From 70e783628b1bf863da45cc8879b06288a498840b Mon Sep 17 00:00:00 2001 From: David Luevano Alvarado Date: Fri, 5 May 2023 03:16:06 -0600 Subject: update css, make articles more uniform, add toc and add functionality to scroll to the top --- live/blog/rss.xml | 657 ++++++++++++++++++++++++++++++++++-------------------- 1 file changed, 410 insertions(+), 247 deletions(-) (limited to 'live/blog/rss.xml') diff --git a/live/blog/rss.xml b/live/blog/rss.xml index ef21a4e..dd6e44a 100644 --- a/live/blog/rss.xml +++ b/live/blog/rss.xml @@ -32,7 +32,7 @@ Tools Update Rewrote pyssg to make it more flexible and to work with YAML configuration files. - I’ve been wanting to change the way pyssg reads config files and generates HTML files so that it is more flexible and I don’t need to have 2 separate build commands and configs (for blog and art), and also to handle other types of “sites”; because pyssg was built with blogging in mind, so it was a bit limited to how it could be used. So I had to kind of rewrite pyssg, and with the latest version I can now generate the whole site and use the same templates for everything, quite neat for my use case.

+ I’ve been wanting to change the way pyssg reads config files and generates HTML files so that it is more flexible and I don’t need to have 2 separate build commands and configs (for blog and art), and also to handle other types of “sites”; because pyssg was built with blogging in mind, so it was a bit limited to how it could be used. So I had to kind of rewrite pyssg, and with the latest version I can now generate the whole site and use the same templates for everything, quite neat for my use case.

Anyways, so I bought a new domain for all pyssg related stuff, mostly because I wanted somewhere to test live builds while developing, it is of course pyssg.xyz; as of now it is the same template, CSS and scripts that I use here, probably will change in the future. I’ll be testing new features and anything pyssg related stuff.

I should start pointing all links to pyssg to the actual site instead of the github repository (or my git repository), but I haven’t decided how to handle everything.

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@@ -44,35 +44,66 @@ English Gamedev Gamejam + Gdscript Godot Details on the implementation for the game I created for the Go Godot Jam 3, which theme is Evolution. - The jam’s theme is Evolution and all the details are listed here. This time I’m logging as I go, so there might be some changes to the script or scenes along the way I couldn’t actually do this, as I was running out of time.. Note that I’m not going to go into much details, the obvious will be ommitted.

+ The jam’s theme is Evolution and all the details are listed here. This time I’m logging as I go, so there might be some changes to the script or scenes along the way. I couldn’t actually do this, as I was running out of time. Note that I’m not going to go into much details, the obvious will be ommitted.

I wanted to do a Snake clone, and I’m using this jam as an excuse to do it and add something to it. The features include:

  • Snakes will pass their stats in some form to the next snakes.
  • Non-grid snake movement. I just hate the grid constraint, so I wanted to make it move in any direction.
  • -
  • Depending on the food you eat, you’ll gain new mutations/abilities and the more you eat the more that mutation develops. didn’t have time to add this feature, sad.
  • +
  • Depending on the food you eat, you’ll gain new mutations/abilities and the more you eat the more that mutation develops didn’t have time to add this feature, sad.
  • Procedural map creation.
-

I created this game using Godot 3.5-rc3. You can find the source code in my GitHub here which at the time of writing this it doesn’t contain any exported files, for that you can go ahead and play it in your browser at itch.io, which you can find below:

-

+

I created this game using Godot 3.5-rc3. You can find the source code in my GitHub here which at the time of writing this it doesn’t contain any exported files, for that you can go ahead and play it in your browser at itch.io, which you can find below:

+

You can also find the jam entry here.

Similarly with the my FlappyBird clone, I plan to update this to a better state.

-

Initial setup

-

Again, similar to the FlappyBird clone I developed, I’m using the directory structure I wrote about on Godot project structure with slight modifications to test things out. Also using similar Project settings as those from the FlappyBird clone like the pixel art texture imports, keybindings, layers, etc..

-

I’ve also setup GifMaker, with slight modifications as the AssetLib doesn’t install it correctly and contains unnecessry stuff: moved necessary files to the res://addons directory, deleted test scenes and files in general, and copied the license to the res://docs directory. Setting this up was a bit annoying because the tutorial it’s bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn’t find it anywhere other than by inspecting some of the code/scenes.I ended up not leaving this enabled in the game as it lagged the game out, but it’s an option I’ll end up researching more.

+

Table of contents

+ +

Initial setup

+

Again, similar to the FlappyBird clone I created, I’m using the directory structure I wrote about on Godot project structure with slight modifications to test things out. Also using similar Project settings as those from the FlappyBird clone like the pixel art texture imports, keybindings, layers, etc..

+

I’ve also setup GifMaker, with slight modifications as the AssetLib doesn’t install it correctly and contains unnecessry stuff: moved necessary files to the res://addons directory, deleted test scenes and files in general, and copied the license to the res://docs directory. Setting this up was a bit annoying because the tutorial it’s bad (with all due respect). I might do a separate entry just to explain how to set it up, because I couldn’t find it anywhere other than by inspecting some of the code/scenes. I ended up leaving this disabled in the game as it hit the performance by a lot, but it’s an option I’ll end up researching more.

This time I’m also going to be using an Event bus singleton (which I’m going to just call Event) as managing signals was pretty annoying on my last project; as well as a Global singleton for essential stuff so I don’t have to do as many cross references between nodes/scenes.

-

Assets

+

Assets

This time I’ll be creating my own assets in Aseprite, wont be that good, but enough to prototype and get things going.

Other than that I used few key sprites from vryell: Controller & Keyboard Icons and a font from datagoblin: Monogram.

-

The snake

+

The snake

This is the most challenging part in my opinion as making all the body parts follow the head in a user defined path it’s kinda hard. I tried with like 4-5 options and the one I’m detailing here is the only one that worked as I wanted for me. This time the directory structure I’m using is the following:

-FileSystem - Snake dir structure +FileSystem - Snake dir structure
FileSystem - Snake dir structure
-

Basic movement

+

Basic movement

The most basic thing is to move the head, this is what we have control of. Create a scene called Head.tscn and setup the basic KinematicBody2D with it’s own Sprite and CollisionShape2D (I used a small circle for the tip of the head), and set the Collision Layer/Mask accordingly, for now just layer = bit 1. And all we need to do, is keep moving the snake forwards and be able to rotate left or right. Created a new script called head.gd attached to the root (KinematicBody2D) and added:

extends KinematicBody2D
 
@@ -103,10 +134,10 @@ func _rotate_to(direction: int) -> void:
 

After tunning all the necessary parameters you should get something like this:

-Snake - Basic movement (left and right controls) +Snake - Basic movement (left and right controls)
Snake - Basic movement (left and right controls)
-

Setting up path following

+

Setting up path following

To move other snake parts by following the snake head the only solution I found was to use the Path2D and PathFollow2D nodes. Path2D basically just handles the curve/path that PathFollow2D will use to move its child node; and I say “child node” in singular… as PathFollow2D can only handle one damn child, all the other ones will have weird transformations and/or rotations. So, the next thing to do is to setup a way to compute (and draw so we can validate) the snake’s path/curve.

Added the signal snake_path_new_point(coordinates) to the Event singleton and then add the following to head.gd:

var _time_elapsed: float = 0.0
@@ -140,10 +171,10 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
 

With this, we’re now populating the Path2D curve points with the position of the snake head. You should be able to see it because of the _draw call. If you run it you should see something like this:

-Snake - Basic movement with path +Snake - Basic movement with path
Snake - Basic movement with path
-

Define body parts for the snake

+

Define body parts for the snake

At this point the only thing to do is to add the corresponding next body parts and tail of the snake. To do so, we need a PathFollow2D to use the live-generating Path2D, the only caveat is that we need one of these per body part/tail (this took me hours to figure out, thanks documentation).

Create a new scene called Body.tscn with a PathFollow2D as its root and an Area2D as its child, then just add the necessary Sprite and CollisionShap2D for the Area2D, I’m using layer = bit 2 for its collision. Create a new script called generic_segment.gd with the following code:

extends PathFollow2D
@@ -155,7 +186,7 @@ func _physics_process(delta: float) -> void:
     offset += Global.SNAKE_SPEED * delta
 

And this can be attached to the Body‘s root node (PathFollow2D), no extra setup needed. Repeat the same steps for creating the Tail.tscn scene and when attaching the generic_segment.gd script just configure the Type parameter to tail in the GUI (by selecting the node with the script attached and editing in the Inspector).

-

Adding body parts

+

Adding body parts

Now it’s just a matter of handling when to add new body parts in the snake.gd script. For now I’ve only setup for adding body parts to fulfill the initial length of the snake (this doesn’t include the head or tail). The extra code needed is the following:

export(PackedScene) var BODY_SEGMENT_NP: PackedScene
 export(PackedScene) var TAIL_SEGMENT_NP: PackedScene
@@ -184,7 +215,7 @@ func _on_Head_snake_path_new_point(coordinates: Vector2) -> void:
 

Select the Snake node and add the Body and Tail scene to the parameters, respectively. Then when running you should see something like this:

-Snake - Basic movement with all body parts +Snake - Basic movement with all body parts
Snake - Basic movement with all body parts

Now, we need to handle adding body parts after the snake is complete and already moved for a bit, this will require a queue so we can add part by part in the case that we eat multiple pieces of food in a short period of time. For this we need to add some signals: snake_adding_new_segment(type), snake_added_new_segment(type), snake_added_initial_segments and use them when makes sense. Now we need to add the following:

@@ -225,9 +256,9 @@ func _add_segment_to_queue() -> void: else: body_segment_queue.append(body_segment_queue.back() + Global.SNAKE_SEGMENT_SIZE) -

With everything implemented and connected accordingly then we can add segments on demand (for testing I’m adding with a keystroke), it should look like this:

+

With everything implemented and connected accordingly then we can add segments on demand (for testing I’m adding with a key press), it should look like this:

-Snake - Basic movement with dynamic addition of new segments +Snake - Basic movement with dynamic addition of new segments
Snake - Basic movement with dynamic addition of new segments

For now, this should be enough, I’ll add more stuff as needed as I go. Last thing is that after finished testing that the movement felt ok, I just added a way to stop the snake whenever it collides with itself by using the following code (and the signal snake_segment_body_entered(body)) in a main.gd script that is the entry point for the game:

@@ -239,13 +270,13 @@ func _add_segment_to_queue() -> void: _snake.propagate_call("set_process_input", [on_off])

Which will stop the snake node and all children.

-

Fix on body segments following head

+

Fix on body segments following head

After a while of testing and developing, I noticed that sometimes the head “detaches” from the body when a lot of rotations happen (moving the snake left or right), because of how imprecise the Curve2D is. To do this I just send a signal (snake_rotated) whenever the snake rotates and make a small correction (in generic_segment.gd):

func _on_snake_rotated() -> void:
     offset -= 0.75 * Global.SNAKE_SPEED * pow(get_physics_process_delta_time(), 2)
 

This is completely random, I tweaked it manually after a lot of iterations.

-

The food

+

The food

For now I just decided to setup a simple system to see everything works fine. The idea is to make some kind of generic food node/scene and a “food manager” to spawn them, for now in totally random locations. For this I added the following signals: food_placing_new_food(type), food_placed_new_food(type) and food_eaten(type).

First thing is creating the Food.tscn which is just an Area2D with its necessary children with an attached script called food.gd. The script is really simple:

class_name Food # needed to access Type enum outside of the script, this registers this script as a node
@@ -290,21 +321,21 @@ func _on_body_entered(body: Node) -> void:
 

And this is used in _process to place new food whenever needed. For now I added a condition to add food until 10 pieces are in place, and keep adding whenever the food is is lower than 10. After setting everything up, this is the result:

-Snake - Food basic interaction +Snake - Food basic interaction
Snake - Food basic interaction
-

Za warudo! (The world)

+

Za warudo! (The world)

It just happend that I saw a video to create random maps by using a method called random walks, this video was made by NAD LABS: Nuclear Throne Like Map Generation In Godot. It’s a pretty simple but powerful script, he provided the source code from which I based my random walker, just tweaked a few things and added others. Some of the maps than can be generated with this method (already aded some random sprites):

-World map generator - Random map 1 +World map generator - Random map 1
World map generator - Random map 1
-World map generator - Random map 2 +World map generator - Random map 2
World map generator - Random map 2
-World map generator - Random map 3 +World map generator - Random map 3
World map generator - Random map 3

It started with just black and white tiles, but I ended up adding some sprites as it was really harsh to the eyes. My implementation is basically the same as NAD LABS‘ with few changes, most importantly: I separated the generation in 2 diferent tilemaps (floor and wall) to have better control as well as wrapped everything in a single scene with a “main” script with the following important functions:

@@ -321,7 +352,7 @@ func get_centered_world_position(location: Vector2) -> Vector2:

Where get_cells_around is just a function that gets the safe cells around the origin. And this get_valid_map_coords just returns used cells minus the safe cells, to place food. get_centered_world_position is so we can center the food in the tiles.

Some signals I used for the world gen: world_gen_walker_started(id), world_gen_walker_finished(id), world_gen_walker_died(id) and world_gen_spawn_walker_unit(location).

-

Food placement

+

Food placement

The last food algorithm doesn’t check anything related to the world, and thus the food could spawn in the walls and outside the map.

