b.....&quot;,
      &quot;....bbbbbbbbbbbbbbbbb.....&quot;,
      &quot;..........ll..............&quot;,
      &quot;S......bbbbbbbbbbb.....E..&quot;,
      &quot;......aa......kkkk......&quot;,
      &quot;......a........k........&quot;,
      &quot;......a........k........&quot;,
      &quot;......aaaaaa..kkkkkk.....&quot;
    ],
    &quot;hazards&quot;: [
      &quot;.........................&quot;,
      &quot;.........................&quot;,
      &quot;.........................&quot;,
      &quot;.........................&quot;,
      &quot;..............S..........&quot;,
      &quot;..........L#####R........&quot;,
      &quot;.........................&quot;,
      &quot;S............D..........E&quot;,
      &quot;.......SSS...D...SSS......&quot;,
      &quot;.......S.S...D...S.S......&quot;,
      &quot;.......SSS...D...SSS......&quot;,
      &quot;.........................&quot;
    ],
    &quot;entities&quot;: [
      &quot;.........................&quot;,
      &quot;..I....I......I....I.....&quot;,
      &quot;.........................&quot;,
      &quot;......FFFF...............&quot;,
      &quot;.........................&quot;,
      &quot;..lll....................&quot;,
      &quot;.........................&quot;,
      &quot;S........mml............E&quot;,
      &quot;.......ggg...............&quot;,
      &quot;.......g.g...............&quot;,
      &quot;.......ggg...............&quot;,
      &quot;.........................&quot;
    ]
  },

  &quot;currentsLegend&quot;: {
    &quot;a&quot;: { &quot;dx&quot;: -5, &quot;dy&quot;: 0, &quot;style&quot;: &quot;current&quot;, &quot;params&quot;: {} },
    &quot;b&quot;: { &quot;dx&quot;: 5, &quot;dy&quot;: 0, &quot;style&quot;: &quot;current&quot;, &quot;params&quot;: {} },
    &quot;c&quot;: { &quot;dx&quot;: 0, &quot;dy&quot;: -5, &quot;style&quot;: &quot;current&quot;, &quot;params&quot;: {} },
    &quot;d&quot;: { &quot;dx&quot;: 0, &quot;dy&quot;: 5, &quot;style&quot;: &quot;current&quot;, &quot;params&quot;: {} },
    &quot;i&quot;: { &quot;dx&quot;: 5, &quot;dy&quot;: 5, &quot;style&quot;: &quot;current&quot;, &quot;params&quot;: {} },
    &quot;j&quot;: { &quot;dx&quot;: -5, &quot;dy&quot;: 5, &quot;style&quot;: &quot;current&quot;, &quot;params&quot;: {} },
    &quot;k&quot;: { &quot;dx&quot;: -5, &quot;dy&quot;: -5, &quot;style&quot;: &quot;current&quot;, &quot;params&quot;: {} },
    &quot;l&quot;: { &quot;dx&quot;: 5, &quot;dy&quot;: -5, &quot;style&quot;: &quot;current&quot;, &quot;params&quot;: {} }
  },

  &quot;entityLegend&quot;: {
    &quot;F&quot;: { &quot;type&quot;: &quot;pathFollower&quot;, &quot;hazard&quot;: true },
    &quot;I&quot;: { &quot;type&quot;: &quot;pathFollower&quot;, &quot;hazard&quot;: false },
    &quot;g&quot;: { &quot;type&quot;: &quot;grass&quot;, &quot;direction&quot;: &quot;up&quot;, &quot;count&quot;: 2 },
    &quot;l&quot;: { &quot;type&quot;: &quot;grass&quot;, &quot;direction&quot;: &quot;down&quot;, &quot;count&quot;: 1 },
    &quot;m&quot;: { &quot;type&quot;: &quot;grass&quot;, &quot;direction&quot;: &quot;down&quot;, &quot;count&quot;: 3 }
  },

  &quot;hazardLegend&quot;: {
    &quot;S&quot;: { &quot;type&quot;: &quot;spike&quot;, &quot;direction&quot;: &quot;up&quot; },
    &quot;R&quot;: { &quot;type&quot;: &quot;spike&quot;, &quot;direction&quot;: &quot;right&quot; },
    &quot;L&quot;: { &quot;type&quot;: &quot;spike&quot;, &quot;direction&quot;: &quot;left&quot; },
    &quot;D&quot;: { &quot;type&quot;: &quot;spike&quot;, &quot;direction&quot;: &quot;down&quot; }
  }
}
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;⸻&lt;/p&gt;

&lt;p&gt;Play Dynamics&lt;/p&gt;

&lt;p&gt;Primary route
	•	From spawn: drift right in a broad current.
	•	Land on central platform ridges.
	•	Navigate through small pockets of “l” upwards push for vertical control.
	•	Reach exit with moderate timing skill.&lt;/p&gt;

&lt;p&gt;Shortcut route
	•	Strong horizontal right currents push you into a hazard canyon.
	•	If you time it right, you slip between down-spike columns.
	•	Rewards players who want speedrunning or risky attempts.&lt;/p&gt;

