This hazy sunrise is some compensation for a night of insomnia

Trying some projected perspective parallax on Game Boy Color. If you squint a bit, the track should look kind of 3D? I'd like to do this on NES but without a non standard mapper in the cartridge you can't (realistically) get the scanline interrupts needed to tell what line the screen is rendering

Starting a thread for a little side project with no explanation

For me the real joy of 8bit development is when things like this happen.

In this instance the music player library was using the same memory region as my video update buffer, so changes to the audio state were being reflected as a kind of semi-chaotic visualisation.

In the end I was able to manually relocate the music player's RAM region to a valid area where nothing was being clobbered. Shows that you can't always trust the linker to do a safe job of assigning space

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I made a game using a web IDE over the weekend. You can download / play / edit it here

Code quality actually started out OK but over the last 1/8 of the jam deteriorated into a real mess. Feel free to judge me

I've entered a this weekend and decided (perhaps unwisely) to try and make a game in 48 hours. I'm using C in a free web IDE designed for this purpose learning to work with neslib is slow going, but realistically I'm probably miles ahead of where I'd be if I were learning 6502 assembly for this

Development from your phone, is it possible? I'm usually not more than a few steps away from a desktop computer so I've never really put much effort into researching the viability. But it's storm season here and I'd like to do something on my (i)phone other than browse cat photos on mastodon

Not to suggest you should ever need an excuse to play, but one great side effect of having a 5 year old kid is that he's always keen to play Lego, which means *I* get to play Lego too.

Annoyed Possum just got thrown out this tree by a bigger Possum and is now pouting, didnt even care that I was there

Previous dreamcast prototype saw me defining all map geometry 'by hand' per vertex and hardcoding it into the engine. This was fine for a boring square room but not really practical for a game with more than a couple of locations. Plus it's hell to edit after the fact

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However, I am making some good progress with the renderer. The idea is to model arbitrary modular rooms in blender and munge them into a format I can display efficiently on the Dreamcast. The rooms snap together at predefined portal points, and select appropriate mesh geometry depending on whether they're connected to another room or not. Although I have no plans to let players build levels, the map editor will run in-engine rather than being a standalone tool.

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All my game development knowledge is from experimentation and gleaned piecemeal from a thousand online guides, forum posts and incomplete tutorials. Reading this opengl textbook is overwhelming just for the pure information density.

I did a gamejam entry last month that got picked up by a few sites, which you'd think would be nice, but mostly it has meant a bunch of mean comments (not all entirely undeserved) about my game, by people that haven't actually played it. kind of crappy

Chilli tonight, harvested a couple of habaneros that i grew from seed, this will only be the second time i've eaten produce i've grown myself 😇. No idea how hot they'll make the chilli

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Merveilles is a community project aimed at the establishment of new ways of speaking, seeing and organizing information — A culture that seeks augmentation through the arts of engineering and design. A warm welcome to any like-minded people who feel these ideals resonate with them.