First thing is I generalized the food into a single script and added basic food and special food which inherit from base food. The most important stuff for the base food is to be able to set all necessary properties at first:

func update_texture() -> void:
@@ -371,10 +402,10 @@ func _ready():
     return [world_generator.get_centered_world_position(location), location]
 

Other than that, there are some differences between placing normal and special food (specially the signal they send, and if an extra “special points” property is set). Some of the signals that I used that might be important: food_placing_new_food(type), food_placed_new_food(type, location) and food_eaten(type, location).

-

Stats clas and loading/saving data

-

I got the idea of saving the current stats (points, max body segments, etc.) in a separate Stats class for easier load/save data. This option I went with didn’t work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions… so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving tres files).

-

Stats class

-

The Stats “class” is just a script that extends from Node called stats.gd. It needs to define the class_name as Stats. The main content:

+

Stats clas and loading/saving data

+

I got the idea of saving the current stats (points, max body segments, etc.) in a separate Stats class for easier load/save data. This option I went with didn’t work as I would liked it to work, as it was a pain in the ass to setup and each time a new property is added you have to manually setup the load/save helper functions… so not the best option. This option I used was json but saving a Node directly could work better or using resources (saving tres files).

+

Stats class

+

The Stats “class” is just a script that extends from Node called stats.gd. It needs to define the class_name as Stats. The main content:

# main
 var points: int = 0
 var segments: int = 0
@@ -436,8 +467,8 @@ func set_stats(stats: Dictionary) -> void:
         trait_jump = stats["trait_jump"]
 

And this is not scalable at all, but I had to do this at the end of the jam so no way of optimizing and/or doing it correctly, sadly.

-

Load/save data

-

The load/save function is pretty standard. It’s a singleton/autoload called SavedData with a script that extends from Node called save_data.gd:

+

Load/save data

+

The load/save function is pretty standard. It’s a singleton/autoload called SavedData with a script that extends from Node called save_data.gd:

const DATA_PATH: String = "user://data.save"
 
 var _stats: Stats
@@ -479,9 +510,9 @@ func _handle_new_file() -> void:
         file.store_line(to_json(_stats.get_stats()))
         file.close()
 
-

It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (Stats class related issues).

-

Scoring

-

For this I created a scoring mechanisms and just called it ScoreManager (score_manager.gd) which just basically listens to food_eaten signal and adds points accordingly to the current Stats object loaded. The main function is:

+

It uses json as the file format, but I might end up changing this in the future to something else more reliable and easier to use (Stats class related issues).

+

Scoring

+

For this I created a scoring mechanisms and just called it ScoreManager (score_manager.gd) which just basically listens to food_eaten signal and adds points accordingly to the current Stats object loaded. The main function is:

func _on_food_eaten(properties: Dictionary) -> void:
     var is_special: bool = properties["special"]
     var type: int = properties["type"]
@@ -521,7 +552,7 @@ func _handle_new_file() -> void:
 

Which will add the necessary points to Stats.points and return the amount of new snake segments to grow. After this _spawn_added_score_segment and _spawn_added_segment_text just spawn a Label with the info on the points/segments gained; this is custom UI I created, nothing fancy.

Last thing is taht in _process_points there is a check at the end, where if the food eaten is “special” then a custom variation of the last 3 functions are executed. These are really similar, just specific to each kind of food.

-

This ScoreManager also handles the calculation for the game_over signal, to calculte progress, set necessary Stats values and save the data:

+

This ScoreManager also handles the calculation for the game_over signal, to calculte progress, set necessary Stats values and save the data:

func _on_game_over() -> void:
     var max_stats: Stats = _get_max_stats()
     SaveData.save_data(max_stats)
@@ -548,8 +579,8 @@ func _get_max_stats() -> Stats:
     return max_stats
 

Then this sends a signal display_stats to activate UI elements that shows the progression.

-

Naturally, the saved Stats are loaded whenever needed. For example, for the Snake, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we’re saving the new Stats at the end, then on restart we load the updated one.

-

Snake redesigned with the state machine pattern

+

Naturally, the saved Stats are loaded whenever needed. For example, for the Snake, we load the stats and setup any value needed from there (like a flag to know if any ability is enabled), and since we’re saving the new Stats at the end, then on restart we load the updated one.

+

Snake redesigned with the state machine pattern

I redesigned the snake code (the head, actually) to use the state machine pattern by following this guide which is definitely a great guide, straight to the point and easy to implement.

Other than what is shown in the guide, I implemented some important functions in the state_machine.gd script itself, to be used by each of the states as needed:

func rotate_on_input() -> void:
@@ -571,7 +602,7 @@ func handle_slow_speeds() -> void:
         Global.SNAKE_SPEED = Global.SNAKE_SPEED_BACKUP
         Event.emit_signal("game_over")
 
-

And then in the StateMachine‘s _process:

+

And then in the StateMachine‘s _process:

func _physics_process(delta: float) -> void:
     # state specific code, move_and_slide is called here
     if state.has_method("physics_process"):
@@ -623,7 +654,7 @@ func physics_process(delta: float) -> void:
 

Where the important parts happen in the enter and exit functions. We need to change the Global.SNAKE_SPEED with the Global.SNAKE_DASH_SPEED on startand start the timer for how long should the dash last. And on the exit we reset the Global.SNAKE_SPEED back to normal. There is probably a better way of updating the Global.SNAKE_SPEED but this works just fine.

For the other ones is the same. Only difference with the jump_state.gd is that the collision from head to body is disabled, and no rotation is allowed (by not calling the rotate_on_input function).

-

Other minor stuff

+

Other minor stuff

Not as important but worth mentioning:

  • Added restartability function.
  • @@ -637,9 +668,9 @@ func physics_process(delta: float) -> void:
  • Refactored the nodes to make it work with change_scene_to, and added a main menu.
  • Added GUI for dead screen, showing the progress.
-

Final notes

-

I actually didn’t finish this game (as how I visualized it), but I got it in a playable state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter.

-

For exporting and everything else, I went with what I did for my FlappyBird Godot clone

]]>
+

Final notes

+

I actually didn’t finish this game (as how I visualized it), but I got it in a semi-playable state which is good. My big learning during this jam is the time management that it requires to plan and design a game. I lost a lot of time trying to implement some mechanics because I was facing many issues, because of my lack of practice (which was expected) as well as trying to blog and create the necessary sprites myself. Next time I should just get an asset pack and do something with it, as well as keeping the scope of my game shorter.

+

For exporting and everything else, I went with what I did for my FlappyBird Godot clone: final notes and exporting

]]>
Creating a FlappyBird clone in Godot 3.5 devlog 1 @@ -648,9 +679,10 @@ func physics_process(delta: float) -> void: Sun, 29 May 2022 03:38:43 GMT English Gamedev + Gdscript Godot Since I'm starting to get more into gamedev stuff, I'll start blogging about it just to keep consistent. This shows as "devlog 1" just in case I want to include more parts for extra stuff. - I just have a bit of experience with Godot and with gamedev in general, so I started with this game as it is pretty straight forward. On a high level the main characteristics of the game are:

+ I just have a bit of experience with Godot and with gamedev in general, so I started with this game as it is pretty straight forward. On a high level the main characteristics of the game are:

  • Literally just one sprite going up and down.
  • Constant horizontal move of the world/player.
  • @@ -660,189 +692,246 @@ func physics_process(delta: float) -> void:

    The game was originally developed with Godot 4.0 alpha 8, but it didn’t support HTML5 (webassembly) export… so I backported to Godot 3.5 rc1.

    Not going to specify all the details, only the needed parts and what could be confusing, as the source code is available and can be inspected; also this assumes minimal knowledge of Godot in general. Usually when I mention that a set/change of something it usually it’s a property and it can be found under the Inspector on the relevant node, unless stated otherwise; also, all scripts attached have the same name as the scenes, but in snake_case (scenes/nodes in PascalCase).

    One thing to note, is that I started writing this when I finished the game, so it’s hard to go part by part, and it will be hard to test individual parts when going through this as everything is depending on each other. For the next devlog, I’ll do it as I go and it will include all the changes to the nodes/scripts as I was finding them, probably better idea and easier to follow.

    -

    The source code can be found in my GitHub here, it also contains the exported versions for HTML5, Windows and Linux (be aware that the sound might be too high and I’m too lazy to make it configurable, it was the last thing I added), or you could also go to the itch.io page I setup where it’s playable in the browser:

    -

    +

    The source code can be found in my GitHub here, it also contains the exported versions for HTML5, Windows and Linux (be aware that the sound might be too high and I’m too lazy to make it configurable, it was the last thing I added), or you could also go to the itch.io page I setup where it’s playable in the browser:

    +

    -

    Initial project setup

    -

    Directory structure

    +

    Table of contents

    + +

    Initial setup

    +

    Directory structure

    I’m basically going with what I wrote on Godot project structure recently, and probably with minor changes depending on the situation.

    -

    Config

    -
    Default import settings
    +

    Config

    +

    Default import settings

    Since this is just pixel art, the importing settings for textures needs to be adjusted so the sprites don’t look blurry. Go to Project -> Project settings… -> Import defaults and on the drop down select Texture, untick everything and make sure Compress/Mode is set to Lossless.

    -Project settings - Import defaults - Texture settings +Project settings - Import defaults - Texture settings
    Project settings - Import defaults - Texture settings
    -
    General settings
    +

    General settings

    It’s also a good idea to setup some config variables project-wide. To do so, go to Project -> Project settings… -> General, select Application/config and add a new property (there is a text box at the top of the project settings window) for game scale: application/config/game_scale for the type use float and then click on add; configure the new property to 3.0; On the same window, also add application/config/version as a string, and make it 1.0.0 (or whatever number you want).

    -Project settings - General - Game scale and version properties +Project settings - General - Game scale and version properties
    Project settings - General - Game scale and version properties
    -

    For my personal preferences, also disable some of the GDScript debug warnings that are annoying, this is done at Project -> Project settings… -> General, select Debug/GDScript and toggle off “Unused arguments”, “Unused signal” and “Return value discarded”, and any other that might come up too often and don’t want to see.

    +

    For my personal preferences, also disable some of the GDScript debug warnings that are annoying, this is done at Project -> Project settings… -> General, select Debug/GDScript and toggle off Unused arguments, Unused signal and Return value discarded, and any other that might come up too often and don’t want to see.

    -Project settings - General - GDScript debug warnings +Project settings - General - GDScript debug warnings
    Project settings - General - GDScript debug warnings
    -

    Finally, set the initial window size in Project -> Project settings… -> General, select Display/Window and set Size/Width and Size/Height to 600 and 800, respectively. As well as the Stretch/Mode to “viewport”, and Stretch/Aspect to “keep”:

    +

    Finally, set the initial window size in Project -> Project settings… -> General, select Display/Window and set Size/Width and Size/Height to 600 and 800, respectively. As well as the Stretch/Mode to viewport , and Stretch/Aspect to keep:

    -Project settings - General - Initial window size +Project settings - General - Initial window size
    Project settings - General - Initial window size
    -
    Keybindings
    -

    I only used 3 actions (keybindings): jump, restart and toggle_debug (optional). To add custom keybindings (so that the Input.something() API can be used), go to Project -> Project settings… -> Input Map and on the text box write “jump” and click add, then it will be added to the list and it’s just a matter of clicking the + sign to add a “Physical key”, press any key you want to be used to jump and click ok. Do the same for the rest of the actions.

    +

    Keybindings

    +

    I only used 3 actions (keybindings): jump, restart and toggle_debug (optional). To add custom keybindings (so that the Input.something() API can be used), go to Project -> Project settings… -> Input Map and on the text box write jump and click add, then it will be added to the list and it’s just a matter of clicking the + sign to add a Physical key, press any key you want to be used to jump and click ok. Do the same for the rest of the actions.

    -Project settings - Input Map - Adding necessary keybindings +Project settings - Input Map - Adding necessary keybindings
    Project settings - Input Map - Adding necessary keybindings
    -
    Layers
    -

    Finally, rename the physics layers so we don’t lose track of which layer is which. Go to Project -> Layer Names -> 2d Physics and change the first 5 layer names to (in order): “player”, “ground”, “pipe”, “ceiling” and “score”.

    +

    Layers

    +

    Finally, rename the physics layers so we don’t lose track of which layer is which. Go to Project -> Layer Names -> 2d Physics and change the first 5 layer names to (in order): player, ground, pipe, ceiling and score.

    -Project settings - Layer Names - 2D Physics +Project settings - Layer Names - 2D Physics
    Project settings - Layer Names - 2D Physics
    -

    Assets

    +

    Assets

    For the assets I found out about a pack that contains just what I need: flappy-bird-assets by MegaCrash; I just did some minor modifications on the naming of the files. For the font I used Silver, and for the sound the resources from FlappyBird-N64 (which seems to be taken from 101soundboards.com which the orignal copyright holder is .Gears anyways).

    -

    Importing

    -

    Create the necessary directories to hold the respective assets and it’s just a matter of dragging and dropping, I used directories: res://entities/actors/player/sprites/, res://fonts/, res://levels/world/background/sprites/, res://levels/world/ground/sprites/, res://levels/world/pipe/sprites/, res://sfx/. For the player sprites, the “FileSystem” window looks like this (entities/actor directories are really not necessary):

    +

    Importing

    +

    Create the necessary directories to hold the respective assets and it’s just a matter of dragging and dropping, I used directories: res://entities/actors/player/sprites/, res://fonts/, res://levels/world/background/sprites/, res://levels/world/ground/sprites/, res://levels/world/pipe/sprites/, res://sfx/. For the player sprites, the +FileSystem window looks like this (entities/actor directories are really not necessary):

    -FileSystem - Player sprite imports +FileSystem - Player sprite imports
    FileSystem - Player sprite imports

    It should look similar for other directories, except maybe for the file extensions. For example, for the sfx:

    -FileSystem - SFX imports +FileSystem - SFX imports
    FileSystem - SFX imports
    -

    Scenes

    +

    Scenes

    Now it’s time to actually create the game, by creating the basic scenes that will make up the game. The hardest part and the most confusing is going to be the TileMaps, so that goes first.

