My Sonic demake "pico sonic" is finally out of alpha with v6.0 released!
komehara.itch.io/pico-sonic

Simultaneously I submitted it to SAGE 2021
sonicfangameshq.com/forums/sho

New features: attract mode, waterfalls, and above all the spin dash!

Nice, I could pixelate a Visual Effect (new particle effect) in by outputting camera view into a lowres Render Texture. It is displayed on a fullscreen canvas with Raw Image + Aspect Ratio Fitter (I don't need the Pixel Perfect Camera anymore)

Check out Trap Runner, a 1v1 runner I made with R3yuiyui for 2020 !
komehara.itch.io/trap-runner/d

Today's update greatly improved UI and level design.
Issues remain I won't have time to tackle them all, but I may be able to get WebGL working at least.

I started this series on productivity-focused indie game dev: youtube.com/watch?v=bdWlkEwhZ5
A good chunk at the beginning is about hobbyist vs professional approach and I've learned parts of it from experience and in a vocational school. But it's interesting how he focuses on the target end-quality straight from the start. Less about precise project schedules and task management and more about overall scoping and expectations.

I just completed "Report Repair" - Day 1 - Advent of Code 2020 adventofcode.com/2020/day/1
and to solve it, I wrote an ugly brute-force program in Rust I'm not proud of.

Titlemenu for pico-sonic! It combines elements from Sonic 2 & 3, converted to 16 colors, 128x128 with a mix of automated and manual work.
Thx to @johanvinet and his artwork for Gruber's own pico8 Sonic album, it helped me pick colors (but I keep my dark sky!)

In Sillicon Valley S6E4 they criticize Richard for running a brute force (linear) search on a sorted list. Everybody laughs, but nobody notices that the algorithm crashes if the list is empty. Correctness before optimization, people.

I ported our proto from Unity to Godot. It took 6 hours fewer (counting only coding and asset integration). Porting C# to GDScript helped, but the real benefit was the lightweight engine + fast iterations.
Big window: Unity
Small window: Godot

Our entry for Ludum Dare 46 on the theme "Keep it alive":
fluentlystudios.itch.io/flame-

There is just only one room, but I may reuse the assets & codebase to make a puzzle game.

@godotengine A few issues in 3D handle selection mentioned in aras-p.info/blog/2020/04/11/Va about Unity can also be found in Godot, might be worth having a look.

Our game for "Sidetracked!" has been released!

Please do not turn your smartphone off, and check your Twitter often while playing for maximum distraction.

komehara.itch.io/sidetracked

1 joint to attach the candles plate to the chain, 1 joint to attach the chain to a fixed point on the ceiling. Set angular velocity and...

I have almost finished isolating the engine/framework code from Pico-Sonic into github.com/hsandt/pico-boots.

I started making examples on how to use the modules in github.com/hsandt/pico-boots-d.

Below, the first two examples: make a menu and detect player input (yes I know, you didn't need a framework for that, I'll be adding more examples soon).

I found this old screenshot I posted on Steam years ago, and remembered I actually started some tutorial on Leadwerks... Like many other engines. Now I need to strive and stick to a given engine for 3 months, before deciding if I go further with it.

users, if you're on a UNIX platform and willing to spend 10' on setup testing, could you please follow the instructions at github.com/hsandt/pico-boots-d to build, test and run the dummy project?

Reply to report success or failure, and if so, what went wrong.

I really liked Unity's integration system so I made one in . You can run it in both rendered mode inside PICO-8, and in headless mode with Lua busted.

Current work: Pico-Sonic, a demake of classic Sonic for PICO-8

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