&lt;p&gt;Visual feel
	•	Terraced stone islands (terrain) create clear silhouettes.
	•	The mid-level current bars give a “water garden” flow vibe.
	•	Grass tufts mark safe resting zones, adding life and motion.&lt;/p&gt;

&lt;p&gt;⸻&lt;/p&gt;

&lt;p&gt;If you want, I can also:
	•	Add collectables (entities)
	•	Add a giant moving hazard creature
	•	Use multi-layered diagonal currents for a pinball-like feel
	•	Generate five variants sorted by difficulty
	•	Design a boss-style arena level with currents and path followers&lt;/p&gt;

&lt;p&gt;Just tell me the style!&lt;/p&gt;</content><author><name>James Carthew</name></author><category term="game" /><category term="november" /><category term="game2progress" /><summary type="html">Just for fun, I copied the level creation tips into chat gpt and prompted “given this information - design me a fun level!”</summary></entry><entry><title type="html">cosmetics_and_flow</title><link href="https://b38tn1k.github.io/game/november/2025/11/26/cosmetics_and_flow/" rel="alternate" type="text/html" title="cosmetics_and_flow" /><published>2025-11-26T00:00:00+00:00</published><updated>2025-11-26T00:00:00+00:00</updated><id>https://b38tn1k.github.io/game/november/2025/11/26/cosmetics_and_flow</id><content type="html" xml:base="https://b38tn1k.github.io/game/november/2025/11/26/cosmetics_and_flow/">&lt;p&gt;I added a bunch of cosmetic stuff today - got grass working (jam session with Thomas), made the home screen a bit prettier, did some variations on various entities etc etc etc. worked on Audio a little bit and got the intro scene sorted. need to add some music for the rest of it. I have a couple ocmpositions in mind. TBD. too busy making to properly blog about it. But it is trending upwards. Alex sent some screen recordings of very cool looking water and rock shader effects, but am staying out of his branch til he says go.&lt;/p&gt;

&lt;p&gt;anyway, all is good.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://b38tn1k.github.io/images/spikespikespsikes.png&quot; alt=&quot;Spikes&quot; /&gt;
&lt;img src=&quot;https://b38tn1k.github.io/images/menumenumeun.png&quot; alt=&quot;Menu&quot; /&gt;&lt;/p&gt;

&lt;p&gt;snapshot later tonight…&lt;/p&gt;

&lt;p&gt;TODOS&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;make shaders desaturate on level fail / death&lt;/li&gt;
  &lt;li&gt;record audio for last animatic scene&lt;/li&gt;
  &lt;li&gt;make monseter butterfly fish work good&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href=&quot;https://b38tn1k.github.io/november2_snapshots/november2_v7&quot;&gt;Snapshot&lt;/a&gt;&lt;/p&gt;</content><author><name>James Carthew</name></author><category term="game" /><category term="november" /><category term="game2progress" /><summary type="html">I added a bunch of cosmetic stuff today - got grass working (jam session with Thomas), made the home screen a bit prettier, did some variations on various entities etc etc etc. worked on Audio a little bit and got the intro scene sorted. need to add some music for the rest of it. I have a couple ocmpositions in mind. TBD. too busy making to properly blog about it. But it is trending upwards. Alex sent some screen recordings of very cool looking water and rock shader effects, but am staying out of his branch til he says go.</summary></entry><entry><title type="html">help</title><link href="https://b38tn1k.github.io/game/november/2025/11/25/help/" rel="alternate" type="text/html" title="help" /><published>2025-11-25T00:00:00+00:00</published><updated>2025-11-25T00:00:00+00:00</updated><id>https://b38tn1k.github.io/game/november/2025/11/25/help</id><content type="html" xml:base="https://b38tn1k.github.io/game/november/2025/11/25/help/">&lt;p&gt;Cassie drew some art today for the opening sequence - a little orientation story with Pink and Yellow. We’re doing paper cutout style animation. It looks fun in the early test (hit space on the snapshot)&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://b38tn1k.github.io/images/story_bg_2.png&quot; alt=&quot;BG&quot; /&gt;
&lt;img src=&quot;https://b38tn1k.github.io/images/anemones.jpeg&quot; alt=&quot;Characters&quot; /&gt;
&lt;a href=&quot;https://b38tn1k.github.io/november2_snapshots/november2_v6&quot;&gt;Snapshot&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Update (day layer):&lt;/p&gt;