    -

    TileMaps

    -

    I’m using a scene called “WorldTiles” with a Node2D node as root called the same. With 2 different TileMap nodes as children named “GroundTileMap” and “PipeTileMap” (these are their own scene); yes 2 different TileMaps because we need 2 different physics colliders (In Godot 4.0 you can have a single TileMap with different physics colliders in it). Each node has its own script. It should look something like this:

    +

    TileMaps

    +

    I’m using a scene called WorldTiles with a Node2D node as root called the same. With 2 different TileMap nodes as children named GroundTileMap and PipeTileMap (these are their own scene); yes 2 different TileMaps because we need 2 different physics colliders (in Godot 4.0 you can have a single TileMap with different physics colliders in it). Each node has its own script. It should look something like this:

    -Scene - WorldTiles (TileMaps) +Scene - WorldTiles (TileMaps)
    Scene - WorldTiles (TileMaps)

    I used the following directory structure:

    -Scene - WorldTiles - Directory structure +Scene - WorldTiles - Directory structure
    Scene - WorldTiles - Directory structure
    -

    To configure the GroundTileMap, select the node and click on “(empty)” on the TileMap/Tile set property and then click on “New TileSet”, then click where the “(empty)” used to be, a new window should open on the bottom:

    +

    To configure the GroundTileMap, select the node and click on (empty) on the TileMap/Tile set property and then click on New TileSet, then click where the (empty) used to be, a new window should open on the bottom:

    -TileSet - Configuration window +TileSet - Configuration window
    TileSet - Configuration window
    -

    Click on the plus on the bottom left and you can now select the specific tile set to use. Now click on the yellow “+ New Single Tile”, activate the grid and select any of the tiles. Should look like this:

    +

    Click on the plus on the bottom left and you can now select the specific tile set to use. Now click on the yellow + New Single Tile, activate the grid and select any of the tiles. Should look like this:

    -TileSet - New single tile +TileSet - New single tile
    TileSet - New single tile
    -

    We need to do this because for some reason we can’t change the snap options before selecting a tile. After selecting a random tile, set up the Snap Options/Step (in the Inspector) and set it to 16x16 (or if using a different tile set, to it’s tile size):

    +

    We need to do this because for some reason we can’t change the snap options before selecting a tile. After selecting a random tile, set up the Snap Options/Step (in the Inspector) and set it to 16x16 (or if using a different tile set, to it’s tile size):

    -TileSet - Tile - Step snap options +TileSet - Tile - Step snap options
    TileSet - Tile - Step snap options
    -

    Now you can select the actual single tile. Once selected click on “Collision”, use the rectangle tool and draw the rectangle corresponding to that tile’s collision:

    +

    Now you can select the actual single tile. Once selected click on Collision, use the rectangle tool and draw the rectangle corresponding to that tile’s collision:

    -TileSet - Tile - Selection and collision +TileSet - Tile - Selection and collision
    TileSet - Tile - Selection and collision

    Do the same for the other 3 tiles. If you select the TileMap itself again, it should look like this on the right (on default layout it’s on the left of the Inspector):

    -TileSet - Available tiles +TileSet - Available tiles
    TileSet - Available tiles

    The ordering is important only for the “underground tile”, which is the filler ground, it should be at the end (index 3); if this is not the case, repeat the process (it’s possible to rearrange them but it’s hard to explain as it’s pretty weird).

    -

    At this point the tilemap doesn’t have any physics and the cell size is wrong. Select the “GroundTileMap”, set the TileMap/Cell/Size to 16x16, the TileMap/Collision/Layer set to bit 2 only (ground layer) and disable any TileMap/Collision/Mask bits. Should look something like this:

    +

    At this point the tilemap doesn’t have any physics and the cell size is wrong. Select the GroundTileMap, set the TileMap/Cell/Size to 16x16, the TileMap/Collision/Layer set to bit 2 only (ground layer) and disable any TileMap/Collision/Mask bits. Should look something like this:

    -TileMap - Cell size and collision configuration +TileMap - Cell size and collision configuration
    TileMap - Cell size and collision configuration
    -

    Now it’s just a matter of repeating the same for the pipes (“PipeTileMap”), only difference is that when selecting the tiles you need to select 2 tiles, as the pipe is 2 tiles wide, or just set the Snap Options/Step to 32x16, for example, just keep the cell size to 16x16.

    -
    Default ground tiles
    -

    I added few default ground tiles to the scene, just for testing purposes but I left them there. These could be place programatically, but I was too lazy to change things. On the “WorldTiles” scene, while selecting the “GroundTileMap”, you can select the tiles you want to paint with, and left click in the grid to paint with the selected tile. Need to place tiles from (-8, 7) to (10, 7) as well as the tile below with the filler ground (the tile position/coordinates show at the bottom left, refer to the image below):

    +

    Now it’s just a matter of repeating the same for the pipes (PipeTileMap), only difference is that when selecting the tiles you need to select 2 tiles, as the pipe is 2 tiles wide, or just set the Snap Options/Step to 32x16, for example, just keep the cell size to 16x16.

    +

    Default ground tiles

    +

    I added few default ground tiles to the scene, just for testing purposes but I left them there. These could be place programatically, but I was too lazy to change things. On the WorldTiles scene, while selecting the GroundTileMap, you can select the tiles you want to paint with, and left click in the grid to paint with the selected tile. Need to place tiles from (-8, 7) to (10, 7) as well as the tile below with the filler ground (the tile position/coordinates show at the bottom left, refer to the image below):

    -Scene - WorldTiles - Default ground tiles +Scene - WorldTiles - Default ground tiles
    Scene - WorldTiles - Default ground tiles
    -

    Player

    -

    On a new scene called “Player” with a KinematicBody2D node named “Player” as the root of the scene, then for the children: AnimatedSprite as “Sprite”, CollisionShape2D as “Collision” (with a circle shape) and 3 AudioStreamPlayers for “JumpSound”, “DeadSound” and “HitSound”. Not sure if it’s a good practice to have the audio here, since I did that at the end, pretty lazy. Then, attach a script to the “Player” node and then it should look like this:

    +

    Player

    +

    On a new scene called Player with a KinematicBody2D node named Player as the root of the scene, then for the children: AnimatedSprite as Sprite, CollisionShape2D as Collision (with a circle shape) and 3 AudioStreamPlayers for JumpSound, DeadSound and HitSound. Not sure if it’s a good practice to have the audio here, since I did that at the end, pretty lazy. Then, attach a script to the Player node and then it should look like this:

    -Scene - Player - Node setup +Scene - Player - Node setup
    Scene - Player - Node setup
    -

    Select the “Player” node and set the CollisionShape2D/Collision/Layer to 1 and the CollisionObject2D/Collision/Mask to 2 and 3 (ground and pipe).

    -

    For the “Sprite” node, when selecting it click on the “(empty)” for the AnimatedSprite/Frames property and click “New SpriteFrames”, click again where the “(empty)” used to be and ane window should open on the bottom:

    +

    Select the Player node and set the CollisionShape2D/Collision/Layer to 1 and the CollisionObject2D/Collision/Mask to 2 and 3 (ground and pipe).

    +

    For the Sprite node, when selecting it click on the (empty) for the AnimatedSprite/Frames property and click New SpriteFrames, click again where the (empty) used to be and ane window should open on the bottom:

    -Scene - Player - SpriteFrames window +Scene - Player - SpriteFrames window
    Scene - Player - SpriteFrames window
    -

    Right off the bat, set the “Speed” to 10 FPS (bottom left) and rename “default” to “bird_1”. With the “bird_1” selected, click on the “Add frames from a Sprite Sheet”, which is the second button under “Animation Frames:” which looks has an icon of a small grid (next to the folder icon), a new window will popup where you need to select the respective sprite sheet to use and configure it for importing. On the “Select Frames” window, change the “Vertical” to 1, and then select all 4 frames (Ctrl + Scroll wheel to zoom in):

    +

    Right off the bat, set the Speed to 10 FPS (bottom left) and rename default to bird_1. With the bird_1 selected, click on the Add frames from a Sprite Sheet, which is the second button under Animation Frames: which looks has an icon of a small grid (next to the folder icon), a new window will popup where you need to select the respective sprite sheet to use and configure it for importing. On the Select Frames window, change the Vertical to 1, and then select all 4 frames (Ctrl + Scroll wheel to zoom in):

    -Scene - Player - Sprite sheet importer +Scene - Player - Sprite sheet importer
    Scene - Player - Sprite sheet importer

    After that, the SpriteFrames window should look like this:

    -Scene - Player - SpriteFrames window with sprite sheet configured +Scene - Player - SpriteFrames window with sprite sheet configured
    Scene - Player - SpriteFrames window with sprite sheet configured
    -

    Finally, make sure the “Sprite” node has the AnimatedSprite/Animation is set to “bird_1” and that the “Collision” node is configured correctly for its size and position (I just have it as a radius of 7). As well as dropping the SFX files into the corresponding AudioStreamPlayer (into the AudioStreamPlayer/Stream property).

    -

    Other

    +

    Finally, make sure the Sprite node has the AnimatedSprite/Animation is set to bird_1 and that the Collision node is configured correctly for its size and position (I just have it as a radius of 7). As well as dropping the SFX files into the corresponding AudioStreamPlayer (into the AudioStreamPlayer/Stream property).

    +

    Other

    These are really simple scenes that don’t require much setup:

      -
    • “CeilingDetector”: just an Area2D node with a CollisionShape2D in the form of a rectangle (CollisionShape2D/Shape/extents to (120, 10)), stretched horizontally so it fits the whole screen. CollisionObject2D/Collision/Layer set to bit 4 (ceiling) and CollisionObject2D/Collision/Mask set to bit 1 (player).
    • -
    • “ScoreDetector”: similar to the “CeilingDetector”, but vertical (CollisionShape2D/Shape/extents to (2.5, 128)) and CollisionObject2D/Collision/Layer set to bit 1 (player).
    • -
    • “WorldDetector”: Node2D with a script attached, and 3 RayCast2D as children:
        -
      • “NewTile”: Raycast2D/Enabled to true (checked), Raycast2D/Cast To (0, 400), Raycast2D/Collision Mask to bit 2 (ground) and Node2D/Transform/Position to (152, -200)
      • -
      • “OldTile”: same as “NewTile”, except for the Node2D/Transform/Position, set it to (-152, -200).
      • -
      • “OldPipe”: same as “OldTile”, except for the Raycast2D/Collision Mask, set it to bit 3 (pipe).
      • +
      • CeilingDetector: just an Area2D node with a CollisionShape2D in the form of a rectangle (CollisionShape2D/Shape/extents to (120, 10)), stretched horizontally so it fits the whole screen. CollisionObject2D/Collision/Layer set to bit 4 (ceiling) and CollisionObject2D/Collision/Mask set to bit 1 (player).
      • +
      • ScoreDetector: similar to the CeilingDetector, but vertical (CollisionShape2D/Shape/extents to (2.5, 128)) and CollisionObject2D/Collision/Layer set to bit 1 (player).
      • +
      • WorldDetector: Node2D with a script attached, and 3 RayCast2D as children:
          +
        • NewTile: Raycast2D/Enabled to true (checked), Raycast2D/Cast To (0, 400), Raycast2D/Collision Mask to bit 2 (ground) and Node2D/Transform/Position to (152, -200)
        • +
        • OldTile: same as “NewTile”, except for the Node2D/Transform/Position, set it to (-152, -200).
        • +
        • OldPipe: same as “OldTile”, except for the Raycast2D/Collision Mask, set it to bit 3 (pipe).
      -

      Game

      -

      This is the actual “Game” scene that holds all the playable stuff, here we will drop in all the previous scenes; the root node is a Node2D and also has an attached script. Also need to add 2 additional AudioStreamPlayers for the “start” and “score” sounds, as well as a Sprite for the background (Sprite/Offset/Offset set to (0, 10)) and a Camera2D (Camera2D/Current set to true (checked)). It should look something like this:

      +

      Game

      +

      This is the actual Game scene that holds all the playable stuff, here we will drop in all the previous scenes; the root node is a Node2D and also has an attached script. Also need to add 2 additional AudioStreamPlayers for the “start” and “score” sounds, as well as a Sprite for the background (Sprite/Offset/Offset set to (0, 10)) and a Camera2D (Camera2D/Current set to true (checked)). It should look something like this:

      -Scene - Game - Node setup +Scene - Game - Node setup
      Scene - Game - Node setup

      The scene viewport should look something like the following:

      -Scene - Game - Viewport +Scene - Game - Viewport
      Scene - Game - Viewport
      -

      UI

      -
      Fonts
      -

      We need some font “Resources” to style the Label fonts. Under the FileSystem window, right click on the fonts directory (create one if needed) and click on “New Resource…” and select DynamicFontData, save it in the “fonts” directory as “SilverDynamicFontData.tres” (“Silver” as it is the font I’m using) then double click the just created resource and set the DynamicFontData/Font Path to the actual “Silver.ttf” font (or whatever you want).

