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":

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

Our game for "Sidetracked!" has been released!

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

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

I started making examples on how to use the modules in

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.

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

Pico-Sonic: Finished Sonic run cycle... I aimed at 4 sprites , but didn't plan motion steps correctly and ended with 11...

I reused head and leg positions a lot to reduce the amount of work needed.

Also, the contrasted Sonic Advance sprites were of great help to draw

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