looking real nice, great job! the outlines are a cool inclusion
Posts by 2DArray
looking at the thread, i have very little of interest to add, lol.
it's an aesthetic upgrade, but the difficulty curve feels pretty accidental for most of the runtime. makes me appreciate DS1's encounter-design more by acting as an uncanny-valley recreation of it
don't talk shit about the tweightiers, they're going all the way this season i can feel it
it sounds like a food delivery app but it's shorter and less confusing than x-formerly-twitter-jam, so that's good
sorry but my doctor said i'm not allowed to refer to a bluesky post as "a skeet"
what do we call tweetjams now? (dunno. 248 bytes)
#pico8
?"\^!5f10█▒1⬇️3⬅️;⌂♥7"
::_::flip()cls()w=t()/8for i=0,700do
for j=0,1do
srand(i)f=w+j/120g=i*.618a=g+sin(f+g+rnd()/9)y=cos(f+g)r=sqrt(1-y*y)x=r*cos(a)z=r*sin(a)h=120/(z+3)u=x*h+64v=y*h+64if(j<1)p=u q=v else line(p,q,u,v,rnd(9)+1)
end
end
goto _
adding a long trail behind the player to highlight your path through the level
social media has reencoded my gif, broken the framerate, and made it look choppy, but uh the game runs at 50fps
haven't posted in a while but i'm working on another thing for the playdate
A screenshot that looks like a scientific paper, containing the following text: Chocolate chip cookie allocation formula The following calculation is used to determine the fraction of the chocolate chip cookies which go to me, while the remaining cookies all go to you. Let theta be greater or equal to zero, representing the cookie elasticity, and let omega be less than zero, representing the chocolate chip cookie melting rate. (At this point a strange looking mathematical formula is shown) Parameter selection We set theta to a value of 0, and we set omega to a value of -1, as recommended by leading bakers, such as Tom Marvolo Riddle. You've reached the usage cap for GPT-4. You can continue with the default model now, or try again later. Learn more (At this point, the content of the image ends. When the above parameters are applied to the formula being described, it always resolves to exactly 1)
new mathematical formula just dropped
this is the best name for this genre and it's not even remotely close
a picture of the "Maxwell the cat" 3D model
i will not be taking any further questions at this time
Very excited to share that Big Hops' first public demo will be at Day of the Devs' pre-GDC event at the Midway on March 16th!
Most of our team will be around for GDC, so get in touch if you're interested in doing an interview or playing the demo.
i've seen somebody in the discord server working on something like that...not sure if they're on bsky but i'll ping them
if you're curious about how this game was made, from (pretty much) start to end, then boy-howdy do i have a giant mastodon thread for you
mastodon.gamedev.place/@2DArray/112...
Trackminia is available now, only on the Playdate!
play.date/games/trackm...
www.youtube.com/watch?v=3NAt...
releasing on january 28th!
sounds for a swarm-o-roaches
working more on spider-behavior and finally adding some sound effects. the sound isn't particularly _good_ yet, but it exists, at least!
pathfinding for large agents: the spider patrols by default and chases you when you're in a place that it can reach (it can't fit through smaller doorways)
eventually this will have some stealthy line-of-sight stuff, but for now the spider just has magic awareness
they really missed an opportunity to make it $18.47
reached a fun milestone in scenario-authoring today!
I don't know anything about display specs, so I'm just gonna assume yes, something like that
a screenshot of the lantern game. a dim light illuminates a bendy corridor
a long hallway which gradually gets brighter as it reaches a central room
another pic of some lights shining in a hallway.
the game's player has a lantern which is lighting up a small area around them. some other environmental lights are revealing more distant places in the map
went down a rabbit-hole thinking about how to get the ambient light level to change as you moved long distances, ended up with a baked lightmap
usually i'd agree - and i tried it, but unfortunately flickering a pixel on and off looks bad on the playdate. in this case with the blue noise, it seemed to artificially alter the contrast of the image whenever you were moving...so, can't do it!
started adding support for a moving camera - this is harder than usual in this game, because of the lighting system!
getting more and more interested in making the whole game one continuous/seamless map, instead of doing room-transitions...
video of what happens when running the script from the previous post. currently it just prints stuff to the console, but i'll get into proper in-game dialogue rendering soon
works in a traditional way: source text -> lexer -> parser -> AST -> bytecode