platformalist, to gamedev
@platformalist@mastodon.gamedev.place avatar

Whew, a couple hours later and finally managed to pinpoint Stickyfoot's hiscore bug! Can finally get back to polishing off content!

video/mp4

platformalist, to gamedev
@platformalist@mastodon.gamedev.place avatar

Tracking down an extremely annoying hiscore bug. Haven't been able to pinpoint where I've gone wrong with the calculations though, conversions seem to be working fine. Hmm. Gotta keep hunting.

video/mp4

johanpeitz, to gamedev
@johanpeitz@mastodon.gamedev.place avatar

I'll be holding a workshop at
@emfcamp
in the UK. If you're at the event, do come by and say hi! 👋

https://www.emfcamp.org/schedule/2024/418-make-a-game-in-an-hour-or-two

picoretro, to gamedev
@picoretro@mastodon.gamedev.place avatar

Simultaneous play in Billabong is just too frantic. A game can be over in seconds. I'm thinking to slow it down by limiting each player to only one flow in progress at any one time, and slowing down the flows so that players have more opportunity to block flows that can capture a large amount of the maze.

On the plus side, the game creates some really pretty patterns.

One player and four bots fill the screen with colour. The game is over very quickly, with the human winning with almost their first move, which floods their colour across the screen.

picoretro, to gamedev
@picoretro@mastodon.gamedev.place avatar

I'm extending the game I wrote for . I've added different map styles, support for up to four simultaneous players, gamepad control, and a single-player mode against computer-controlled opponents.

A game of Billabong. First the player chooses from a variety of random maze styles, then they start a game against a computer-controlled opponent. The computer player floods the maze with blue while the human player floods it with red.

Sophie, to random
@Sophie@dice.camp avatar
iansundstrom, to indiegames
@iansundstrom@mastodon.gamedev.place avatar
minionsoft, to gamedev
@minionsoft@mastodon.gamedev.place avatar

Its time for another WIP from the house of Minion :) Progress is ... progressing ;)

video/mp4

objetdiscret, to pixelart
@objetdiscret@pocketpixels.club avatar
kednar, to random
@kednar@fosstodon.org avatar

I got SO frustrated at one point at . There was a great panel about how we don't have control over the engines and tools we use. About how small, open source engines are the way to do that.

They lamented the closure of walled gardens like Flash (I fear for Dreams in a hopefully far future), and how much culture is lost to the whims of the market.

They mentioned the contradiction of user vs corporate interests. They mentioned open source as an example to follow.

But when I asked...

kednar,
@kednar@fosstodon.org avatar

I mentioned Pico-8 as an example. I LOVE the thing. And yet, isn't it susceptible to oblivion, being proprietary? Isn't it another walled garden that one day will close?

I guess those games published as HTML or binary will still be playable but how about the ones playable only through splore?

As long as we keep making games in proprietary walled gardens, those games, those engines, won't belong to us and could (and will) disappear.

MBoffin,
@MBoffin@mastodon.social avatar

@kednar I'm not too worried about in this respect. For one, its capabilities are so well-documented by now that people have been making compatible binary implementations for a while. The .p8 format is also very well understood and documented. If it suddenly went away, I'd count the weeks (if not days) before someone had an open source feature-compatible implementation up and running for people to use. I also suspect zep might open the code at some point far, far down the road. Maybe.

winslowjosiah, to genart
@winslowjosiah@hachyderm.io avatar
johanpeitz, to pixelart
@johanpeitz@mastodon.gamedev.place avatar

I enabled the web demo of Hellgineers on itch!
https://johanpeitz.itch.io/hellgineers

video/mp4

Powersaurus, to random
@Powersaurus@mastodon.social avatar

ALL CONSUMING quick post mortem thread

Went well:

  • Nice to ship something! Reinforced the value of prototyping, gameplay fell out of a few small pieces I put in place due to the constraints
  • Procgen textures - this was unsurprisingly the first thing I did, and it stuck
  • Lot of happy accidents - eating the walls, health moving with the player, spreading the enemies out to make it appear like they're coming in waves
  • Worked a tiny "theme" into 500 chars 1/3

Video of my tweet tweet jam game ALL CONSUMING - this time the guy escapes the monsters and the cave

Werxzy, to gamedev
@Werxzy@mastodon.social avatar

https://werxzy.itch.io/infinimoes/devlog/731408/infinimoes-transition-effects I did a post on itch.io on some of the effects I did for the game's transitions. I'm open to making more if anyone is curious about other things I did in Infinimoes.

