#fadebasic
prototyping some isometric shadows in #monogame and #fadebasic. #gamedev #indiedev
August 13, 2026 at 4:03 AM
Working on a #leveleditor for upcoming #monogame and #fadebasic project. #indiedev #gamedev #2d #isometric
September 10, 2026 at 8:34 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
I added some wave jiggle as a shader... Is it too much? #indiedev #fadebasic #monogame #gamedev
June 2, 2025 at 2:24 AM
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
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
now you can call functions from watch-expressions in the #fadebasic debugger! #indiedev #gamedev
January 20, 2025 at 7:56 PM
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
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
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
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
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
April 10, 2025 at 2:11 AM
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
Working on my debugger for #fadebasic, a rip-off of #darkbasicpro . #indiedev #gamedev
January 8, 2025 at 3:26 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 Watch Expressions working in the #fadebasic debugger. #indiedev #gamedev. Need to figure out how to get structs and arrays working in here, next!
January 18, 2025 at 8:50 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
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
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
added debugger attachment to #fadebasic so you can attach a debugger to script that you started from the C# SDK. Pretty snazzy for a scripting language! #gamedev #indiedev
February 23, 2025 at 3:27 AM
behold draft 2 of my my heart soldier guy. this is running in #fadebasic within #monogame, and I'm doing hand drawn animation by scanning paper in the real world. Spooky. #indiedev #gamedev
(the last version wasn't a gif, oops)
March 12, 2025 at 1:37 AM
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
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'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
February 25, 2025 at 1:29 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