#fadebasic
released #grimdeck on steam! It was made with #monogame and #fadebasic. It was an interesting project to build out with my own toolset! #indiedev #gamedev store.steampowered.com/app/5486980/...
Save 25% on Grim Deck on Steam
A 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. A ...
store.steampowered.com
November 9, 2026 at 9:20 PM
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
Grim Deck on Steam
A 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.
store.steampowered.com
October 24, 2026 at 5:03 PM
draft trailer for #fishfishpop, a match3 #indiegame made with #fadebasic and #monogame. #gamedev #trailer
October 15, 2026 at 11:47 PM
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
October 9, 2026 at 5:00 AM
Working on a #leveleditor for upcoming #monogame and #fadebasic project. #indiedev #gamedev #2d #isometric
September 10, 2026 at 8:34 PM
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
August 26, 2026 at 12:54 AM
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
August 17, 2026 at 7:06 PM
one more; networking in #fadebasic and #monogame through the #steamworks #facepunch library. And the lights and shadows are looking pretty snazzy. #indiedev #gamedev #2d
August 14, 2026 at 3:56 AM
soft shadowing in isometric 2d with a networked buddy of #steamworks in #fadebasic and #monogame
August 14, 2026 at 1:49 AM
prototyping some isometric shadows in #monogame and #fadebasic. #gamedev #indiedev
August 13, 2026 at 4:03 AM
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
May 1, 2026 at 1:21 PM
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
April 10, 2026 at 4:04 AM
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
April 4, 2026 at 2:28 AM
I just released 0.0.47 of #fadebasic which has the compile time execution and deferred statement support. Yeehaw! #indiedev #gamedev #langdev github.com/cdhanna/fade...
github.com
February 22, 2026 at 7:08 PM
added "go-to definition" support in my #vscode extension for #fadebasic 's parser generated tokens. Macro support comin' in hot. #indiedev #gamedev
February 20, 2026 at 9:01 PM
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
February 20, 2026 at 8:09 PM
added the defer keyword to #fadebasic
I'm planning to make use of this in macro-land more so. #indiedev #gamedev
January 31, 2026 at 7:50 PM
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
November 26, 2025 at 4:46 PM
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!
June 18, 2025 at 2:26 AM
got some faux perspective going on in #fadebasic and #monogame for my random fish game. Thanks to the #godot shader article, godotshaders.com/shader/2d-pe... #indiedev #gamedev
June 10, 2025 at 12:30 AM
I added some wave jiggle as a shader... Is it too much? #indiedev #fadebasic #monogame #gamedev
June 2, 2025 at 2:24 AM
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
May 30, 2025 at 12:36 AM
added some more spiff to my #fadebasic and #monogame fish matcher. Explosions and bounce easing functions, hoozah! #indiedev #gamedev
May 26, 2025 at 11:07 AM
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
May 26, 2025 at 9:57 AM
working on something with #fadebasic and #monogame . idk what I'm doing, but its fun anyway. #indiedev #gamedev #confused
May 22, 2025 at 1:55 AM