#pico8 #gamedev #indiedev #itch_io

video/mp4

sako, to random
@sako@mastodon.gamedev.place avatar

I've been taking @pikuma's incredible 3D graphics programming from scratch course. I reached the part where we've made a basic spinning cube and I wanted to try implementing it in

video/mp4

k0ry, to gamedev
@k0ry@mastodon.social avatar

Had a blast putting together this entry for my first ! Turns out rhythm games without sound are pretty tough, but some sacrifices have to be made when there's only 500 characters to work with...

Check it out over here: https://kbones.itch.io/tweetcat

Thx @andymakes for the tips!

PICO 8 source in reply ⤵️

video/mp4

platformalist, to gamedev
@platformalist@mastodon.gamedev.place avatar

TweetTweetJam 9 has come to an end! Congrats to everyone who participated.

Some wonderful people turned up and created 52 cool games last week, using only 500 characters of code! Check out the submissions!

https://itch.io/jam/tweettweetjam-9/entries

#TweetTweetJam #pico8 #gamedev #indiedev

platformalist, to gamedev
@platformalist@mastodon.gamedev.place avatar

Last day of TweetTweetJam 9!

If you’ve been on the fence, there’s still time to join! Make a tiny game in 500 characters of code! We’re up to 48 participants and 44 entries so far! Think we can hit 50?

https://itch.io/jam/tweettweetjam-9

krystman, to gamedev
@krystman@mastodon.social avatar

An art game funding initiative gives out tiny grants for tiny games. They accept . The grants are 1500 EUR per game. The deadline for applications is May 23rd. If you are accepted you need to submit the actual game by Aug 22nd.
https://goldextra.com/en/briefs-2024-death-call-open-now

platformalist, to gamedev
@platformalist@mastodon.gamedev.place avatar

It’s day 6 of TweetTweetJam 9!

Make a tiny game in 500 characters of code! We’re up to 44 participants and 33 entries so far! There’s two days left, so come join the fun!

https://itch.io/jam/tweettweetjam-9

btsherratt, to random
@btsherratt@mastodon.gamedev.place avatar

🐈 For the TweetTweet Jam

:pico8: Is this a Pico-8 game about a sneaky kitty?
🎵 Or a musical toy?
🍦 Or both??!!

https://itch.io/jam/tweettweetjam-9/rate/2701158

Code in reply.

Orange pixel art cat sneaks between moving yellow circles to a house.

pancelor, to gamedev
@pancelor@mastodon.social avatar

Here's my entry: Make Ten! I'm so happy with how this turned out -- it's a little math-based highscore-chasing game, simple rules with a lot of depth. the 500-character source code is the next post in this thread

https://pancelor.itch.io/make-ten

a grid of numbers; a cursor selects rectangles. rectangles that add to 10 are removed. a timer is counting down

platformalist, to gamedev
@platformalist@mastodon.gamedev.place avatar

Took things down from 1500 chars to 637, but things are looking pretty dire at this point! Not sure how I can take this down any further, will have to try again tomorrow!

video/mp4

picoretro, to random
@picoretro@mastodon.gamedev.place avatar
picoretro,
@picoretro@mastodon.gamedev.place avatar

I manage to squeeze the code down even smaller, and use the extra space to improve the visuals.

Annotated source code, with comments documenting the tricks I used to squeeze the game into 484 characters, is here: https://dredds.itch.io/billabong/devlog/729963/annotated-source-code-for-the-latest-version

Billabong game, Players create red and blue floods in a twisty maze of passages. The new version displays the scores on a black background, which makes them easier to see.

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