      -

      Then create a new resource and this time select DynamicFont, name it “SilverDynamicFont.tres”, then double click to edit and add the “SilverDynamicFontData.tres” to the DynamicFont/Font/Font Data property (and I personally toggled off the DynamicFont/Font/Antialiased property), now just set the DynamicFont/Settings/(Size, Outline Size, Outline Color) to 32, 1 and black, respectively (or any other values you want). It should look something like this:

      +

      UI

      +

      Fonts

      +

      We need some font Resources to style the Label fonts. Under the FileSystem window, right click on the fonts directory (create one if needed) and click on New Resource... and select DynamicFontData, save it in the “fonts” directory as SilverDynamicFontData.tres (Silver as it is the font I’m using) then double click the just created resource and set the DynamicFontData/Font Path to the actual Silver.ttf font (or whatever you want).

      +

      Then create a new resource and this time select DynamicFont, name it SilverDynamicFont.tres, then double click to edit and add the SilverDynamicFontData.tres to the DynamicFont/Font/Font Data property (and I personally toggled off the DynamicFont/Font/Antialiased property), now just set the DynamicFont/Settings/(Size, Outline Size, Outline Color) to 32, 1 and black, respectively (or any other values you want). It should look something like this:

      -Resource - DynamicFont - Default font +Resource - DynamicFont - Default font
      Resource - DynamicFont - Default font
      -

      Do the same for another DynamicFont which will be used for the score label, named “SilverScoreDynamicFont.tres”. Only changes are Dynamic/Settings/(Size, Outline Size) which are set to 128 and 2, respectively. The final files for the fonts should look something like this:

      +

      Do the same for another DynamicFont which will be used for the score label, named SilverScoreDynamicFont.tres. Only changes are Dynamic/Settings/(Size, Outline Size) which are set to 128 and 2, respectively. The final files for the fonts should look something like this:

      -Resource - Dynamicfont - Directory structure +Resource - Dynamicfont - Directory structure
      Resource - Dynamicfont - Directory structure
      -
      Scene setup
      -

      This has a bunch of nested nodes, so I’ll try to be concise here. The root node is a CanvasLayer named “UI” with its own script attached, and for the children:

      +

      Scene setup

      +

      This has a bunch of nested nodes, so I’ll try to be concise here. The root node is a CanvasLayer named UI with its own script attached, and for the children:

        -
      • “MarginContainer”: MarginContainer with Control/Margin/(Left, Top) set to 10 and Control/Margin/(Right, Bottom) set to -10.
          -
        • “InfoContainer”: VBoxContainer with Control/Theme Overrides/Constants/Separation set to 250.
            -
          • “ScoreContainer”: VBoxContainer.
              -
            • “Score”: Label with Label/Align set to “Center”, Control/Theme Overrides/Fonts/Font to the “SilverScoreDynamicFont.tres”, if needed adjust the DynamicFont settings.
            • -
            • “HighScore: same as “Score”, escept for the Control/Theme Overrides/Fonts/Font which is set to “SilverDynamicFont.tres”.
            • +
            • MarginContainer: MarginContainer with Control/Margin/(Left, Top) set to 10 and Control/Margin/(Right, Bottom) set to -10.
                +
              • InfoContainer: VBoxContainer with Control/Theme Overrides/Constants/Separation set to 250.
                  +
                • ScoreContainer: VBoxContainer.
                    +
                  • Score: Label with Label/Align set to Center, Control/Theme Overrides/Fonts/Font to the SilverScoreDynamicFont.tres, if needed adjust the DynamicFont settings.
                  • +
                  • HighScore: same as Score, escept for the Control/Theme Overrides/Fonts/Font which is set to SilverDynamicFont.tres.
                • -
                • “StartGame”: Same as “HighScore”.
                • +
                • StartGame: Same as HighScore.
              • -
              • “DebugContainer”: VBoxContainer.
                  -
                • “FPS”: Label.
                • +
                • DebugContainer: VBoxContainer.
                    +
                  • FPS: Label.
                • -
                • “VersionContainer”: VBoxContainer with BoxContainer/Alignment set to “Begin”.
                    -
                  • “Version”: Label with Label/Align set to “Right”.
                  • +
                  • VersionContainer: VBoxContainer with BoxContainer/Alignment set to Begin.
                      +
                    • Version: Label with Label/Align set to Right.
                  @@ -850,17 +939,17 @@ func physics_process(delta: float) -> void:

                The scene ends up looking like this:

                -Scene - UI - Node setup +Scene - UI - Node setup
                Scene - UI - Node setup
                -

                Main

                -

                This is the final scene where we connect the Game and the UI. It’s made of a Node2D with it’s own script attached and an instance of “Game” and “UI” as it’s children.

                -

                This is a good time to set the default scene when we run the game by going to Project -> Project settings… -> General and in Application/Run set the Main Scene to the “Main.tscn” scene.

                -

                Scripting

                +

                Main

                +

                This is the final scene where we connect the Game and the UI. It’s made of a Node2D with it’s own script attached and an instance of Game and UI as it’s children.

                +

                This is a good time to set the default scene when we run the game by going to Project -> Project settings… -> General and in Application/Run set the Main Scene to the Main.tscn scene.

                +

                Scripting

                I’m going to keep this scripting part to the most basic code blocks, as it’s too much code, for a complete view you can head to the source code.

                As of now, the game itself doesn’t do anything if we hit play. The first thing to do so we have something going on is to do the minimal player scripting.

                -

                Player

                -

                The most basic code needed so the bird goes up and down is to just detect “jump” key presses and add a negative jump velocity so it goes up (y coordinate is reversed in godot…), we also check the velocity sign of the y coordinate to decide if the animation is playing or not.

                +

                Player

                +

                The most basic code needed so the bird goes up and down is to just detect jump key presses and add a negative jump velocity so it goes up (y coordinate is reversed in godot…), we also check the velocity sign of the y coordinate to decide if the animation is playing or not.

                class_name Player
                 extends KinematicBody2D
                 
                @@ -909,7 +998,7 @@ func _physics_process(delta: float) -> void:
                     dead_sound.play()
                 

                Finally need to add the actual checks for when the player dies (like collision with ground or pipe) as well as a function that listens to a signal for when the player goes to the ceiling.

                -

                WorldDetector

                +

                WorldDetector

                The code is pretty simple, we just need a way of detecting if we ran out of ground and send a signal, as well as sending as signal when we start detecting ground/pipes behind us (to remove it) because the world is being generated as we move. The most basic functions needed are:

                func _was_colliding(detector: RayCast2D, flag: bool, signal_name: String) -> bool:
                     if detector.is_colliding():
                @@ -928,8 +1017,8 @@ func _now_colliding(detector: RayCast2D, flag: bool, signal_name: String) ->
                     return false
                 

                We need to keep track of 3 “flags”: ground_was_colliding, ground_now_colliding and pipe_now_colliding (and their respective signals), which are going to be used to do the checks inside _physics_process. For example for checking for new ground: ground_now_colliding = _now_colliding(old_ground, ground_now_colliding, "ground_started_colliding").

                -

                WorldTiles

                -

                This script is what handles the “GroundTileMap” as well as the “PipeTileMap” and just basically functions as a “Signal bus” connecting a bunch of signals from the “WorldDetector” with the TileMaps and just tracking how many pipes have been placed:

                +

                WorldTiles

                +

                This script is what handles the GroundTileMap as well as the PipeTileMap and just basically functions as a “Signal bus” connecting a bunch of signals from the WorldDetector with the TileMaps and just tracking how many pipes have been placed:

                export(int, 2, 20, 2) var PIPE_SEP: int = 6
                 var tiles_since_last_pipe: int = PIPE_SEP - 1
                 
                @@ -950,7 +1039,7 @@ func _on_WorldDetector_ground_started_colliding() -> void:
                 func _on_WorldDetector_pipe_started_colliding() -> void:
                     emit_signal("remove_pipe")
                 
                -
                GroundTileMap
                +

                GroundTileMap

                This is the node that actually places the ground tiles upong receiving a signal. In general, what you want is to keep track of the newest tile that you need to place (empty spot) as well as the last tile that is in the tilemap (technically the first one if you count from left to right). I was experimenting with enums so I used them to define the possible Ground tiles:

                enum Ground {
                     TILE_1,
                @@ -981,10 +1070,10 @@ func _remove_first_ground() -> void:
                     old_tile_position += Vector2.RIGHT
                 

                Where you might notice that the _initial_new_tile_x is 11, instead of 10, refer to Default ground tiles where we placed tiles from -8 to 10, so the next empty one is 11. These _place_new_ground and _remove_first_ground functions are called upon receiving the signal.

                -
                PipeTileMap
                -

                This is really similar to the “GroundTileMap” code, instead of defining an enum for the ground tiles, we define it for the pipe patterns (because each pipe is composed of multiple pipe tiles). If your pipe tile set looks like this (notice the index):

                +

                PipeTileMap

                +

                This is really similar to the GroundTileMap code, instead of defining an enum for the ground tiles, we define it for the pipe patterns (because each pipe is composed of multiple pipe tiles). If your pipe tile set looks like this (notice the index):

                -PipeTileMap - Tile set indexes +PipeTileMap - Tile set indexes
                PipeTileMap - Tile set indexes

                Then you can use the following “pipe patterns”:

                @@ -997,7 +1086,7 @@ func _remove_first_ground() -> void: PipePattern.PIPE_6: [0, 1, 2, 3, 4, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 2] } -

                Now, the pipe system requires a bit more of tracking as we need to instantiate a “ScoreDetector” here, too. I ended up keeping track of the placed pipes/detectors by using a “pipe stack” (and “detector stack”) which is just an array of placed objects from which I pop the first when deleting them:

                +

                Now, the pipe system requires a bit more of tracking as we need to instantiate a ScoreDetector here, too. I ended up keeping track of the placed pipes/detectors by using a “pipe stack” (and “detector stack”) which is just an array of placed objects from which I pop the first when deleting them:

                onready var _pipe_sep: int = get_parent().PIPE_SEP
                 const _pipe_size: int = 16
                 const _ground_level: int = 7
                @@ -1013,7 +1102,7 @@ var detector_scene: PackedScene = preload("res://levels/detectors/score_det
                 var detector_offset: Vector2 = Vector2(16.0, -(_pipe_size / 2.0) * 16.0)
                 var detector_stack: Array
                 
                -

                The detector_offset is just me being picky. For placing a new pipe, we get the starting position (bottom pipe tile) and build upwards, then instantiate a new “ScoreDetector” (detector_scene) and set it’s position to the pipe starting position plus the offset, so it’s centered in the pipe, then just need to connect the “body_entered” signal from the detector with the game, so we keep track of the scoring. Finally just add the placed pipe and detector to their corresponding stacks:

                +

                The detector_offset is just me being picky. For placing a new pipe, we get the starting position (bottom pipe tile) and build upwards, then instantiate a new ScoreDetector (detector_scene) and set it’s position to the pipe starting position plus the offset, so it’s centered in the pipe, then just need to connect the body_entered signal from the detector with the game, so we keep track of the scoring. Finally just add the placed pipe and detector to their corresponding stacks:

                func _place_new_pipe() -> void:
                     var current_pipe: Vector2 = new_pipe_starting_position
                     for tile in pipe[_get_random_pipe()]:
                @@ -1043,8 +1132,8 @@ var detector_stack: Array
                     detector.queue_free()
                 

                These functions are called when receiving the signal to place/remove pipes.

                -

                Saved data

                -

                Before proceeding, we require a way to save/load data (for the high scores). We’re going to use the ConfigFile node that uses a custom version of the “ini” file format. Need to define where to save the data:

                +

                Saved data

                +

                Before proceeding, we require a way to save/load data (for the high scores). We’re going to use the ConfigFile node that uses a custom version of the ini file format. Need to define where to save the data:

                const DATA_PATH: String = "user://data.cfg"
                 const SCORE_SECTION: String = "score"
                 var _data: ConfigFile
                @@ -1084,12 +1173,12 @@ func get_high_score() -> int:
                         set_new_high_score(0)
                         save_data()
                 
                -

                Now, this script in particular will need to be a Singleton (AutoLoad), which means that there will be only one instance and will be available across all scripts. To do so, go to Project -> Project settings… -> AutoLoad and select this script in the “Path:” and add a “Node Name:” (I used “SavedData”, if you use something else, be careful while following this devlog) which will be the name we’ll use to access the singleton. Toggle on “Enable” if needed, it should look like this:

                +

                Now, this script in particular will need to be a Singleton (AutoLoad), which means that there will be only one instance and will be available across all scripts. To do so, go to Project -> Project settings… -> AutoLoad and select this script in the Path: and add a Node Name: (I used SavedData, if you use something else, be careful while following this devlog) which will be the name we’ll use to access the singleton. Toggle on Enable if needed, it should look like this:

                -Project settings - AutoLoad - SavedData singleton +Project settings - AutoLoad - SavedData singleton
                Project settings - AutoLoad - SavedData singleton
                -

                Game

                +

                Game

                The game script it’s also like a “Signal bus” in the sense that it connects all its childs’ signals together, and also has the job of starting/stopping the _process and _physics_process methods from the childs as needed. First, we need to define the signals and and references to all child nodes:

                signal game_started
                 signal game_over
                @@ -1104,7 +1193,7 @@ onready var camera: Camera2D = $Camera
                 onready var start_sound: AudioStreamPlayer = $StartSound
                 onready var score_sound: AudioStreamPlayer = $ScoreSound
                 
                -

                It’s important to get the actual “player speed”, as we’re using a scale to make the game look bigger (remember, pixel art), to do so we need a reference to the “game_scale” we setup at the beginning and compute the player_speed:

                +

                It’s important to get the actual “player speed”, as we’re using a scale to make the game look bigger (remember, pixel art), to do so we need a reference to the game_scale we setup at the beginning and compute the player_speed:

                var _game_scale: float = ProjectSettings.get_setting("application/config/game_scale")
                 var player_speed: float
                 
                @@ -1114,7 +1203,7 @@ func _ready() -> void:
                     # so we move at the actual speed of the player
                     player_speed = player.SPEED / _game_scale
                 
                -

                This player_speed will be needed as we need to move all the nodes (“Background”, “Camera”, etc.) in the x axis as the player is moving. This is done in the _physics_process:

                +

                This player_speed will be needed as we need to move all the nodes (Background, Camera, etc.) in the x axis as the player is moving. This is done in the _physics_process:

                func _physics_process(delta: float) -> void:
                     ceiling_detector.move_local_x(player_speed * delta)
                     world_detector.move_local_x(player_speed * delta)
                @@ -1159,8 +1248,8 @@ func _on_ScoreDetector_body_entered(body: Node2D) -> void:
                     emit_signal("new_score", score, high_score)
                     score_sound.play()
                 
                -

                When the player dies, we set all processing to false, except for the player itself (so it can drop all the way to the ground). Also, when receiving a “scoring” signal, we manage the current score, as well as saving the new high score when applicable, note that we need to read the high_score at the beginning by calling SavedData.get_high_score(). This signal we emit will be received by the UI so it updates accordingly.

