I've removed image decoding from the engine and built a small "asset packer" program that converts PNGs to binary assets at build time, reducing them to 8 grayscale colors with RLE compression. Efficiency achieved!
@Wraithkal gave my work a lovely shout-out on his indie gaming site (https://www.wraithkal.com/screenshotsaturday-mastodon-musings-may-11-2024/), but I had neglected to include the title in my screenshot post.
Thus, I thought I would share the revised title screen for the Taiyaki Fabulous Museum of Fish (which now fits #GBDev tile requirements better) and a full view of the WIP beginning environment.
As always, you can also see my #Pixel_Dailies entry for today's theme, #crow.
Uploaded my first project to itch just now after “accidentally” making a pixel font while working on my tile editor this weekend. Not sure I’ll have a use for it soon, but thought someone else might be interested.
Today's #pixel_dailies prompt was "prize", and I'm still on vacation so I'm still doing 1-bit, but that doesn't mean I can't have some animation, as a treat.
Still trying to figure out the best way to handle the sanity drain in these situations..or maybe with this high fever I have I just should go to bed and rest even if it's #screenshotsaturday ?
I’m (de)making another Save NY to learn #playdate dev since it also uses Lua, so I can port some of my work from Pico-8. I'm quickly realizing you have to make everything bigger than feels right, because the device is so dang small + no backlight. I love the challenge of drawing in #1bit#pixelart.
Looks like my second Godot game it's taking the shape of a 1 bit roguelike-platformer. It's coming along pretty nicely and beautiful. Today I added this dithering vignette shader to focus only on the room you currently are. What do you think?