Space… bruce!
@spacebruce
Aspiring computer game man, currently making a silly platformer for the Sega Mega Drive insanium mode : webzone :
game map is like this wrapped inside a cylinder (ref: gundam unicorn, gundam CCA)
Does this layout feel like a good way to represent a map of an o'neill cylinder? The world layout loops on the X axis between 3 zones, so I want to suggest that by repeating a little bit at the the edges
I'm now uploading daily-ish ROM updates and also writing in full sentences
fixed the 32X port, only using it in subtle ways for now like increasing the background framerate on this stage and fixing a few visual whoopsies. Unless life throws another wrench at it, game is coming to both Megadrive and 32X platforms. #gamedev
I had a spare bit (singular) going free in the tilemap layout so decided to use it to mark secret wall chicken spots. Doing a few arithmetic tricks to make sure it's not a speed burden on the scrolling engine which is already kinda slow.
I once fell deeply in love with that one bonus stage from Melfand Stories...
also here's a stage background i'm working on, the player is going to be in the mid ground on a cart doing something or other, it works by using the 68k's user mode to render then a bunch of small funky shaped DMA writes to copy up to vram, designed so action can still run at 60fps ontop.
added a fun ropeswing kinda mechanic. Doesn't have a dedicated sprite yet so it currently emerges from her forehead.
been having an absolutely terrible time IRL (jobseeking in this economy!) I'm porting my game off SGDK and onto the 32X (yes really) and making a native PC port alongside the 16-bit version. 3 simultaneous releases! Bit of a technical nightmare as the 32X SUCKS, but should be worth the pain.
here's it drawing... a blob. The CPU is very unhappy about this and it's missing the occasional frame.
slightly fumbled recording sessions showing my first successful test of it :
I started on a level editor a year or so ago, never finished it, currently reviving it and getting it working properly. One thing I thought was pretty useful is it can parse the target project's source tree to detect object definitions and pull values.
as long as every screen can cram into 96 unique characters, this is pretty gucci.
there are some, uh, rendering issues and the font is broken, but I've got my localisation system with working with non-ascii languages.
Working on locale/language stuff. bit of a WIP as UTF8 strings aren't handled by this font, but it's no problem to redraw all the text fields while the game is running, idk why this isn't more common. (I don't know french beyond baby level, but if anyone does, bonjour!)
stupidest goddamn technology on earth. Does not understand context, imagines data and functions that don't exist, messes with the autofill hotkey provided by the IDE (which DOES know which functions exist and can pull up the docs), not one good suggestion yet.