jtruk, to random
@jtruk@mastodon.social avatar

A two minute animation I made a few years ago, remembering Ashleigh:

https://www.lexaloffle.com/bbs/?tid=45234&tkey=nltzA5zooOPjhrpkam6N

Elastiskalinjen, to gamedev
@Elastiskalinjen@mastodon.social avatar

Summer is here and so is my mega pico-8 bundle! 🌞
22 games for just 15 € ✨

https://itch.io/s/124272/-pico-8-mega-bundle-summer-sale

#gamedev #indiedev #pixelart #pico8

video/mp4

joel, to Miyoo
@joel@fosstodon.org avatar

keeps dominating my playtime on the

... I still don't get to the main campaign.

for is challenging but completable!

is 4th, with one of the best introductory acts in the genre!

arda, to Anbernic
@arda@micro.arda.pw avatar

For people who use Anbernic RG35XX (H, Pro (or even SP), newer chip variant).

Which OS are you using?

I'm in between modified Stock and MuOS, but wanted to hear your input.

arda,
@arda@micro.arda.pw avatar

@biscuit Thank you!

I didn't like stock at all. It felt chunky and slow for me.

I'm currently digging into MuOS ( https://muos.dev ) , liking it so far! It also has @zep #pico8 support, you simply download the binaries and it runs natively. This is a huge plus for me.

MuOS's menu is not as eye-candy like Batocera, but fast, highly customizable, and works nicely.

https://www.youtube.com/watch?v=JF551LBCD1g

I also found about this post after I posted online,it may help you as well. https://www.reddit.com/r/RG35XX_Plus/comments/1cf75oq/cfws_the_ultimate_comparison/

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

For those not knowing what to do in Atic Atac, I've now created a hopefully helpful sheet of simple instructions.

johanpeitz, to random
@johanpeitz@mastodon.gamedev.place avatar

Making my workshop slides inside pico8 is a good idea - right? 😅

video/mp4

kevin, to random
@kevin@mastodon.gamedev.place avatar

Moonbreak, the small Pikmin-like game I worked on over the last month for the @eggplantshow game jam, is up on @itchio!

https://kevinthompson.itch.io/moonbreak-jam-edition

video/mp4

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

So, life happened - but today, I'm shaking off the cobwebs and cooking a new prototype! 🔥

Let's see where this goes 🤠

video/mp4

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

Hey, guess what ? You can now play Atic Atac ! Go try it out !

https://minionsoft.itch.io/pico8-atic-atac

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

Whew, a couple hours later and finally managed to pinpoint Stickyfoot's hiscore bug! Can finally get back to polishing off content!

video/mp4

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

Tracking down an extremely annoying hiscore bug. Haven't been able to pinpoint where I've gone wrong with the calculations though, conversions seem to be working fine. Hmm. Gotta keep hunting.

video/mp4

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

I'll be holding a workshop at
@emfcamp
in the UK. If you're at the event, do come by and say hi! 👋

https://www.emfcamp.org/schedule/2024/418-make-a-game-in-an-hour-or-two

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

Simultaneous play in Billabong is just too frantic. A game can be over in seconds. I'm thinking to slow it down by limiting each player to only one flow in progress at any one time, and slowing down the flows so that players have more opportunity to block flows that can capture a large amount of the maze.

On the plus side, the game creates some really pretty patterns.

#pico8 #gamedev #pixelart

One player and four bots fill the screen with colour. The game is over very quickly, with the human winning with almost their first move, which floods their colour across the screen.

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

I'm extending the game I wrote for #TweetTweetJam. I've added different map styles, support for up to four simultaneous players, gamepad control, and a single-player mode against computer-controlled opponents.

#Pico8 #gamedev #pixelart

A game of Billabong. First the player chooses from a variety of random maze styles, then they start a game against a computer-controlled opponent. The computer player floods the maze with blue while the human player floods it with red.

Sophie, to random
@Sophie@dice.camp avatar
iansundstrom, to indiegames
@iansundstrom@mastodon.gamedev.place avatar
minionsoft, to gamedev
@minionsoft@mastodon.gamedev.place avatar

Its time for another WIP from the house of Minion :) Progress is ... progressing ;)

video/mp4

objetdiscret, to pixelart
@objetdiscret@pocketpixels.club avatar
kednar, to random
@kednar@fosstodon.org avatar

I got SO frustrated at one point at #amaze2024. There was a great panel about how we don't have control over the engines and tools we use. About how small, open source engines are the way to do that.

They lamented the closure of walled gardens like Flash (I fear for Dreams in a hopefully far future), and how much culture is lost to the whims of the market.

They mentioned the contradiction of user vs corporate interests. They mentioned open source as an example to follow.

But when I asked...

kednar,
@kednar@fosstodon.org avatar

I mentioned Pico-8 as an example. I LOVE the thing. And yet, isn't it susceptible to oblivion, being proprietary? Isn't it another walled garden that one day will close?

I guess those games published as HTML or binary will still be playable but how about the ones playable only through splore?

As long as we keep making games in proprietary walled gardens, those games, those engines, won't belong to us and could (and will) disappear.

MBoffin,
@MBoffin@mastodon.social avatar

@kednar I'm not too worried about in this respect. For one, its capabilities are so well-documented by now that people have been making compatible binary implementations for a while. The .p8 format is also very well understood and documented. If it suddenly went away, I'd count the weeks (if not days) before someone had an open source feature-compatible implementation up and running for people to use. I also suspect zep might open the code at some point far, far down the road. Maybe.

winslowjosiah, to genart
@winslowjosiah@hachyderm.io avatar
johanpeitz, to pixelart
@johanpeitz@mastodon.gamedev.place avatar

I enabled the web demo of Hellgineers on itch!
https://johanpeitz.itch.io/hellgineers

video/mp4

Powersaurus, to random
@Powersaurus@mastodon.social avatar

ALL CONSUMING quick post mortem thread

Went well:

  • Nice to ship something! Reinforced the value of prototyping, gameplay fell out of a few small pieces I put in place due to the constraints
  • Procgen textures - this was unsurprisingly the first thing I did, and it stuck
  • Lot of happy accidents - eating the walls, health moving with the player, spreading the enemies out to make it appear like they're coming in waves
  • Worked a tiny "theme" into 500 chars 1/3

Video of my tweet tweet jam game ALL CONSUMING - this time the guy escapes the monsters and the cave

Werxzy, to gamedev
@Werxzy@mastodon.social avatar

https://werxzy.itch.io/infinimoes/devlog/731408/infinimoes-transition-effects I did a post on itch.io on some of the effects I did for the game's transitions. I'm open to making more if anyone is curious about other things I did in Infinimoes.

#pico8 #gamedev #indiedev #itch_io

video/mp4

sako, to random
@sako@mastodon.gamedev.place avatar

I've been taking @pikuma's incredible 3D graphics programming from scratch course. I reached the part where we've made a basic spinning cube and I wanted to try implementing it in

video/mp4

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