Moon Crisis
Posts by egg boy color
once polyquorem is reached
More progress, new weapon types:
- The seeking orb is low-damage, moves fast, tracks enemies, and bounces on walls.
- The magic staff spawns passthrough magic blocks that you can stand on and serves as a close-range attack.
Clouds have less contrast and adjusted the far bg/close fg to scroll slower
Progress on this picotron run-n-gun. Basic platforming and shooting is there. Started a electric slime enemy that chases you and fires electric projectiles. It can hop off walls and drops through floors to pursue you. Spawning is currently RNG-based until better enemy waves and rank are implemented.
started implementing a parallax system for this picotron game I've been mocking up, I want to eventually implement the various sprite elements in this scene.
a practice drawing with sprites and tiles made in Picotron using its built in pixel art tool to draw, map tool to make the map, and code to draw the map and a corner placeholder HUD with a lives count. a dark cloudy background over a yet another grassy landscape stone blocks, a cat player character shoots a fireball, slimes that can shoot electricity, a blue orb, a pink staff, rays of light shining from the sky.
a warmup drawing in picotron, thinking of maybe doing a little single-screen arcade run-and-gun game that would have wave-based combat and boss encounters back-to-back. dynamic enemy rank and branching play paths between rounds. simple power-ups, no shops or leveling.
I need to try posting more here! Saw some activity since I was last here, especially my Super Game Boy demo I posted. I've been less active on bsky since holidays -- getting back to my recently-started job and with the cold weather I've been low-energy. Want to get back into gamedev/homebrew lately.
Games in this protocol have to be modified greatly because it uses the VRAM of the GB screen as a little command buffer system, it's less bandwidth than GBC or even GB can usually modify per frame directly so need to compress it into commands, was thinking you could pre-upload data between screens.
A template would be cool! I had at one point had hopes to release a GB Studio compatible lib that people could plug in optionally. Yeah it's a fairly custom SNES code, that uses DATA_TRN, and the GB ROM detects it's running on a true SGB with a SNES on the other side of it when it's done.
I'd be open to privately share WIP code if you want to build your own SGB enhance mode and don't mind reading a somewhat esoteric C-like language that maps to machine code! I'd love to one day release this protocol demo fully, I didn't finish the spec or get things to the full polish I wanted yet.
Hi sorry for the delayI haven't been active on Bluesky in a little while. I haven't yet had time to continue the SGB project lately. I wrote my own assembler/language for this project, which I was running into some roadblocks, and some game/engine design blockers around the platformer I was building
When you meet another Sonic fan
FBI agent Fox Mulder holding up a Stand Arrow from JoJo's Bizarre Adventure with Dana Scully looking on in the background
scully you're not gonna believe this
New Last Crown Warriors demo available on itch.io (link in replies)!
Image of six icosahedron nets with the faces numbered. Text goes into detail: "All d20 layouts that are fully balanced numerically" There are only six number layouts (and their reflections) for a d20 that are optimally fair. The most common layout (where the 20 is surrounded by 2, 14, 8) is NOT numerically balanced, apart from by opposite-face sum (Which only helps negate bias from a squashed shape). d20 dice with the above layouts should roll the expected value (10.5) on average, even if their shape is squashed (common for very old, cheap, or melted dice), their center of mass is offset (common in dice with inserts, multiple materials, air bubbles), or are not fully isohedral where faces/edges are slightly different (common for handcrafted gem/glass/metal dice, and dice not evenly tumbled). Key features: - Opposite faces always sum 21 (two faces with an average value of 10.5) - Faces around each vertex always sum 53 or 52 (five faces with average value of 10.6 or 10.4) - A face's three adjacent faces always sum 32 or 31 (three faces with average value of 10.666 or 10.333) Feel free to use any of thes layouts above for your own dice to make them fairer overall.
Realised I haven't posted this here yet:
This is every possible numerically-balanced d20 layout.
If you know a dice-maker please pass this on to them - it'll make their dice roll fairer on average.
#Dice #TTRPG
don't become so systems-brained you forget about the things that REALLY matter in an rpg... like reprising the title theme during the final boss fight
No way I'll be playing this without credit feeding any time soon, esp the final boss because of that super annoying pattern that requires a doing specific swinging throw like 30 times as RNG enemy spawn in. I think Stage 5 and 6 were the hardest bits, 7/8 were comparatively easy aside overall.
A tinted landscape background with some freeze-framed explosions over a snowy mountainside with some coniferous trees.
(C) TAITO 1994 PROGRAMMED BY NATSUME THE END
Just finished Ninja Warriors! The final boss is letdown -- you basically need to stand to the corner and keep doing throws on the enemies that spawn in to launch them into the boss who's behind protective glass, or else you get blasted by lasers that wipe your health, agonizing. Great game though.
Oops and should clarify, breezy games are nice too. But I guess if something has technical systems, I like when there's depth/variety in challenges that reward engaging with it. I don't mind easier difficulty, accessibility options, cheats, save states/rewind tools, if it helps to learn/have fun.
It's cool when a game's difficulty indicates that there's something to work on, and that isn't just an immediate skill test/reflex/pattern memorization, but something more. Dynamic patterns that require adapting, layered priorities, threats that can avalanche/checkmate you if you don't plan ahead.
Some folks I know have the skill and muscle memory to immediately jump into new action games. I usually die over and over until I learn the moveset/stages, or I hit a wall and move on. But I'd rather play a game that destroys me but feels like I'm improving over time than something I breeze through.
Yeah! I really want to get back try out that version next now that I found a new appreciation for the game on the SNES. I have it on Switch but for whatever reason it didn't click at first. All the Natsume remakes are really cool, also loved Wild Guns, Pocky&Rocky, Shadow of the Ninja Reborn.
You need to be able to manage spacing, blocking, getting behind enemies, grouping them together with throws, special bombs, etc. It's really cool how the various enemy types complement each other, and also how the bomb meter system requires you to not get hit to use it.
Got the furthest I've been in Ninja Warriors (SNES). Using continues (+ save states at continues) to see the later game, Stage 4 boss onwards is super punishing. At stage 6 boss now and keep dying. The game has so many cool enemy pair-ups that totally obliterate you if you don't master the combat.
Gradius III arcade 'rotating lasers' from the Mechanical Base stage, which is not included in the SNES version #shmups #retrogaming
Happy almost christmas~
attack box + vulnerability box are what Tribute used for its games to distinguish these concepts, it worked pretty well. Sometimes there was also metadata attached to those boxes, like whether it can shield incoming damage, or other types of attack/defense properties.