                -

                UI

                +

                When the player dies, we set all processing to false, except for the player itself (so it can drop all the way to the ground). Also, when receiving a “scoring” signal, we manage the current score, as well as saving the new high score when applicable, note that we need to read the high_score at the beginning by calling SavedData.get_high_score(). This signal we emit will be received by the UI so it updates accordingly.

                +

                UI

                First thing is to get a reference to all the child Labels, an initial reference to the high score as well as the version defined in the project settings:

                onready var fps_label: Label = $MarginContainer/DebugContainer/FPS
                 onready var version_label: Label = $MarginContainer/VersionContainer/Version
                @@ -1204,8 +1293,8 @@ func _on_Game_new_score(score: int, high_score: int) -> void:
                     score_label.set_text(String(score))
                     high_score_label.set_text("High score: %s" % high_score)
                 
                -

                Main

                -

                This is the shortest script, it just connects the signals between the “Game” and the “UI”:

                +

                Main

                +

                This is the shortest script, it just connects the signals between the Game and the UI:

                onready var game: Game = $Game
                 onready var ui: UI = $UI
                 
                @@ -1217,15 +1306,15 @@ func _ready() -> void:
                     game.connect("game_over", ui, "_on_Game_game_over")
                     game.connect("new_score", ui, "_on_Game_new_score")
                 
                -

                Final notes and exporting

                +

                Final notes and exporting

                At this point the game should be fully playable (if any detail missing feel free to look into the source code linked at the beginning). Only thing missing is an icon for the game; I did one pretty quicly with the assets I had.

                -

                Preparing the files

                +

                Preparing the files

                If you followed the directory structure I used, then only thing needed is to transform the icon to a native Windows ico format (if exporting to Windows, else ignore this part). For this you need ImageMagick or some other program that can transform png (or whatever file format you used for the icon) to ico. I used [Chocolatey][https://chocolatey.org/] to install imagemagick, then to convert the icon itself used: magick convert icon.png -define icon:auto-resize=256,128,64,48,32,16 icon.ico as detailed in Godot‘s Changing application icon for Windows.

                -

                Exporting

                -

                You need to download the templates for exporting as detailed in Godot‘s Exporting projects. Basically you go to Editor -> Manage Export Templates… and download the latest one specific to your Godot version by clicking on “Download and Install”.

                +

                Exporting

                +

                You need to download the templates for exporting as detailed in Godot‘s Exporting projects. Basically you go to Editor -> Manage Export Templates… and download the latest one specific to your Godot version by clicking on Download and Install.

                If exporting for Windows then you also need to download rcedit from here. Just place it wherever you want (I put it next to the Godot executable).

                -

                Then go to Project -> Export… and the Window should be empty, add a new template by clicking on “Add…” at the top and then select the template you want. I used HTML5, Windows Desktop and Linux/X11. Really the only thing you need to set is the “Export Path” for each template, which is te location of where the executable will be written to, and in the case of the Windows Desktop template you could also setup stuff like “Company Name”, “Product Name”, “File/Product Version”, etc..

                -

                Once the templates are setup, select any and click on “Export Project” at the bottom, and make sure to untoggle “Export With Debug” in the window that pops up, this checkbox should be at the bottom of the new window.

                ]]> +

                Then go to Project -> Export… and the Window should be empty, add a new template by clicking on Add... at the top and then select the template you want. I used HTML5, Windows Desktop and Linux/X11. Really the only thing you need to set is the “Export Path” for each template, which is te location of where the executable will be written to, and in the case of the Windows Desktop template you could also setup stuff like Company Name, Product Name, File/Product Version, etc..

                +

                Once the templates are setup, select any and click on Export Project at the bottom, and make sure to untoggle Export With Debug in the window that pops up, this checkbox should be at the bottom of the new window.

                ]]> General Godot project structure @@ -1234,6 +1323,7 @@ func _ready() -> void: Sun, 22 May 2022 01:16:10 GMT English Gamedev + Godot Short Details on the project structure I'm using for Godot, based on preference and some research I did. One of my first issues when starting a project is how to structure everything. So I had to spend some time researching best practices and go with what I like the most and after trying some of them I wanted to write down somewhere what I’m sticking with.

                @@ -1366,12 +1456,14 @@ func _ready() -> void: Tue, 17 May 2022 05:19:54 GMT English Gamedev + Godot Short Update Since I'm starting to get more into gamedev stuff, I'll start blogging about it just to keep consistent. - I’ve been wanting to get into gamedev for a while now, but it’s always a pain to stay consistent. I just recently started to get into gamedev again, and this time I’m trying to actually do stuff.

                + I’ve been wanting to get into gamedev for a while now, but it’s always a pain to stay consistent. I just recently started to get into it again, and this time I’m trying to actually do stuff.

                So, the plan is to blog about my progress and clone some simple games just to get started. I’m thinking on sticking with Godot just because I like that it’s open source, it’s getting better and better overtime (big rewrite happening right now) and I already like how the engine works. Specifically I’ll start using Godot 4 even though it’s not done yet, to get used to the new features, specifically pumped for GDScript 2.0. Actually… (for the small clones/ripoffs) I’ll need to use Godot 3.X (probably 3.5), as Godot 4 doesn’t have support to export to webassembly (HTML5) yet, and I want that to publish to itch.io and my website. I’ll continue to use Godot 4 for bigger projects, as they will take longer and I hope that by the time I need to publish, there’s no issues to export.

                -

                For a moment I almost started a new subdomain just for gamedev stuff, but decided to just use a different directory for subtleness; this directory and use of tags should be enough. I’ll be posting the entry about the first rip-off I’m developing (FlappyBird L O L) shortly.

                ]]>
                +

                For a moment I almost started a new subdomain just for gamedev stuff, but decided to just use a different directory for subtleness; this directory and use of tags should be enough. I’ll be posting the entry about the first rip-off I’m developing (FlappyBird L O L) shortly.

                +

                Update: Godot 4 already released and it now has HTML5 support, so back to the original plan.

                ]]>
                My setup for a password manager and MFA authenticator @@ -1383,7 +1475,7 @@ func _ready() -> void: Tools A short description on my personal setup regarding a password manager and alternatives to G\*\*gl\* authenticator. Disclaimer: I won’t go into many technical details here of how to install/configure/use the software, this is just supposed to be a short description on my setup.

                -

                It’s been a while since I started using a password manager at all, and I’m happy that I started with KeePassXC (open source, multiplatform password manager that it’s completely offline) as a direct recommendation from lm; before this I was using the same password for everything (like a lot of people), which is a well know privacy issue as noted in detail by Leo (I don’t personally recommed LastPass as Leo does). Note that you will still need a master password to lock/unlock your password database (you can additionally use a hardware key and a key file).

                +

                It’s been a while since I started using a password manager at all, and I’m happy that I started with KeePassXC (open source, multiplatform password manager that it’s completely offline) as a direct recommendation from EL ELE EME; before this I was using the same password for everything (like a lot of people), which is a well know privacy issue as noted in detail by Leo (I don’t personally recommed LastPass as Leo does). Note that you will still need a master password to lock/unlock your password database (you can additionally use a hardware key and a key file).

                Anyways, setting up keepass is pretty simple, as there is a client for almost any device; note that keepass is basically just the format and the base for all of the clients, as its common with pretty much any open source software. In my case I’m using KeePassXC in my computer and KeePassDX in my phone (Android). The only concern is keeping everything in sync because keepass doesn’t have any automatic method of synchronizing between devices because of security reasons (as far as I know), meaning that you have to manage that yourself.

                Usually you can use something like G**gl* drive, dropbox, mega, nextcloud, or any other cloud solution that you like to sync your keepass database between devices; I personally prefer to use Syncthing as it’s open source, it’s really easy to setup and has worked wonders for me since I started using it, also it keeps versions of your files that can serve as backups in any scenario where the database gets corrupted or something.

                Finally, when I went through the issue with the micro SD and the adoptable storage bullshit (you can find the rant here, in spanish) I had to also migrate from G**gl* authenticator (gauth) to something else for the simple reason that gauth doesn’t even let you do backups, nor it’s synched with your account… nothing, it is just standalone and if you ever lose your phone you’re fucked; so I decided to go with Aegis authenticator, as it is open source, you have control over all your secret keys, you can do backups directly to the filesystem, you can secure your database with an extra password, etc., etc.. In general aegis is the superior MFA authenticator (at least compared with gauth) and everything that’s compatible with gauth is compatible with aegis as the format is a standard (as a matter of fact, keepass also has this MFA feature which is called TOPT and is also compatible, but I prefer to have things separate). I also use syncthing to keep a backup of my aegis database.

                @@ -1429,15 +1521,16 @@ func _ready() -> void: Update Actualización en el estado de la página, después de mucho tiempo de ausencia. Después de mucho tiempo de estar luchando con querer volver a usar este pex (maldita d word y demás), ya me volví a acomodar el setup para agregar nuevas entradas.

                -

                Entre las cosas que tuve que hacer fue actualizar el pyssg porque no lo podía usar de una como estaba; y de pasado le agregue una que otra feature nueva. Luego quiero agregarle más funcionalidad para poder buildear la página completa; por ahora se hace en segmentos: todo lo de luevano.xyz está hecho manual, mientras que blog y art usan pyssg.

                +

                Entre las cosas que tuve que hacer fue actualizar el pyssg porque no lo podía usar de una como estaba; y de pasado le agregue una que otra feature nueva. Luego quiero agregarle más funcionalidad para poder buildear la página completa; por ahora se hace en segmentos: todo lo de luevano.xyz está hecho manual, mientras que blog y art usan pyssg.

                Otra cosa es que quizá me devuelva a editar alguans entradas nada más para homogeneizar las entradas específicas a Create a… (tiene más sentido que sean Setup x… o algo similar).

                -

                En otras noticias, estoy muy agusto en el jale que tengo actualmente aunque lleve alrededor de 3 semanas de un infierno por problemas debidos a varias razones (del jale). Debo pensar en si debo omitir cosas personales o del trabajo aquí, ya que quién sabe quién se pueda llegar a topar con esto *thinking emoji*.

                ]]>
                +

                En otras noticias, estoy muy agusto en el jale que tengo actualmente aunque lleve alrededor de 3 semanas de un infierno en el jale. Debo pensar en si debo omitir cosas personales o del trabajo aquí, ya que quién sabe quién se pueda llegar a topar con esto *thinking emoji*.

                ]]>
                Create a VPN server with OpenVPN (IPv4) https://blog.luevano.xyz/a/vpn_server_with_openvpn.html https://blog.luevano.xyz/a/vpn_server_with_openvpn.html Sun, 01 Aug 2021 09:27:02 GMT + Code English Server Tools @@ -1445,14 +1538,27 @@ func _ready() -> void: How to create a VPN server using OpenVPN on a server running Nginx. Only for IPv4. I’ve been wanting to do this entry, but had no time to do it since I also have to set up the VPN service as well to make sure what I’m writing makes sense, today is the day.

                Like with any other of my entries I based my setup on the Arch Wiki, this install script and this profile generator script.

                -

                This will be installed and working alongside the other stuff I’ve wrote about on other posts (see the server tag). All commands here are executes as root unless specified otherwise. Also, this is intended only for IPv4 (it’s not that hard to include IPv6, but meh).

                -

                Prerequisites

                +

                This will be installed and working alongside the other stuff I’ve wrote about on other posts (see the server tag). All commands here are executes as root unless specified otherwise. Also, this is intended only for IPv4 (it’s not that hard to include IPv6, but meh). As always, all commands are executed as root unless stated otherwise.

