Chris Hanna

Chris Hanna

@brewedink.bsky.social

Hobby programmer working on games and game tech. https://brewed.ink

55 followers41 following73 posts

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I'm finally working on a #monogame back-end for #fadebasic. This is the start of Phase 2! The first phase was building the language (fadebasic.com). The second phase is building a binding to monogame. The third phase is a mystery. #indiedev #gamedev #programming

excited for a quick #indiegame project built with #fadebasic and #monogame to come out soon on #steam! The game is #grimdeck, and it is my adaptation of #scoundrel. Play the game, play online co-op, or couch co-op, play daily challenges! Wishlist now store.steampowered.com/app/5486980/... #indiedev

store.steampowered.comGrim Deck on SteamA solo card game with one deck. Clubs and spades are monsters. Diamonds are weapons. Hearts are potions. Each round deals 4 cards: play 3, keep 1. Get through the deck alive. Every deck can be won.

I'm looking for volunteer beta testers for a very small match3 game I've been working on/off again in #fadebasic and #monogame. #indiedev #gamedev #betatest. Ping me if interested

added an outline to the #shader and a global directional light which helps ground the scene. I rendered out some new tiles from #blender which helps too. Fixed some bugs with the shadows leaking through walls due to bad depth blending. #monogame #gamedev #indiedev #graphics #2d

got a 2d character exported from #blender into my #indiegame using #fadebasic and #monogame. The export is a sprite sheet of color, normals, and front/back depth values. Then it plugs in nicely with the 2d render with lights and shadows. #indiedev #gamedev #graphics

lots of objects & lights in #fadebasic, #monogame , using isometric based raymarching for shadows. Every object reports its front & back depth to a render target, and that target uses a custom blend to take the max chunk so back-ordered objects still "cast" shadows. #indiedev #gamedev #graphics #2d

one more; networking in #fadebasic and #monogame through the #steamworks #facepunch library. And the lights and shadows are looking pretty snazzy. #indiedev #gamedev #2d

I added a debuggable test integration to #fadebasic using #dotnet and #monogame. The test framework is like running a debug script against your main program, which allows you to do some pretty cool types of testing in a video game. #indiedev #gamedev #software

Got the new #monogame 3.8.5 preview 4 build hooked up and have runtime asset reloading working in my #indiedev lifestyle. Not seen here, but the macro language in fade can now completely replace the legacy `.mgcb` files. #gamedev #yeehaw #fadebasic

the #debugger in #fadebasic now works with code-reload for my #monogame integration project. The gist is; you run the game in debug mode, you see some whack jank, place a breakpoint, get info, be more confused, edit the code, _reload_ the code without needing to restart... #indiedev #gamedev #whack

leet test count. #fadebasic is almost ready for its next preview release. Just need to fix all the things and add more tests. Good vanity metrics make my vanity feel good. #indiedev #gamedev #proglang

Chris Hanna reposted

I will be doing a microStudio workshop during FOSDEM Junior, in Brussels, on January 31st. Come and meet me there! MicroStudio is my FOSS online game engine, available at microstudio.dev, which I use to develop Music Power Up! Come and meet me there! Link to the event: fosdem.org/2026/schedul...

microstudio.devmicroStudio - Game EnginemicroStudio is a free, open source game engine, easy to learn and packed with features. It offers 4 programming languages and includes a sprite editor and a map editor.

I will be presenting at the MonoGame open hours today!

MonoGame@monogame.net

Join us for our 15th "Open Hours" AMA When: Wednesday, 17th of December, @ 11:00 EST, 16:00 UTC/GMT, 17:00 CET Agenda here: monogame.net/blog/2025-12... That blog post has links to watch us LIVE on YouTube, Twitch and Facebook. See you there! #2D #3D #indie #indiegamedev #AMA #MonoGame

Getting back to my fish game with #monogame and #fadebasic. Adding more of the game structure with moves/score/upgrade pathways, extra moves and passive abilities. I have about 20 ideas for new upgrades... Happy vacation programming times. #indiedev #gamedev #staycation

Chris Hanna reposted

Announcement!!! 📣 Globs is now free on iOS and Android. No strings attached: no ads, no in-app purchases, just a pure game from start to end. This was a learning project and we're proud of it so we're happy to make it free. If you want to support us, you can still buy it on Steam! #indiegames

I added a stencil pass to block out the snake character from receiving shadows, so it doesn't cast self shadows. It think it helps make the shadow effect less distracting. #gamedev #monogame #shaders

first half of the video is a vanilla stencil shadow approach; second half is using a box-blur + dithering shadow fall off. I think the new one looks way cooler. #gamedev #monogame #shaders

Chris Hanna reposted

Hey everyone! I’m helping organize Boston Game Loop 2025! Saturday, August 16th 9:00am - 6:00pm It’s really great and open to all level of game developers from Boston (and everywhere else)! Come join us! Tickets and more event info below: givebutter.com/BostonGameLo... #Boston #GameDev #Meetups

givebutter.comBoston GameLoop 2025GameLoop is a user-generated conference on game development, open to professional game devs, hobbyists, students, and more!

Chris Hanna reposted

Battle Train launches tomorrow and my brain has no idea how to feel. This game has been a long dev cycle.. and I'm proud of it.. but also... it feels surreal that its actually -finally- done. Doesnt seem real.

working on #fadebasic langcore. I just had that fun experience where last night after hours of agonizing debugger, I had to give up my task and go to bed... And tonight, after 40 minutes and wildly different approach, my task worked like a charm. #indiedev #takeABreak And now I can re-assign arrays!

Chris Hanna reposted

The MonoGame Team is pleased to announce the 3.8.4 stable release. For a more detailed list of changes see our Github release page: github.com/MonoGame/Mon... Massive thanks to our 3, new, 1st time contributors. We're always grateful the community helps us make MonoGame Better.

github.comRelease MonoGame v3.8.4 · MonoGame/MonoGameWhat's Changed Fix IndexBuffer reflection issue by @ThomasFOG in #8700 Remove call to RestoreMGCB() by @CartBlanche in #8706 Better AOT fix for content readers by @ThomasFOG in #8714 Back ported V...

hooked up an auto reload system for #monogame shaders. This works by having a separate process file-watch the .fx files and invoke the monogame content builder. It works pretty well! Or, well enough for now!

hooked up some code-reloading action for #fadebasic and #monogame. When I see the red border in monogame, it means new fade code has been compiled, and is ready to rock! #indiedev #gamedev

coding like its 2007 and I don't know how with #fadebasic ! This is using #monogame as the framework, and fade basic as the scripting language. The grid is a fixed length array and all the combo/animation is happening inline. #indiedev #gamedev #nostalgiaprogramming

my #fadebasic tooling in #monogame has support for shaders, custom render targets, sprites, transforms (which make assembling these cards waaaay easier), and yaaay its starting to feel like a real thing. #indiedev #gamedev

I'm super excited that I got to contribute to @monogame.net ! Rock on!!

MonoGame@monogame.net

The MonoGame Team is pleased to announce the 3.8.3 release. Over 70 PRs merged with fixes & updates. For a more detailed list of changes see our Github release page: github.com/MonoGame/Mon... 16, new, 1st time contributors. We're grateful for helping us make MonoGame better!!

more animation testing; this started as a flip book in real life; then I transferred it onto a single page with a light-table; then ran it through a code-process; then booted it up in #monogame scripted with #fadebasic. Its not the best, but I'm practicing! #indiedev #gamedev #2danimation #handdrawn