This is a "flat" backup of the BitBucket account of Andi McClure AKA Run Hello as of 2020-02-02. In other words this is about ten years of my life in open source software and video games. Bitbucket is deleting all its Mercurial repos, so I'm making a safety backup here in case I can't find another Mercurial host in time.
For each public repo the most recent commit of both the wiki (the original public landing page) and the main repo (in a "contents" page) are included. For some repos more than one contents folder is present because more than one tag was relevant.
Several of the repos are based on something called UFO, and it contains a large "bin/" directory containing precompiled binaries. Since this is the same for every "ufo" repo, I deleted the unnecessary extra bin/s. To restore them run this in Bash:
cp repos/ufo/contents/bin repos/ufo/contents-gamecity/bin
cp repos/ufo/contents/bin repos/ufo/contents-indiecade/bin
cp repos/ufo/contents/bin repos/bodyhack-test/contents/bin
cp repos/ufo/contents/bin repos/nanogunk/contents/bin
cp repos/ufo/contents/bin repos/twotris/contents/bin
Many of the projects are based on a library called Polycode. As a sort of primitive workalike of subrepos, these projects have a script named "manage.py" that records the version (as an hg revision in "current_polycode.txt") of Polycode that the project was meant to be built with, and automatically checks it out from BitBucket to build it. Problem: The entire point of this repository is BitBucket is going away, and the official Polycode repo by Ivan Safrin will not help you because it uses git (not hg).
To make the Polycode projects buildable from this repo alone, I've stored diffs (in git format) between the version of Polcode in the repo (1c18a1fa508
) and the versions in the various current_version.txts in the folder repos/polycode/diffs. The manage.py script won't help you completely, but you can apply those diffs manually and at least have a buildable repo with the interface the project expects. Good luck.
(Versions 02dd5d59ea73
, 558e26de5cd0
and a7c7c61a22a8
seem to be permanently lost.)
For completeness, some links to Github repos are sprinkled in below.
- emu-coop: A multiplayer hack for 1-player Super Nintendo games
- qgcon-2018: Resources and a video from a talk I gave on making small programming languages.
- mermaid-lovr: A set of resources for the LÖVR game engine.
LÖVR is an open source VR engine originally created by Bjorn Swenson. I've been using it since 2018. See my LÖVR resources page here.
- Lovr: My fork of LÖVR on GitHub (no important differences from the main repo).
- lovr-oculus-mobile: The main site for oculus mobile support using LÖVR (maintained by me).
- lodr: A hot code reloading app for LÖVR.
- lovr-ent: A "starting point project", sample code containing all the Lua helper code I include in all my LÖVR projects. Some of these are usable in non-LÖVR Lua engines.
Emily was an experimental programming language I designed and worked on between about 2014 and 2017.
- emily: In-progress interpreter for a programming language I designed.
- test-emily-game: Experimental branch of emily (0.3b development is effectively occurring here)
- emily-python aka Emily2: Experimental next-generation (post 0.3) prototype of Emily. Not yet documented.
- llvm-practice: Code for my "No Compiler" blog posts, written to learn about compilers.
- make.py: Reimplementation of the
make
tool in Python, intended for use as Emily build tool - ppx_const: A ppx syntax extension for the OCaml programming language. Adds a compile-time "if" statement.
- emily-objc: Abandoned first-prototype version of Emily. Suggest just ignoring.
Jumpcore is my homegrown game engine. I started developing it in 2008 and use it for all my C++ game projects.
- jumpcore: a get-started kit for portable C++ games
- jumpman_public aka Jumpman
- drumcircle
- body aka You Don't Fit
- footsteps aka My Own Footsteps
- pong aka pongpongpongpongpongpongpongpong
- splinecraft
- ocean aka You Will Die Alone At Sea
- blit aka Scrunch
- impression
- dot
- rtarot aka Reverse Tarot
- jpeg: Realtime JPG damager
- bodyhack
- nomadtest
- geodesic aka Icosa
Polycode is a game engine originally developed by Ivan Safrin. I used it between about 2011 and 2014.
- polycode: My fork of Ivan Safrin's Polycode game engine
- polyconsole: My Polycode "template project", a replacement for the Polycode Player which adds additional capabilities
- universe aka Markov Space
- rad aka Xaxxaxoxax
- nauts aka Luanauts
- breathe
- molyjam aka The Shadowland Prophesy
- evo aka The World Hates You
- fps aka 7DRL
- brainfarm
- voxcut_public which contains "pxswap" and "cs/1"
- whoop aka Devil's Chord
- dontbreathe aka Sun Sets
- launcher aka Sweet Nothings
- fall
- iso aka Responsibilities
- lesbian aka Lesbian Spider Mars Queens
- portaudio_test
- geogen (Twitter avatar generator)
- dating aka He Never Showed Up
- rainbow aka HOWLER?
- hcyet aka How Can You Even Tell
- fps2 aka Four Shades of Gray
- cymbal aka Super Fungus Attack
- template Pre-Polyconsole Polycode project. Yes, the game is named "template".
- luatest aka Unplayable Asteroids. Pre-Polyconsole.
- hello BASIC interpreter and command line
- flipper
- adp aka A Dark Place
- diary (very little is here)
- luatracker (very little is here)
- nervous aka The Nervous System
- colors aka Trilemma
- sia aka Death By Chocolate aka Stars
- sharecart aka Player Piano
- turing aka Tau
- triangle aka L?L?L?L
- rps aka Very Fast Rock Paper Scissors
- compass
Ufo is a bundle of LuaJIT with some support libraries. I do not yet have a "trunk" repository for it.
- ufo aka BECOME A GREAT ARTIST IN JUST 10 SECONDS
Twine is an open source tool for creating interactive fiction in HTML. I used it for a few projects around 2014.
- twine: My fork of the popular Twine IF tool (contains custom templates, etc)
- twinetools: A small macro collection
- spool: Tools for Twine games with online multiplayer
- spool-heroku: Heroku port of Spool
- athena aka Naked Shades
- localtwine contains my other Twine games
- dryad-artifact: Pure-JS dryad.technology Javascript experiments
- dryad-nim: Nim-based dryad.technology Javascript experiments
- daynight aka Day and Night
- witch aka Organ Solo
- nim-practice aka Time Problems
- exacto: Manual stencyl project editor
- whiteboard: A Google AppEngine collaborative pixel art app
- badpng: Artistically buggy png encoder
- votescript: CGI scripts that can be used to run an online ranked-voting poll
- pseudogbs_au: An approximation of the GBS ("Game Boy Sound System") as a set of Mac OS X AudioUnits.
- unitynativepluginexample: A Unity sample project which incorporates C++ code and uses CMake to build it.
- dts2nim: A tool that converts TypeScript type definition files into a format that can be used by the Nim programming language. Can be used to call TypeScript code from Nim. May not work with most recent TypeScript.
- emu-coop: A multiplayer hack for 1-player Super Nintendo games (project page, see main site here)
- snes9x-coop: A build of snes9x-rr primed to run emu-coop (see main site here)
- namespace.lua: A Lua library which adds a namespace feature to Lua. For Lua 5.1/LuaJIT.
- port_epacse aka epacse
- port_sword aka Sword In Hand
- port_rive aka Rive Gauche
Each "repo" in the repos directory is under a different license. The license information is usually kept on the wiki page and for those repos that have license information on the wiki any files or notices in the main repo are not intended to be a license for the repo contents (for example, there's a file named JUMPCORE_LICENSE.txt in the "geodesic" repo but that's not a license for "geodesic"). Just saying this so there's no confusion.