                +

                Table of contents

                + +

                Prerequisites

                Pretty simple:

                  -
                • Working server with root access, and with Ufw as the firewall.
                • -
                • Depending on what port you want to run the VPN on, the default 1194, or as a fallback on 443 (click here for more). I will do mine on port 1194 but it’s just a matter of changing 2 lines of configuration and one Ufw rule.
                • +
                • Working server with root access, and with ufw as the firewall.
                • +
                • Depending on what port you want to run the VPN on, the default 1194, or as a fallback on 443 (click here for more). I will do mine on port 1194 but it’s just a matter of changing 2 lines of configuration and one ufw rule.
                -

                Create PKI from scratch

                +

                Create PKI from scratch

                PKI stands for Public Key Infrastructure and basically it’s required for certificates, private keys and more. This is supposed to work between two servers and one client: a server in charge of creating, signing and verifying the certificates, a server with the OpenVPN service running and the client making the request.

                This is supposed to work something like: 1) a client wants to use the VPN service, so it creates a requests and sends it to the signing server, 2) this server checks the requests and signs the request, returning the certificates to both the VPN service and the client and 3) the client can now connect to the VPN service using the signed certificate which the OpenVPN server knows about. In a nutshell, I’m no expert.

                … but, to be honest, all of this is a hassle and (in my case) I want something simple to use and manage. So I’m gonna do all on one server and then just give away the configuration file for the clients, effectively generating files that anyone can run and will work, meaning that you need to be careful who you give this files (it also comes with a revoking mechanism, so no worries).

                @@ -1496,8 +1602,8 @@ openssl dhparam -out dh.pem 2048 openvpn --genkey secret ta.key

                That’s it for the PKI stuff and general certificate configuration.

                -

                OpenVPN

                -

                OpenVPN is a robust and highly flexible VPN daemon, that’s pretty complete feature wise.

                +

                OpenVPN

                +

                OpenVPN is a robust and highly flexible VPN daemon, that’s pretty complete feature-wise.

                Install the openvpn package:

                pacman -S openvpn
                 
                @@ -1599,6 +1705,7 @@ verb 3 explicit-exit-notify 1

                # and ; are comments. Read each and every line, you might want to change some stuff (like the logging), specially the first line which is your server public IP.

                +

                Enable forwarding

                Now, we need to enable packet forwarding (so we can access the web while connected to the VPN), which can be enabled on the interface level or globally (you can check the different options with sysctl -a | grep forward). I’ll do it globally, run:

                sysctl net.ipv4.ip_forward=1
                 
                @@ -1644,7 +1751,7 @@ ufw reload systemctl enable openvpn-server@server.service

                Where the server after @ is the name of your configuration, server.conf without the .conf in my case.

                -

                Create client configurations

                +

                Create client configurations

                You might notice that I didn’t specify how to actually connect to our server. For that we need to do a few more steps. We actually need a configuration file similar to the server.conf file that we created.

                The real way of doing this would be to run similar steps as the ones with easy-rsa locally, send them to the server, sign them, and retrieve them. Nah, we’ll just create all configuration files on the server as I was mentioning earlier.

                Also, the client configuration file has to match the server one (to some degree), to make this easier you can create a client-common file in /etc/openvpn/server with the following content:

                @@ -1717,7 +1824,7 @@ chown nobody:nobody pki/crl.pem chmod o+r pki/crl.pem cd $CPWD -

                And the way to use is to run vpn_script new/rev client_name as sudo (when revoking, it doesn’t actually deletes the .ovpn file in ~/ovpn). Again, this is a little script that I put together, so you should check it out, it may need tweaks (depending on your directory structure for easy-rsa) and it could have errors.

                +

                And the way to use is to run vpn_script new/rev client_name as sudo (when revoking, it doesn’t actually delete the .ovpn file in ~/ovpn). Again, this is a little script that I put together, so you should check it out, it may need tweaks (depending on your directory structure for easy-rsa).

                Now, just get the .ovpn file generated, import it to OpenVPN in your client of preference and you should have a working VPN service.

                ]]>
                @@ -1741,7 +1848,7 @@ cd $CPWD

                Y pues ya, este pex ya me sirvió para desahogarme, una disculpa por la redacción tan pitera. Sobres.

                ]]>
                - Tenia este pex algo descuidado + Tenía este pex algo descuidado https://blog.luevano.xyz/a/tenia_esto_descuidado.html https://blog.luevano.xyz/a/tenia_esto_descuidado.html Sun, 18 Jul 2021 07:51:50 GMT @@ -1750,10 +1857,10 @@ cd $CPWD Update Nada más un update en el estado del blog y lo que he andado haciendo. Así es, tenía un poco descuidado este pex, siendo la razón principal que andaba ocupado con cosas de la vida profesional, ayay. Pero ya que ando un poco más despejado y menos estresado voy a seguir usando el blog y a ver qué más hago.

                -

                Tengo unas entradas pendientes que quiero hacer del estilo de “tutorial” o “how-to”, pero me lo he estado debatiendo, porque Luke ya empezó a hacerlo más de verdad en landchad.net, lo cual recomiendo bastante pues igual yo empecé a hacer esto por él (y por lm); aunque la verdad pues es muy específico a como él hace las cosas y quizá sí puede haber diferencias, pero ya veré en estos días. La próxima que quiero hacer es sobre el VPN, porque no lo he setupeado desde que reinicié El Página Web y La Servidor, entonces acomodaré el VPN de nuevo y de pasada tiro entrada de eso.

                -

                También dejé un dibujo pendiente, que la neta lo dejé por 2 cosas: está bien cabrón (porque también lo quiero colorear) y porque estaba ocupado; de lo cuál ya sólo queda el está bien cabrón pero no he tenido el valor de retomarlo. Lo triste es que ya pasó el tiempo del hype y ya no tengo mucha motivación para terminarlo más que el hecho de que cuando lo termine empezaré a usar Clip Studio Paint en vez de Krita, porque compré una licencia ahora que estuvo en 50% de descuento (sí, me mamé).

                +

                Tengo unas entradas pendientes que quiero hacer del estilo de “tutorial” o “how-to”, pero me lo he estado debatiendo, porque Luke ya empezó a hacerlo más de verdad en landchad.net, lo cual recomiendo bastante pues igual yo empecé a hacer esto por él (y por EL ELE EME); aunque la verdad pues es muy específico a como él hace las cosas y quizá sí puede haber diferencias, pero ya veré en estos días. La próxima que quiero hacer es sobre el VPN, porque no lo he setupeado desde que reinicié El Página Web y La Servidor, entonces acomodaré el VPN de nuevo y de pasada tiro entrada de eso.

                +

                También dejé un dibujo pendiente, que la neta lo dejé por 2 cosas: está bien cabrón (porque también lo quiero colorear) y porque estaba ocupado; de lo cuál ya sólo queda el está bien cabrón pero no he tenido el valor de retomarlo. Lo triste es que ya pasó el tiempo del hype y ya no tengo mucha motivación para terminarlo más que el hecho de que cuando lo termine empezaré a usar Clip Studio Paint en vez de Krita, porque compré una licencia ahora que estuvo en 50% de descuento.

                Algo bueno es que me he estado sintiendo muy bien conmigo mismo últimamente, aunque casi no hable de eso. Sí hay una razón en específico, pero es una razón algo tonta. Espero así siga.

                -

                Ah, y también quería acomodarme una sección de comentarios, pero como siempre, todas las opciones están bien bloated, entonces pues me voy a hacer una en corto seguramente en Python para el back, MySQL para la base de datos y Javascript para la conexión acá en el front, algo tranqui.

                +

                Ah, y también quería acomodarme una sección de comentarios, pero como siempre, todas las opciones están bien bloated, entonces pues me voy a hacer una en corto seguramente en Python para el back, MySQL para la base de datos y Javascript para la conexión acá en el front, algo tranqui. Nel, siempre no ocupo esto, pa’ qué.

                Sobres pues.

                ]]>
                @@ -1761,15 +1868,28 @@ cd $CPWD https://blog.luevano.xyz/a/xmpp_server_with_prosody.html https://blog.luevano.xyz/a/xmpp_server_with_prosody.html Wed, 09 Jun 2021 05:24:30 GMT + Code English Server Tools Tutorial How to create an XMPP server using Prosody on a server running Nginx. This server will be compatible with at least Conversations and Movim. - Recently I set up an XMPP server (and a Matrix one, too) for my personal use and for friends if they want one; made one for EL ELE EME for example. So, here are the notes on how I set up the server that is compatible with the Conversations app and the Movim social network. You can see my addresses in contact and the XMPP compliance/score of the server.

                -

                One of the best resources I found that helped me a lot was Installing and Configuring Prosody XMPP Server on Debian 9, and of course the Arch Wiki and the oficial documentation.

                -

                As with my other entries, this is under a server running Arch Linux, with the Nginx web server and Certbot certificates. And all commands here are executed as root (unless specified otherwise)

                -

                Prerequisites

                + Update: I no longer host this XMPP server as it consumed a lot of resources and I wasn’t using it that much. I’ll probably re-create it in the future, though.

                +

                Recently I set up an XMPP server (and a Matrix one, too) for my personal use and for friends if they want one; made one for EL ELE EME for example. So, here are the notes on how I set up the server that is compatible with the Conversations app and the Movim social network. You can see my addresses at contact and the XMPP compliance/score of the server.

                +

                One of the best resources I found that helped me a lot was Installing and Configuring Prosody XMPP Server on Debian 9, the Arch Wiki and the oficial documentation.

                +

                As with my other entries, this is under a server running Arch Linux, with the Nginx web server and Certbot certificates. And all commands here are executed as root, unless specified otherwise.

                +

                Table of contents

                + +

                Prerequisites

                Same as with my other entries (website, mail and git) plus:

                • A and (optionally) AAA DNS records for:
                    @@ -1781,16 +1901,16 @@ cd $CPWD
                • (Optionally, but recommended) the following SRV DNS records; make sure it is pointing to an A or AAA record (matching the records from the last point, for example):
                    -
                  • _xmpp-client._tcp.**your.domain**. for port 5222 pointing to xmpp.**your.domain**.
                  • -
                  • _xmpp-server._tcp.**your.domain**. for port 5269 pointing to xmpp.**your.domain**.
                  • -
                  • _xmpp-server._tcp.muc.**your.domain**. for port 5269 pointing to xmpp.**your.domain**.
                  • +
                  • _xmpp-client._tcp.{your.domain}. for port 5222 pointing to xmpp.{your.domain}.
                  • +
                  • _xmpp-server._tcp.{your.domain}. for port 5269 pointing to xmpp.{your.domain}.
                  • +
                  • _xmpp-server._tcp.muc.{your.domain}. for port 5269 pointing to xmpp.{your.domain}.
                • SSL certificates for the previous subdomains; similar that with my other entries just create the appropriate prosody.conf (where server_name will be all the subdomains defined above) file and run certbot --nginx. You can find the example configuration file almost at the end of this entry.
                • Email addresses for admin, abuse, contact, security, etc. Or use your own email for all of them, doesn’t really matter much as long as you define them in the configuration and are valid, I have aliases so those emails are forwarded to me.
                • Allow ports 5000, 5222, 5269, 5280 and 5281 for Prosody and, 3478 and 5349 for Turnserver which are the defaults for coturn.
                -

                Prosody

                +

                Prosody

                Prosody is an implementation of the XMPP protocol that is flexible and extensible.

                Install the prosody package (with optional dependencies) and the mercurial package:

                pacman -S prosody, mercurial, lua52-sec, lua52-dbi, lua52-zlib
                @@ -1802,11 +1922,11 @@ mkdir modules-enabled
                 

                You can see that I follow a similar approach that I used with Nginx and the server configuration, where I have all the modules available in a directory, and make a symlink to another to keep track of what is being used. You can update the repository by running hg pull --update while inside the modules-available directory (similar to Git).

                Make symbolic links to the following modules:

                -
                ln -s /var/lib/prosody/modules-available/MODULE_NAME /var/lib/prosody/modules-enabled/
                +
                ln -s /var/lib/prosody/modules-available/{module_name} /var/lib/prosody/modules-enabled/
                 ...
                 
                  -
                • Modules:
                    +
                  • Modules ({module_name}):
                    • mod_bookmarks
                    • mod_cache_c2s_caps
                    • mod_checkcerts
                    • @@ -2134,8 +2254,8 @@ ln -s your.domain.key SUBDOMAIN.your.domain.key ...

                That’s basically all the configuration that needs Prosody itself, but we still have to configure Nginx and Coturn before starting/enabling the prosody service.

                -

                Nginx configuration file

                -

                Since this is not an ordinary configuration file I’m going to describe this too. Your prosody.conf file should have the following location blocks under the main server block (the one that listens to HTTPS):

                +

                Nginx configuration file

                +

                Since this is not an ordinary configuration file I’m going to describe this, too. Your prosody.conf file should have the following location blocks under the main server block (the one that listens to HTTPS):

                # HTTPS server block
                 server {
                     root /var/www/prosody/;
                @@ -2228,11 +2348,11 @@ server {
                     ]
                 }
                 
                -

                Remember to have your prosody.conf file symlinked (or discoverable by Nginx) to the sites-enabled directory. You can now restart your nginx service (and test the configuration, optionally):

                +

                Remember to have your prosody.conf file symlinked (or discoverable by Nginx) to the sites-enabled directory. You can now test and restart your nginx service (and test the configuration, optionally):

                nginx -t
                 systemctl restart nginx.service
                 
                -

                Coturn

                +

                Coturn

                Coturn is the implementation of TURN and STUN server, which in general is for (at least in the XMPP world) voice support and external service discovery.

