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Draft of the Hardcover PDF Hi folks, I’ve been busy working on the full hardcover version of Midnight of the Century, so I wanted to share my current progress! I’m currently working on the layout while I wait for my editor...

Happy New Year! To celebrate making it through another horrifying year, I've released a preview of the Midnight of the Century hardcover draft PDF!

Now available to all backers of the Primer, with WIP layout and unedited text.

#TTRPG #MotC

byodinsbeardrpg.itch.io/midnight-of-...

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Little #motc sprite/tilemap editor is coming along..

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Added a few more tools.
It also tries to select spritesheet tiles at the same relative locations as the tiles on the map.

#motc

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This is the draw-directly-on-the-tilemap workflow I'm trying to create. Still needs a lot of refinement, but the bones are there.

#motc

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The very basic beginnings of a simple tile editor.

I'd like to make something where you can draw pixels directly on the tilemap itself, and the editor makes the corresponding updates to the spritesheet.

Plus some logic to track tile connectivity.

#motc

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For no particular reason I've been working on a little immediate mode GUI framework in #motc. So far supports nested scrollable regions, popup dialogs and drop down lists.

I might use it to make a little tiled pixel art editor.

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MotC by Tom Mulgrew Retro game development tool

#MotC, the most awesomest retro game development tool that nobody but me uses has a new v1.3.4 release.

Available as a vscode plugin, from:
tommulgrew.itch.io/motc

(Or search for "motc" in vscode extensions.)

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I've been playing with uProf, and managed to squeeze out a 20% runtime performance increase.

So this has been released as #motc v1.3.1.

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#MotC v1.3.0 is out.

Now with the ability to export to Raspberry Pi (64-bit).
Go forth and create games for aarch64 devices!

Type "motc" into the Visual Studio Code extensions search, or download it from tommulgrew.itch.io/motc

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I managed to compile the #motc runtime on a Raspberry Pi 4.
Which means I can run motc programs on aarch64 devices :)

I will probably release a new version with this export option soon.

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Master of the court | MOTC art 𝆹𝅥𝄞 ֢ ִ𔓕‌۫.ʾʿ𓈒ִ𝅄ׄ☆𓈒

Master of the court | MOTC art 𝆹𝅥𝄞 ֢ ִ𔓕‌۫.ʾʿ𓈒ִ𝅄ׄ☆𓈒

𝆹𝅥𝄞 ֢ ִ𔓕‌۫.ʾʿ𓈒ִ𝅄ׄ☆❄️𓈒
𝄞 Master of the court | MOTC from Evillious Chronicles ~
#art #anime #animegirl #artist #animeartist #chroniclesofevillious #evilliouschronicles #mothy #akuno-p #masterofthecourt #MOTC #irinaclockworker #michellemarlon #アニメ

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Two portals can now be linked using a special type of 3D "model" that's generated on the fly.
This took a bunch of effort to get working, but is the last piece of the puzzle for the renderer.
#motc

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Wireframe X-ray vision.
For visualising how interior spaces are used, making sure they fit inside the exterior model etc.
Now I need to figure out how to join almost-aligned interior models.
#motc

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Reworked it to use more of a scene hierarchy approach. Entity (incl. the camera) positions are stored in world space. Model instances are stored relative to their scene parent, but can get a model->world matrix when required.
I think this approach is better suited for what I want to make.
#motc

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Building interiors are positioned relative to the building they are inside, so they move/rotate with the building.
The camera is also tracked relative to the building it is inside.
Makes for some interesting indoor<->outdoor transitions.
#motc

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I'm outa here!
#motc

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Lil bit of a retexture.
(Tile set courtesy of itch.io/profile/piiixl)
#motc

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Portal engine progress #motc
I had the obvious-in-hindsight realisation that the same poly can be a poly or a portal depending on whether it is linked. So a small model set can be combined in a lot of ways. Especially if the floor/ceilings are tagged as potential portals as well

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I started porting my BSP+portals project to #motc.
Partly because I get a little frustrated with dynamically typed languages once the data structures reach a certain complexity.
But also I feel like I need to give motc a bit more love.

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