&lt;iframe width=&quot;560&quot; height=&quot;315&quot; src=&quot;https://www.youtube.com/embed/r4SLttQg3Rc?si=3TeXa39sO-q4Mgi2&quot; title=&quot;YouTube video player&quot; frameborder=&quot;0&quot; allow=&quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share&quot; referrerpolicy=&quot;strict-origin-when-cross-origin&quot; allowfullscreen=&quot;&quot;&gt;&lt;/iframe&gt;</content><author><name>James Carthew</name></author><category term="game" /><category term="november" /><category term="game2progress" /><summary type="html">Cassie drew some art today for the opening sequence - a little orientation story with Pink and Yellow. We’re doing paper cutout style animation. It looks fun in the early test (hit space on the snapshot)</summary></entry><entry><title type="html">adding a goal</title><link href="https://b38tn1k.github.io/game/november/2025/11/21/adding-a-goal/" rel="alternate" type="text/html" title="adding a goal" /><published>2025-11-21T00:00:00+00:00</published><updated>2025-11-21T00:00:00+00:00</updated><id>https://b38tn1k.github.io/game/november/2025/11/21/adding-a-goal</id><content type="html" xml:base="https://b38tn1k.github.io/game/november/2025/11/21/adding-a-goal/">&lt;p&gt;The basic idea of the game is to float to catch your friend. Today I added the friend and the landing / scene continuation logic. and some star fishes. Still need to figure out grass :-P&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://b38tn1k.github.io/images/goal_and_starfishes.png&quot; alt=&quot;A Goal&quot; /&gt;&lt;/p&gt;</content><author><name>James Carthew</name></author><category term="game" /><category term="november" /><category term="game2progress" /><summary type="html">The basic idea of the game is to float to catch your friend. Today I added the friend and the landing / scene continuation logic. and some star fishes. Still need to figure out grass :-P</summary></entry><entry><title type="html">shader_redo</title><link href="https://b38tn1k.github.io/game/november/2025/11/19/shader_redo/" rel="alternate" type="text/html" title="shader_redo" /><published>2025-11-19T00:00:00+00:00</published><updated>2025-11-19T00:00:00+00:00</updated><id>https://b38tn1k.github.io/game/november/2025/11/19/shader_redo</id><content type="html" xml:base="https://b38tn1k.github.io/game/november/2025/11/19/shader_redo/">&lt;p&gt;I reworked the shader pipeline this afternoon. My first approach was pretty simple and copied my usual p5 shader approach (see November Man &amp;amp; Possum). I wanted to make a pipeline that allowed me to define a pipeline of shaders and ping pong between two buffers. Handling the shader contexts to facilitate this ping pong, while maintaining an interface that allowed for easy experimentation was too hard for me, and too hard for CGPT, so I ended up with a minorly improve dual buffer pipeline without the swapping - stage 1 for textures, stage 2 for the post processing effect. It works. It looks pretty ugly. but it works. sorta&lt;/p&gt;

&lt;iframe width=&quot;560&quot; height=&quot;315&quot; src=&quot;https://www.youtube.com/embed/3KIsJx5bp70?si=0wd1PBkK2ZSYH_HQ&quot; title=&quot;YouTube video player&quot; frameborder=&quot;0&quot; allow=&quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share&quot; referrerpolicy=&quot;strict-origin-when-cross-origin&quot; allowfullscreen=&quot;&quot;&gt;&lt;/iframe&gt;</content><author><name>James Carthew</name></author><category term="game" /><category term="november" /><category term="game2progress" /><summary type="html">I reworked the shader pipeline this afternoon. My first approach was pretty simple and copied my usual p5 shader approach (see November Man &amp;amp; Possum). I wanted to make a pipeline that allowed me to define a pipeline of shaders and ping pong between two buffers. Handling the shader contexts to facilitate this ping pong, while maintaining an interface that allowed for easy experimentation was too hard for me, and too hard for CGPT, so I ended up with a minorly improve dual buffer pipeline without the swapping - stage 1 for textures, stage 2 for the post processing effect. It works. It looks pretty ugly. but it works. sorta</summary></entry><entry><title type="html">level_design_test_run</title><link href="https://b38tn1k.github.io/game/november/2025/11/19/level_design_test_run/" rel="alternate" type="text/html" title="level_design_test_run" /><published>2025-11-19T00:00:00+00:00</published><updated>2025-11-19T00:00:00+00:00</updated><id>https://b38tn1k.github.io/game/november/2025/11/19/level_design_test_run</id><content type="html" xml:base="https://b38tn1k.github.io/game/november/2025/11/19/level_design_test_run/">&lt;p&gt;So, I made enough infrastructure to warrant trying to make a ‘real’ tutorial style level. So I made two - one very simlar to the dev level, and a new one as below, that has some frustrating loopbacks but is pretty satisfying when you manage to get through it. I call it Floppy Birds.&lt;/p&gt;

&lt;p&gt;I need to sort out buttons on mobile - some weird stuff going on. 
&lt;img src=&quot;https://b38tn1k.github.io/images/floppy_birds.png&quot; alt=&quot;A level!&quot; /&gt;
&lt;a href=&quot;https://b38tn1k.github.io/november2_snapshots/november2_v5&quot;&gt;Snapshot&lt;/a&gt;&lt;/p&gt;</content><author><name>James Carthew</name></author><category term="game" /><category term="november" /><category term="game2progress" /><summary type="html">So, I made enough infrastructure to warrant trying to make a ‘real’ tutorial style level. So I made two - one very simlar to the dev level, and a new one as below, that has some frustrating loopbacks but is pretty satisfying when you manage to get through it. I call it Floppy Birds.</summary></entry></feed>