                Install the coturn package:

                pacman -S coturn
                @@ -2248,7 +2368,7 @@ static-auth-secret=YOUR SUPER SECRET TURN PASSWORD
                 systemctl enable turnserver.service
                 

                You can test if your TURN server works at Trickle ICE. You may need to add a user in the turnserver.conf to test this.

                -

                Wrapping up

                +

                Wrapping up

                At this point you should have a working XMPP server, start/enable the prosody service now:

                systemctl start prosody.service
                 systemctl enable prosody.service
                @@ -2261,7 +2381,7 @@ systemctl enable prosody.service
                 

                Additionally, you can test the security of your server in IM Observatory, here you only need to specify your domain.name (not xmpp.domain.name, if you set up the SRV DNS records correctly). Again, it should have a similar score to mine:

                xmpp.net score

                You can now log in into your XMPP client of choice, if it asks for the server it should be xmpp.your.domain (or your.domain for some clients) and your login credentials you@your.domain and the password you chose (which you can change in most clients).

                -

                That’s it, send me a message david@luevano.xyz if you were able to set up the server successfully.

                ]]> +

                That’s it, send me a message at david@luevano.xyz if you were able to set up the server successfully.

                ]]> Al fin ya me acomodé la página pa' los dibujos @@ -2273,7 +2393,7 @@ systemctl enable prosody.service Update Actualización en el estado de la página, en este caso sobre la existencia de una nueva página para los dibujos y arte en general. Así es, ya quedó acomodado el sub-dominio art.luevano.xyz pos pal arte veda. Entonces pues ando feliz por eso.

                -

                Este pedo fue gracias a que me reescribí la forma en la que pyssg maneja los templates, ahora uso el sistema de jinja en vez del cochinero que hacía antes.

                +

                Este pedo fue gracias a que me reescribí la forma en la que pyssg maneja los templates, ahora uso el sistema de jinja en vez del cochinero que hacía antes.

                Y pues nada más eso, aquí está el primer post y por supuesto acá está el link del RSS https://art.luevano.xyz/rss.xml.

                ]]>
                @@ -2288,8 +2408,9 @@ systemctl enable prosody.service Estuve acomodando un poco más el sItIo, al fin agregué la “sección” de contact y de donate por si hay algún loco que quiere tirar varo.

                También me puse a acomodar un servidor de XMPP el cual, en pocas palabras, es un protocolo de mensajería instantánea (y más) descentralizado, por lo cual cada quien puede hacer una cuenta en el servidor que quiera y conectarse con cuentas creadas en otro servidor… exacto, como con los correos electrónicos. Y esto está perro porque si tú tienes tu propio server, así como con uno de correo electrónico, puedes controlar qué características tiene, quiénes pueden hacer cuenta, si hay end-to-end encryption (o mínimo end-to-server), entre un montón de otras cosas.

                Ahorita este server es SUMISO (compliant en español, jeje) para jalar con la app conversations y con la red social movim, pero realmente funcionaría con casi cualquier cliente de XMPP, amenos que ese cliente implemente algo que no tiene mi server. Y también acomodé un server de Matrix que es muy similar pero es bajo otro protocolo y se siente más como un discord/slack (al menos en el element), muy chingón también.

                -

                Si bien aún quedan cosas por hacer sobre estos dos servers que me acomodé (además de hacerles unas entradas para documentar cómo lo hice), quiero moverme a otra cosa que sería acomodar una sección de dibujos, lo cual en teoría es bien sencillo, pero como quiero poder automatizar la publicación de estos, quiero modificar un poco el pyssg para que jale chido para este pex.

                -

                Ya por último también quiero moverle un poco al CSS, porque lo dejé en un estado muy culerón y quiero meterle/ajustar unas cosas para que quede más limpio y medianamente bonito… dentro de lo que cabe porque evidentemente me vale verga si se ve como una página del 2000.

                ]]>
                +

                Si bien aún quedan cosas por hacer sobre estos dos servers que me acomodé (además de hacerles unas entradas para documentar cómo lo hice), quiero moverme a otra cosa que sería acomodar una sección de dibujos, lo cual en teoría es bien sencillo, pero como quiero poder automatizar la publicación de estos, quiero modificar un poco el pyssg para que jale chido para este pex.

                +

                Ya por último también quiero moverle un poco al CSS, porque lo dejé en un estado muy culerón y quiero meterle/ajustar unas cosas para que quede más limpio y medianamente bonito… dentro de lo que cabe porque evidentemente me vale verga si se ve como una página del 2000.

                +

                Actualización: Ya tumbé el servidor de XMPP porque consumía bastantes recursos y no lo usaba tanto, si en un futuro consigo un mejor servidor podría volver a hostearlo.

                ]]>
                I'm using a new blogging system @@ -2305,28 +2426,42 @@ systemctl enable prosody.service

                The solution? Write a new program “from scratch” in pYtHoN. Yes it is bloated, yes it is in its early stages, but it works just as I want it to work, and I’m pretty happy so far with the results and have with even more ideas in mind to “optimize” and generally clean my wOrKfLoW to post new blog entries. I even thought of using it for posting into a “feed” like gallery for drawings or pictures in general.

                I called it pyssg, because it sounds nice and it wasn’t taken in the PyPi. It is just a terminal program that reads either a configuration file or the options passed as flags when calling the program.

                It still uses Markdown files because I find them very easy to work with. And instead of just having a “header” and a “footer” applied to each parsed entry, you will have templates (generated with the program) for each piece that I thought made sense (idea taken from blogit): the common header and footer, the common header and footer for each entry and, header, footer and list elements for articles and tags. When parsing the Markdown file these templates are applied and stitched together to make a single HTML file. Also generates an RSS feed and the sitemap.xml file, which is nice.

                -

                It might sound convoluted, but it works pretty well, with of course room to improve; I’m open to suggestions, issue reporting or direct contributions here. BTW, it only works on Linux for now (and don’t think on making it work on windows, but feel free to do PR for the compatibility).

                -

                That’s it for now, the new RSS feed is available here: https://blog.luevano.xyz/rss.xml.

                ]]> +

                It might sound convoluted, but it works pretty well, with of course room to improve; I’m open to suggestions, issue reporting or direct contributions here. For now, it is only tested on Linux (and don’t think on making it work on windows, but feel free to do PR for the compatibility).

                +

                That’s it for now, the new RSS feed is available here: https://blog.luevano.xyz/rss.xml.

                +

                Update: Since writing this entry, pyssg has evolved quite a bit, so not everything described here is still true. For the latest updates check the newest entries or the git repository itself.

                ]]>
                Create a git server and setup cgit web app (on Nginx) https://blog.luevano.xyz/a/git_server_with_cgit.html https://blog.luevano.xyz/a/git_server_with_cgit.html Sun, 21 Mar 2021 19:00:29 GMT + Code English Server Tools Tutorial How to create a git server using cgit on a server running Nginx. This is a follow up on post about creating a website with Nginx and Certbot. - My git server is all I need to setup to actually kill my other server (I’ve been moving from servers on these last 2-3 blog entries), that’s why I’m already doing this entry. I’m basically following git’s guide on setting up a server plus some specific stuff for (btw i use) Arch Linux (Arch Linux Wiki: Git server and Step by step guide on setting up git server in arch linux (pushable)).

                -

                Note that this is mostly for personal use, so there’s no user/authentication control other than that of SSH. Also, most if not all commands here are run as root.

                -

                Prerequisites

                + My git server is all I need to setup to actually kill my other server (I’ve been moving from servers on these last 2-3 blog entries), that’s why I’m already doing this entry. I’m basically following git’s guide on setting up a server plus some specific stuff for btw i use Arch Linux (Arch Linux Wiki: Git server and Step by step guide on setting up git server in arch linux (pushable)).

                +

                Note that this is mostly for personal use, so there’s no user/authentication control other than that of normal ssh. And as with the other entries, most if not all commands here are run as root unless stated otherwise.

                +

                Table of contents

                + +

                Prerequisites

                I might get tired of saying this (it’s just copy paste, basically)… but you will need the same prerequisites as before (check my website and mail entries), with the extras:

                • (Optional, if you want a “front-end”) A CNAME for “git” and (optionally) “www.git”, or some other name for your sub-domains.
                • An SSL certificate, if you’re following the other entries, add a git.conf and run certbot --nginx to extend the certificate.
                -

                Git

                +

                Git

                Git is a version control system.

                If not installed already, install the git package:

                pacman -S git
                @@ -2360,11 +2495,11 @@ systemctl enable git-daemon.socket
                 

                You’re basically done. Now you should be able to push/pull repositories to your server… except, you haven’t created any repository in your server, that’s right, they’re not created automatically when trying to push. To do so, you have to run (while inside /home/git):

                git init --bare {repo_name}.git
                -chown -R git:git repo_name.git
                +chown -R git:git {repo_name}.git
                 
                -

                Those two lines above will need to be run each time you want to add a new repository to your server (yeah, kinda lame… although there are options to “automate” this, I like it this way).

                +

                Those two lines above will need to be run each time you want to add a new repository to your server. There are options to “automate” this but I like it this way.

                After that you can already push/pull to your repository. I have my repositories (locally) set up so I can push to more than one remote at the same time (my server, GitHub, GitLab, etc.); to do so, check this gist.

                -

                Cgit

                +

                Cgit

                Cgit is a fast web interface for git.

                This is optionally since it’s only for the web application.

                Install the cgit and fcgiwrap packages:

                @@ -2405,10 +2540,9 @@ repo.url={url} repo.path={dir_path} repo.owner={owner} repo.desc={short_description} - ...
                -

                Where you can uncomment the robots line to let web crawlers (like Google’s) to index your git web app. And at the end keep all your repositories (the ones you want to make public), for example for my dotfiles I have:

                +

                Where you can uncomment the robots line to not let web crawlers (like Google’s) to index your git web app. And at the end keep all your repositories (the ones you want to make public), for example for my dotfiles I have:

                ...
                 repo.url=.dots
                 repo.path=/home/git/.dots.git
                @@ -2417,6 +2551,7 @@ repo.desc=These are my personal dotfiles.
                 ...
                 

                Otherwise you could let cgit to automatically detect your repositories (you have to be careful if you want to keep “private” repos) using the option scan-path and setup .git/description for each repository. For more, you can check cgitrc(5).

                +

                Cgit’s file rendering

                By default you can’t see the files on the site, you need a highlighter to render the files, I use highlight. Install the highlight package:

                pacman -S highlight
                 
                @@ -2442,21 +2577,37 @@ exec highlight --force --inline-css -f -I -O xhtml -S "$EXTENSION" 2&g https://blog.luevano.xyz/a/mail_server_with_postfix.html https://blog.luevano.xyz/a/mail_server_with_postfix.html Sun, 21 Mar 2021 04:05:59 GMT + Code English Server Tools Tutorial How to create mail server using Postfix, Dovecot, SpamAssassin and OpenDKIM. This is a follow up on post about creating a website with Nginx and Certbot. - The entry is going to be long because it’s a tedious process. This is also based on Luke Smith’s script, but adapted to Arch Linux (his script works on debian-based distributions). This entry is mostly so I can record all the notes required while I’m in the process of installing/configuring the mail server on a new VPS of mine; also I’m going to be writing a script that does everything in one go (for Arch Linux), that will be hosted here.

                -

                This configuration works for local users (users that appear in /etc/passwd), and does not use any type of SQL Database. And note that most if not all commands executed here are run with root privileges.

                -

                Prerequisites

                + The entry is going to be long because it’s a tedious process. This is also based on Luke Smith’s script, but adapted to Arch Linux (his script works on debian-based distributions). This entry is mostly so I can record all the notes required while I’m in the process of installing/configuring the mail server on a new VPS of mine; also I’m going to be writing a script that does everything in one go (for Arch Linux), that will be hosted here. I haven’t had time to do the script so nevermind this, if I ever do it I’ll make a new entry regarding it.

                +

                This configuration works for local users (users that appear in /etc/passwd), and does not use any type of SQL database. And note that most if not all commands executed here are run with root privileges, unless stated otherwise.

                +

                Table of contents

                + +

                Prerequisites

                Basically the same as with the website with Nginx and Certbot, with the extras:

                • You will need a CNAME for “mail” and (optionally) “www.mail”, or whatever you want to call the sub-domains (although the RFC 2181 states that it NEEDS to be an A record, fuck the police).
                • An SSL certificate. You can use the SSL certificate obtained following my last post using certbot (just create a mail.conf and run certbot --nginx again).
                • -
                • Ports 25, 587 (SMTP), 465 (SMTPS), 143 (IMAP) and 993 (IMAPS) open on the firewall.
                • +
                • Ports 25, 587 (SMTP), 465 (SMTPS), 143 (IMAP) and 993 (IMAPS) open on the firewall (I use ufw).
                -

                Postfix

                +

                Postfix

                Postfix is a “mail transfer agent” which is the component of the mail server that receives and sends emails via SMTP.

                Install the postfix package:

                pacman -S postfix
                @@ -2493,7 +2644,7 @@ smtpd_sasl_path = private/auth
                 smtpd_sasl_security_options = noanonymous, noplaintext
                 smtpd_sasl_tls_security_options = noanonymous
                 
                -

                Specify the mailbox home (this is going to be a directory inside your user’s home containing the actual mail files):

                +

                Specify the mailbox home, this is going to be a directory inside your user’s home containing the actual mail files, for example it will end up being/home/david/Mail/Inbox:

                home_mailbox = Mail/Inbox/
                 

                Pre-configuration to work seamlessly with dovecot and opendkim:

                @@ -2507,8 +2658,7 @@ smtpd_milters = inet:127.0.0.1:8891 non_smtpd_milters = inet:127.0.0.1:8891 mailbox_command = /usr/lib/dovecot/deliver -

                Where {yourdomainname} is luevano.xyz in my case, or if you have localhost configured to your domain, then use localhost for myhostname (myhostname = localhost).

