starting to become mechanically coherent! now the "car" will drift around corners depending on curvature and velocity, so you have to steer to compensate. i shrank the blue lines to simulate the width of the road and trying to stay inside them feels pretty good! the white line over the "car" is my steering wheel position.
now locked to the required 240x135 resolution and its even responsive 👀 . scaling is always by an integer factor so the pixels always look great.
240x135 is frankly a *brilliant* resolution because it is small enough to be within the range of the super nintendo / arcade machines of the 80s but its exactly 1/8 the size of HD, so it scales up perfectly to fill my laptop monitor 😙 👌
the aesthetic/theme i was thinking of is going to be tough with this palette so i trying some other things out. this is taken pretty directly from pole position, and i love how the bright colors pop!
last update of the day. grass is now bumpy and slows you down. came a long way in a day! not sure how much time i will have to work on it this week before the deadline, but this was fun nonetheless. 🚗 🛣️
working on the sky and clouds. here's what the geometry looks like, too. i find it easier to manipulate vertices than pixels tbh
attract mode, count down, menu, even a secret gizmos mode that turns on the debug geometry are in and sequenced. i swear coroutines have made writing this kind of code fun again (or fun for the first time?) its a joy to piece interactions together, wait for bits of code to complete, and the result is nice to read and maintain. i say this all the time but i *need* to do a thorough writeup at some point...
@nasser Ohh, this brings back memories of that one family we used to visit where the kids only had an old DOS machine for gaming well into the XP era.
@nasser was gonna ask how you got the pixelated look in blender, realized you did that in the game code
@SaulRS951 yeah that's all happening in three.js. it's an elaboration of the approach I describe here https://nas.sr/2019/10/23/yesterdays-pixels-today/. I'd love to be able to reproduce something like that directly in blender but it's tricky...
@nasser ah well, I use blender mostly for direct animation, might figure something out with compositing
@nasser it would fit nicely in with a project I'm making, so I shall pursue it and share the method.
@SaulRS951 I think I'm familiar with approaches like this, I don't think you can specify an arbitrary palette though? I think you may be able to flatten the color ramp to a limited gradient but that's not the same as providing a palette I don't think. for my use case I really want to just be able to drop in a palette from https://lospec.com/palette-list and swap them out quickly.
@nasser Color palette restrictions would be bad for my use case, so maybe instead of a global shader, I could use a toon shader-based material for all the objects?
@SaulRS951 that could work! a toon shader plus low resolution without anti-aliasing should be totally doable in blender
@nasser Love the look of the game, especially the dither shading.
What are you making it in? The palette makes me think of TIC80 .
@FredBednarski this is three.js, it's an elaboration of the approach i describe here: https://nas.sr/2019/10/23/yesterdays-pixels-today/. the palette is a constraint of the game jam I'm making this for https://itch.io/jam/lospec-jam-1
@nasser Oh, I like that! Will definitely follow both your game and the jam!
Will need to read up on your writeup - I am not a great programmer, but games of this style are really up my alley!
Is restricted airspace available anywhere outside of the original kickstarter? Would love to give it a spin!
@nasser it also does that, but bigger; to be fair im using firefox 79 for I forget what reason, but also, it seems to not capture the input, so pressing spacebar scrolls the page no matter how much I click on the game lol
idk, I should get a modern firefox installed
@nasser aha! this is a really cool demo <3
if you revisit it, some sound would add a lot, and see if you can fix the input events bubbling to the browser (idk if you can) or make it use wasd
@neauoire 1080 is a multiple of 8 no? its 135 x 8. its just not a power of 2. idk where 1920x1080 originally came from though. a low-res pixel resolution that scales up to HD is v cool though!
@nasser Oh, yes, of course, you're right 🤦♀️ haha, I haven't had my morning coffee just yet.
But yeah, okay I can see how that's an interesting resolution to work with :)
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