#Wasm4

2025-01-17

I had an idea late last night to make a fantasy retro games console based on WASM, but then I discovered #WASM4 so now I don't have to.
I ported my little #Quoridor game instead.
ringtailsoftware.github.io/zor
#gamedev

Firefly Zero (game console)fireflyzero@fosstodon.org
2024-07-19

First blog post: A brief history of fantasy video game consoles.

blog.fireflyzero.com/pages/his

This is the first part out of two-part series about the technologies that influenced and made possible Firefly Zero. This part covers #CHIP8, #PICO8, #TIC80, and #WASM4.

Firefly Zero (game console)fireflyzero@fosstodon.org
2024-05-09

How many colors is enough for a retro game?

#playdate #gameboy #gba #pico8 #wasm4 #commodore64 #chip8

2024-02-13

Some sort of milestone for my compiler to #wasm - using the #wasm4 library we’ve got graphics and user input, these different squares appear as you mash the keyboard.

What a time to be alive.

#compiler #haskell #GameDev

A big green squareA big green square with multiple yellow smaller squares on top.
Csepp 🌒csepp@merveilles.town
2024-02-11

#Wasm4 is pretty cool. It's nice to have a #virtualConsole with an ISA that is easy to generate performant native code from.
Also, live reload. πŸ‘Œ
Every #gamedev thing should have it.

Vyr Cossont πŸ³οΈβ€πŸŒˆπŸ³οΈβ€βš§οΈvyr@demon.social
2024-01-24

i should make sure #Pinput works with modern #pico8 and #wasm4 in time for #StrawberryJam…

if you want vibrator support for your PICO-8 (most platforms) or WASM-4 (desktop only) game, Pinput is here for you codeberg.org/vyr/Pinput

2023-08-07

After playing a bunch of old Gameboy & SNES games in my #NintendoSwitch recently, I was excited to see the #GameBoyColor #Zelda Oracle of the Ages/Seasons games released. I never had a GBC, so these are new games to me and I love them.

This makes me want to write a #WASM4 game, since that platform has not too dissimilar level of tech.

Is there an easy way to deliver WASM-4 to a Switch, or would I have to play in the browser on my android phone with a Bluetooth gamepad?

2023-06-30

Following the #uxn tutorial after seeing @nettles posting about it. So far I've been enjoying working with the TAL language, which surprises me a little. It reminds me of #WASM4, though from my brief time tinkering with it I would say #uxn is better designed.

It doesn't seem to have an answer for making applications accessible, though I know that is a big ask. I'm not an expert, but one of the big advantages of modern tech stacks is how they can expose text to screen readers to be read aloud.

AndrΓ©-LA πŸŽ€ gamedevAndre_LA@mastodon.gamedev.place
2023-04-19

Alongside my main game, I decided to, finally, start a longer game for the #wasm4 (fantasy) console (something I wanted to do since the launch of micro-quest).

I have some ideas in mind, some beyond wasm4.

For now, here's a little first sketch:

Also, naturally for a wasm4 game, this will be open-source and free-to-play on browser.

A sketch cute knight and mage sit on floor. Made with pen on a notebook paper.
++Out of Cheese++out_of_cheese
2023-04-15

Quiet a nice tutorial on writing a small pseudo 3d game using the ray casting algorithm, Rust and a library called WASM-4. I enjoyed reading it, although I did not find the time yet to code it myself:
grantshandy.github.io/posts/ra

2023-02-16

@shamloo Did you do this in #WASM4? 160x160, 4 colors. Seems like the perfect use case for it πŸ˜‰

2023-01-22

I have resisted the urge to get into fantasy console #gamedev, despite some cool looking stuff in that area, but all this recent talk of #wasm4 is getting to me. I think because of its obvious affection for the #GameBoy. It also feels like an easy way to mess around with #WebAssembly, which I have been dragging my feet in learning.

2023-01-10

@Crell It's really good, and the latest release puts it on par with other popular proprietary engines.