                -

                Lastly, if you don’t want the sender’s IP and user agent (application used to send the mail), add the following line:

                +

                Where {yourdomainname} is luevano.xyz in my case. Lastly, if you don’t want the sender’s IP and user agent (application used to send the mail), add the following line:

                smtp_header_checks = regexp:/etc/postfix/smtp_header_checks
                 

                And create the /etc/postfix/smtp_header_checks file with the following content:

                @@ -2545,7 +2695,7 @@ newaliases
                systemctl start postfix.service
                 systemctl enable postfix.service
                 
                -

                Dovecot

                +

                Dovecot

                Dovecot is an IMAP and POP3 server, which is what lets an email application retrieve the mail.

                Install the dovecot and pigeonhole (sieve for dovecot) packages:

                pacman -S dovecot pigeonhole
                @@ -2660,8 +2810,8 @@ account required pam_unix.so
                 
                systemctl start dovecot.service
                 systemctl enable dovecot.service
                 
                -

                OpenDKIM

                -

                OpenDKIM is needed so services like G**gle (we don’t mention that name here [[[this is a meme]]]) don’t throw the mail to the trash. DKIM stands for “DomainKeys Identified Mail”.

                +

                OpenDKIM

                +

                OpenDKIM is needed so services like G**gle don’t throw the mail to the trash. DKIM stands for “DomainKeys Identified Mail”.

                Install the opendkim package:

                pacman -S opendkim
                 
                @@ -2710,7 +2860,8 @@ chmod g+r /etc/postfix/dkim/*
                systemctl start opendkim.service
                 systemctl enable opendkim.service
                 
                -

                And don’t forget to add the following TXT records on your domain registrar (these examples are for Epik):

                +

                OpenDKIM DNS TXT records

                +

                Add the following TXT records on your domain registrar (these examples are for Epik):

                1. DKIM entry: look up your {yoursubdomain}.txt file, it should look something like:
                @@ -2718,7 +2869,7 @@ systemctl enable opendkim.service "p=..." "..." ) ; ----- DKIM key mail for {yourdomain}
                -

                In the TXT record you will place {yoursubdomain}._domainkey as the “Host” and "v=DKIM1; k=rsa; s=email; " "p=..." "..." in the “TXT Value” (replace the dots with the actual value you see in your file).

                +

                In the TXT record you will place {yoursubdomain}._domainkey as the “Host” and "v=DKIM1; k=rsa; s=email; " "p=..." "..." in the “TXT Value” (replace the dots with the actual value you see in your file).

                1. DMARC entry: just _dmarc.{yourdomain} as the “Host” and "v=DMARC1; p=reject; rua=mailto:dmarc@{yourdomain}; fo=1" as the “TXT Value”.

                  @@ -2728,7 +2879,7 @@ systemctl enable opendkim.service

                And at this point you could test your mail for spoofing and more.

                -

                SpamAssassin

                +

                SpamAssassin

                SpamAssassin is just a mail filter to identify spam.

                Install the spamassassin package (which will install a bunch of ugly perl packages…):

                pacman -S spamassassin
                @@ -2781,10 +2932,10 @@ ExecStart=/usr/bin/vendor_perl/spamd -x -u spamd -g spamd --listen=/run/spamd/sp
                 
                systemctl start spamassassin.service
                 systemctl enable spamassassin.service
                 
                -

                Wrapping up

                -

                We should have a working mail server by now. Before continuing check your journal logs (journalctl -xe --unit={unit}, where {unit} could be spamassassin.service for example) to see if there was any error whatsoever and try to debug it, it should be a typo somewhere (the logs are generally really descriptive) because all the settings and steps detailed here just (literally just finished doing everything on a new server as of the writing of this text) worked (((it just werks on my machine))).

                +

                Wrapping up

                +

                We should have a working mail server by now. Before continuing check your journal logs (journalctl -xe --unit={unit}, where {unit} could be spamassassin.service for example) to see if there was any error whatsoever and try to debug it, it should be a typo somewhere because all the settings and steps detailed here just worked; I literally just finished doing everything on a new server as of the writing of this text, it just werks on my machine.

                Now, to actually use the mail service: first of all, you need a normal account (don’t use root) that belongs to the mail group (gpasswd -a user group to add a user user to group group) and that has a password.

                -

                Next, to actually login into a mail app/program/whateveryouwanttocallit, you will use the following settings, at least for thunderdbird(I tested in windows default mail app and you don’t need a lot of settings):

                +

                Next, to actually login into a mail app/program, you will use the following settings, at least for thunderdbird(I tested in windows default mail app and you don’t need a lot of settings):

                • * server: subdomain.domain (mail.luevano.xyz in my case)
                • SMTP port: 587
                • @@ -2798,38 +2949,47 @@ systemctl enable spamassassin.service

                All that’s left to do is test your mail server for spoofing, and to see if everything is setup correctly. Go to DKIM Test and follow the instructions (basically click next, and send an email with whatever content to the email that they provide). After you send the email, you should see something like:

                -DKIM Test successful +DKIM Test successful
                DKIM Test successful
                -
                -

                Finally, that’s actually it for this entry, if you have any problem whatsoever you can contact me.

                ]]> +]]> Create a website with Nginx and Certbot https://blog.luevano.xyz/a/website_with_nginx.html https://blog.luevano.xyz/a/website_with_nginx.html Fri, 19 Mar 2021 02:58:15 GMT + Code English Server Tools Tutorial How to create website that runs on Nginx and uses Certbot for SSL certificates. This is a base for future blog posts about similar topics. These are general notes on how to setup a Nginx web server plus Certbot for SSL certificates, initially learned from Luke’s video and after some use and research I added more stuff to the mix. And, actually at the time of writing this entry, I’m configuring the web server again on a new VPS instance, so this is going to be fresh.

                -

                As a side note, (((i use arch btw))) so everything here es aimed at an Arch Linux distro, and I’m doing everything on a VPS. Also note that most if not all commands here are executed with root privileges.

                -

                Prerequisites

                +

                As a side note, i use arch btw so everything here es aimed at an Arch Linux distro, and I’m doing everything on a VPS. Also note that most if not all commands here are executed with root privileges.

                +

                Table of contents

                + +

                Prerequisites

                You will need two things:

                • A domain name (duh!). I got mine on Epik (affiliate link, btw).
                    -
                  • With the corresponding A and AAA records pointing to the VPS’ IPs (“A” record points to the ipv4 address and “AAA” to the ipv6, basically). I have three records for each type: empty one, “www” and “*” for a wildcard, that way “domain.name”, “www.domain.name”, “anythingelse.domain.name” point to the same VPS (meaning that you can have several VPS for different sub-domains).
                  • +
                  • With the corresponding A and AAA records pointing to the VPS’ IPs. I have three records for each type: empty string, “www” and “*” for a wildcard, that way “domain.name”, “www.domain.name”, “anythingelse.domain.name” point to the same VPS (meaning that you can have several VPS for different sub-domains). These depend on the VPS provider.
                • -
                • A VPS or somewhere else to host it. I’m using Vultr (also an affiliate link).
                    +
                  • A VPS or somewhere else to host it. I’m using Vultr (also an affiliate link, btw).
                    • With ssh already configured both on the local machine and on the remote machine.
                    • -
                    • Firewall already configured to allow ports 80 (HTTP) and 443 (HTTPS). I use ufw so it’s just a matter of doing ufw allow 80,443/tcp as root and you’re golden.
                    • -
                    • cron installed if you follow along (you could use systemd timers, or some other method you prefer to automate running commands every X time).
                    • +
                    • Firewall already configured to allow ports 80 (HTTP) and 443 (HTTPS). I use ufw so it’s just a matter of doing ufw allow 80,443/tcp (for example) as root and you’re golden.
                    • +
                    • cron installed if you follow along (you could use systemd timers, or some other method you prefer to automate running commands every certain time).
                  -

                  Nginx

                  +

                  Nginx

                  Nginx is a web (HTTP) server and reverse proxy server.

                  You have two options: nginx and nginx-mainline. I prefer nginx-mainline because it’s the “up to date” package even though nginx is labeled to be the “stable” version. Install the package and enable/start the service:

                  pacman -S nginx-mainline
                  @@ -2838,7 +2998,7 @@ systemctl start nginx.service
                   

                  And that’s it, at this point you can already look at the default initial page of Nginx if you enter the IP of your server in a web browser. You should see something like this:

                  -Nginx welcome page +Nginx welcome page
                  Nginx welcome page

                  As stated in the welcome page, configuration is needed, head to the directory of Nginx:

                  @@ -2905,7 +3065,7 @@ systemctl restart nginx

                If everything goes correctly, you can now go to your website by typing domain.name on a web browser. But you will see a “404 Not Found” page like the following (maybe with different Nginx version):

                -Nginx 404 Not Found page +Nginx 404 Not Found page
                Nginx 404 Not Found page

                That’s no problem, because it means that the web server it’s actually working. Just add an index.html file with something simple to see it in action (in the /var/www/some_folder that you decided upon). If you keep seeing the 404 page make sure your root line is correct and that the directory/index file exists.

                @@ -2918,7 +3078,7 @@ systemctl restart nginx try_files $uri/index.html $uri.html $uri/ $uri =404; ... -

                Certbot

                +

                Certbot

                Certbot is what provides the SSL certificates via Let’s Encrypt.

                The only “bad” (bloated) thing about Certbot, is that it uses python, but for me it doesn’t matter too much. You may want to look up another alternative if you prefer. Install the packages certbot and certbot-nginx:

                pacman -S certbot certbot-nginx
                @@ -2930,7 +3090,7 @@ systemctl restart nginx
                 

                Now, the certificate given by certbot expires every 3 months or something like that, so you want to renew this certificate every once in a while. Using cron, you can do this by running:

                crontab -e
                 
                -

                And a file will be opened where you need to add a new rule for Certbot, just append the line: 1 1 1 * * certbot renew (renew on the first day of every month) and you’re good. Alternatively use systemd timers as stated in the Arch Linux Wiki.

                +

                And a file will be opened where you need to add a new rule for Certbot, just append the line: 1 1 1 * * certbot renew --quiet --agree-tos --deploy-hook "systemctl reload nginx.service" (renew on the first day of every month) and you’re good. Alternatively use systemd timers as stated in the Arch Linux Wiki.

                That’s it, you now have a website with SSL certificate.

                ]]> @@ -2945,8 +3105,10 @@ systemctl restart nginx Actualización en el estado del blog y el sistema usado para crearlo. Pues eso, esta entrada es sólo para tirar update sobre mi primer post. Ya modifiqué el ssg lo suficiente como para que maneje los timestamps, y ya estoy más familiarizado con este script entonces ya lo podré extender más, pero por ahora las entradas ya tienen su fecha de creación (y modificación en dado caso) al final y en el índice ya están organizados por fecha, que por ahora está algo simple pero está sencillo de extender.

                Ya lo único que queda es cambiar un poco el formato del blog (y de la página en general), porque en un momento de desesperación puse todo el texto en justificado y pues no se ve chido siempre, entonces queda corregir eso. Y aunque me tomó más tiempo del que quisiera, así nomás quedó, diría un cierto personaje.

                -

                El ssg modificado está en mis dotfiles (o directamente aquí).

                -

                Por último, también quité las extensiones .html de las URLs, porque se veía bien pitero, pero igual los links con .html al final redirigen a su link sin .html, así que no hay rollo alguno.

                ]]>
                +

                El ssg modificado está en mis dotfiles (o directamente aquí). +Como al final ya no usé el ssg modificado, este pex ya no existe.

                +

                Por último, también quité las extensiones .html de las URLs, porque se ve bien pitero, pero igual los links con .html al final redirigen a su link sin .html, así que no hay rollo alguno.

                +

                Actualización: Ahora estoy usando mi propia solución en vez de ssg, que la llamé pyssg, de la cual empiezo a hablar acá.

                ]]>
                This is the first blog post, just for testing purposes @@ -2958,9 +3120,10 @@ systemctl restart nginx Tools Update Just my first blog post where I state what tools I'm using to build this blog. - I’m making this post just to figure out how ssg5 and lowdown are supposed to work (and eventually also rssg).

                -

                At the moment, I’m not satisfied because there’s no automatic date insertion into the 1) html file, 2) the blog post itself and 3) the listing system in the blog homepage (and there’s also the problem with the ordering of the entries…). And all of this just because I didn’t want to use Luke’s solution (don’t really like that much how he handles the scripts… but they just work).

                -

                Hopefully, for tomorrow all of this will be sorted out and I’ll have a working blog system.

                ]]>
                + I’m making this post just to figure out how ssg5 and lowdown are supposed to work, and eventually rssg.

                +

                At the moment I’m not satisfied because there’s no automatic date insertion into the 1) html file, 2) the blog post itself and 3) the listing system in the blog homepage which also has a problem with the ordering of the entries. And all of this just because I didn’t want to use Luke’s lb solution as I don’t really like that much how he handles the scripts (but they just work).

                +

                Hopefully, for tomorrow all of this will be sorted out and I’ll have a working blog system.

                +

                Update: I’m now using my own solution which I called pyssg, of which I talk about here.

                ]]>
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