@ghettobastler@fosstodon.org
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ghettobastler

@ghettobastler@fosstodon.org

I make things and make things do things

Profile picture: the letters "gb" in a bold round typeface, in white over a red background.

Cover picture: a red monochrome close-up picture of the internals of a Minitel 1B terminal

#nobot

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ghettobastler, to random
@ghettobastler@fosstodon.org avatar

Reach the token limit
"Maybe I can store my tables as strings and deserialize them at runtime ?"
Reach the character limit
"Maybe I can encode my tables as binary data and store them in the map ?"

The map:

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

Stickyfoot has entered the playtesting phase!

If any of you want to be a playtester, let me know and I'll send you some instructions!

video/mp4

ghettobastler,
@ghettobastler@fosstodon.org avatar

@platformalist I'd like to playtest, if that's ok!

ghettobastler, to gamedev
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ghettobastler, to gamedev
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Getting back into my current project after some post-Ludum Dare rest.
My previous platformer had a fixed camera, so this time I want to try and have rooms that are alrger than the screen size. However, I don't want the camera to simply follow the player, as this would make it very jittery when doing wall jumps. So I implemented a dead-zone system where the camera only tracks the player if they wander far enough, coupled with some ease-in/ease-out.

#pico8 #gamedev

A retro-looking 2D platformer where a little skeleton is jumping around in a test level. The floor and walls are made of simple blue colored blocks, with some brown blocks that break when the player steps on them. A white vertical line indicates the center of the screen. When the character moves, a pink border appears on the edge of the screen, as well as the word "TRACKING" and a red line in front of the player.

ghettobastler, to gamedev
@ghettobastler@fosstodon.org avatar

Got some friends to try out the game for the first time: turns out it is very hard, which I somehow forgot after playing it every day for the past week...
They also suggested making the screen taller, which I really prefer: it puts the emphasis on the plant getting taller, and lets you see more of the background art. However now the game doesn't work on desktop anymore: in full screen the mouse coordinates get messed up, which makes the game unplayable...

Screen capture of a game running on a phone in portrait mode. A tall green monster thing is swinging left and right to grab insects, growing taller with each one it catches.

fractalkitty, to random
@fractalkitty@mathstodon.xyz avatar

SumFib

After playing simple yet addictive games like Threes and 2048, I wondered how the gameplay mechanics would translate using Fibonacci numbers, which introduce a unique twist. I wrote a prototype in p5js. You can swipe on mobile or use arrows/WASD on desktop. I did this in about a day and unit tested it the following day. If you find errors or have suggestions please let me know.

https://fractalkitty.com/2024/03/21/sumfib/

ghettobastler,
@ghettobastler@fosstodon.org avatar

Interesting twist! It takes some getting used to (especially since the 2048 strategy of putting similar numbers close together doesn't work here), but I managed to get to 89. I think having some kind of animation would help keep track of what numbers get summed together

ghettobastler, to random
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fractalkitty, to random
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ghettobastler,
@ghettobastler@fosstodon.org avatar

@fractalkitty that's beautiful!

ghettobastler, to random
@ghettobastler@fosstodon.org avatar

day 14: no coding today. I did some research on polygon triangulation instead, and stumbled upon this

ghettobastler,
@ghettobastler@fosstodon.org avatar

@fractalkitty Somehow the paper in question seems even more hardcore

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