I love the lower level stuff though, like SDL or #raylib. Also, if you're interested in Web Assembly, check out #WASM4! wasm4.org

Vyr Cossont πŸ³οΈβ€πŸŒˆπŸ³οΈβ€βš§οΈvyr@demon.social
2022-11-26

want to be able to do horny #gamedev with your fantasy console? here comes the πŸ“³πŸ’“! i've just released binaries for #Pinput 0.1.4-alpha1, which adds #vibrator support alongside analog gamepad support for #pico8 and #wasm4 games, thanks to #ButtplugIO.

got questions? please ask me! i've written docs, of course, but i'd love if y'all tried it and let me know your use cases and any points of confusion.

hardware-wise, check the IoST Index to see if your toys are supported: anything marked as compatible with buttplug.io should work in theory, and i've been testing with BTLE toys from #Lovense and #Kiiroo and know them to work in practice.

Vyr Cossont πŸ³οΈβ€πŸŒˆπŸ³οΈβ€βš§οΈvyr@demon.social
2022-11-25

want to add #SexToy support to your #pico8 or #wasm4 game? now you can! i just pushed prototype support for vibrators in #Pinput via #ButtplugIO: Pinput PR #1. (no official binaries yet, i have some testing to do first to make sure everything still works with my collection of gamepads and vibes.)

the PICO-8 and WASM-4 test cartridges, which currently activate a gamepad's rumble motors when its triggers are held down, now also activate the rumble motors of any attached haptic devices.

does this count as #teledildonics if i hand one of my girlfriends a gamepad with a very long cord? πŸ€”

2022-11-15

Since I moved instances, I figure I should make an #introduction. I go by the name desttinghim on the internet. I have a bunch of hobbies including #gamedev, #art, #music, #opensource and #programming. I don't finish projects often but I'd like to get better at it!

One of the projects I'm most proud of is Wired, a small puzzle platformer for the #WASM4 fantasy console: desttinghim.itch.io/wired

What else... I like to eat oatmeal for breakfast, program in #Zig, and play games on my Steam Deck :)

Vyr Cossont πŸ³οΈβ€πŸŒˆπŸ³οΈβ€βš§οΈvyr@demon.social
2022-11-01

hello again Mastodon #introduction time for the current wave of exodites

what's up, fuckers, i'm Vyr. you may know me from the short stories collected at princess.team/, which are more likely to make you cum and/or cry than my Mastodon posts. (i can also be found dollposting at @wintergreen and twitter.com/frostgears, although not so much this month because Mercury's in the refrigerator or whatever.) i have a #cohost at cohost.org/vyr if you're on that thing.

i'm #trans (whatever the best kind is, i'm that kind, not the other kind), ~~lesbiab~~ ~~lesbiam~~ ~~less bien~~ i like girls (specifically @hierarchon and @millenomi but also in general), low #fashion, #68k/#PPC-era Macs (ask me about my PowerBooks), cooking, occasional camping, twin-stick shooters, #Atelier games, and #XCOM. i don't like computers but i keep using them anyway, go figure.

i'm currently working on an Atelier demake for the #WASM4 fantasy console; before that, i wrote github.com/VyrCossont/Pinput just so i could use analog sticks in a #GeometryWars demake for the #PICO8 fantasy console. with enough peer pressure i may even finish some of those demakes. anything could happen.

2022-10-01

fixed the issue and now i have particles.

still no idea where i'm going, but this is fun!

#ld51 #ludumdare #gamejam #wasm4

2022-10-01

Working on a small game for #ld51 in #WASM4 fantasy console.

Original idea was to do it using Zig, but after spending hours fighting with it yesterday, I figured going with C was a better idea, especially because I know I'd most likely give up if I didn't start coding quickly.

Vyr Cossont πŸ³οΈβ€πŸŒˆπŸ³οΈβ€βš§οΈvyr@demon.social
2022-09-23

oh wait i can't draw offscreen and there's no such thing as clipping (except to the framebuffer bounds) so it's gonna be a little harder than the #pico8 equivalent.

i can draw onscreen and copy it offscreen before it's seen, though, or eat the probably minor code cost of reimplementing basic shape drawing, instead of calling out to the external functions in the #wasm4 API.

anyway, getting _way_ ahead of myself. i doubt i can even use the PokΓ©pak sprite compressor in a cartridge until i reimplement the reference decoder in a way that's less cavalier with code size and allocations.

so i won't. the alchemy demo only needs a few dozen sprites anyway. now where'd i put those notes on how Atelier Ryza alchemy works?

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