@LarsThiessen coming from a unity/godot perspective, those all look like barely reasonable amounts of *disk space* >_>
I make various small games, pixel-art, music, and stories.
@LarsThiessen coming from a unity/godot perspective, those all look like barely reasonable amounts of *disk space* >_>
@ghosttie I agree, the continuous major-7 warning chord of those cars is much above my e-bike motor that sounds like a microwave without the bass nor the fan
Ah, YouTube did something good recently (a rare event): in a channel's RSS feed, you can now tell the difference between shorts and other videos.
The shorts have, well, "shorts" in their URL.
Makes my free time easier to manage when I see a new video popping up.
@jon_valdes put "remember to take a break!" as an unused texture that shows up in the bug and make it a feature
TIL about this painting: "Siege of La Rochelle" by Henri-Paul Motte, 1881. Depicted is Cardinal Richelieu on La Rochelle's sea wall at the height of the war between French Catholic royalists and Protestant Huguenots.
I'd watch the heck out of the movie this frame is from.
@ShadowZone I'm really excited for KSA, though as a low-end laptop user, it's more for the flexibility of it.
It looks to be the "Linux" of its genre, KSP1 being the cartoonish Windows XP and KSP2 the sluggish Windows Vista. (and Juno New Origins macOS?? this metaphor is done)
Publishing on Steam is a real pain (never tried to, but heard some horror stories). So I don't mind and I'm glad developers are starting to ignore it.
I wrote a new blog post! https://cagibidev.codeberg.page/blog/2025/snhi.html
It's about how the Super Note game is going, now that I really use #high_impact for more than one game.
I also talk about some game design stuff, emergence, things I'm historically not familiar with.
Some of the #GodotEngine versions are still here: https://cagibi.itch.io/supernote but expect a downsized, more focused ("do one thing and do it well") version in the following weeks. Who knows, maybe it'll even be more playable.
#GameDev #GameDesign
Super Note is doing well. Today I revamped the drop system to prepare for power-ups, and also made crates frozen at first so that you can use them like falling platforms. I almost forgot to mention the return of the grand piano.
Also, trees are swaying in the breeze, with my favorite bug so far. You can even see part of the "do not use" tiles!
#GameDev #high_impact #C #PixelArt
@aeva I don't like cutting opinions, that makes me cry
@dopey_kun I guess they truly went back to the roots of their founder, Mr. Dunkin'. (his name has an apostrophe)
I re-added passage objects to my game. Previously, going out of bounds would always start the previous (left) or next (right) scene. Now I can do more complex maps.
There's just a bug of the camera briefly going out of bounds but nothing unsolvable.
I also have a generic drop system on my todo list, following the "forbidden city" design pattern: spawning the loot will just be teleporting it from a hidden unreachable place. That will create hilarious bugs someday.
Today I added colors to the light system (here: red enemies, blue-green coins, yellowish lamps).
I also added a "watch" command to the makefile using inotify-wait. Not really hot reload, but good enough.
#C #high_impact #GameDev #PixelArt
@lunarloony oh yeah you're right. It's closer to SM64 than to today >_>
@lunarloony "old games" as late as New Super Mario Bros Wii (though I guess it's a back-to-basics game series so that counts).
In the same spirit, I also remember a level selection outside of the "campaign/story" mode in which you can play some of the late levels before you meet them in their world.
Today I added a directional light system. It plays nice with the existing omni lights (which won't cast shadows for simplicity/touching each block exactly once).
It's not baked yet but still runs fast.
#C #high_impact #Aseprite #GameDev
@septag for apps that don't do anything else, >200 MB is big enough that there's room for full voice acting at least in one language.
"Welcome... to the configuration screen !" *dramatic soundtrack*
@Moosader I think it was on the eggplant.show podcast that Balatro's creator said he alternated between the first two pronunciations just to mess with people
Note that the lighting system is entirely done on the CPU in the stupidest way and only dips below 60 FPS with 2x2px blocks of light. Here I did 4x4 blocks (so there are 9600 of them).
Every block is evaluated once and unfortunately has to compute its distance to all bright objects in the room… for now.