Toxcord - I was impressed because it was not just a chat simulator but also you can livestream Snake and also your Mom nags you to eat. Made with Easel for #microjam Toxic!
This interpretation of "Toxic" was surprisingly dark - a widower can't sleep unless he does one of two things - count sheep or drink. Really great effort for this person's first Easel game! #microjam
A clever interpretation of the "Toxic" theme for #microjam - a toxic girlfriend infinite runner.
Made with Easel!
Look at this awesome-looking multiplayer game made with Easel for #MicroJam 066 in just 2 days! The theme was toxic, and so you're little bugs trying to not get cleaned by soap
Ray (Make Games with Easel) retweeted
As you become an adult, you realize that things around you weren't just always there; people made them happen. But only recently have I started to internalize how much tenacity *everything* requires. That hotel, that park, that railway. The world is a museum of passion projects.
Fish On Fish Fishing just won First Place in @MicroJamm 065, made with Easel!
Named arguments are annoying to implement yes! You can't just independently compile each file and link them later. Have to know the signature at the callsite, changing the order of the whole compilation process. Worth it though for a game programming language I think
The thing I like about rollback netcode is it performs client-side prediction with your full game simulation and your full game state, not a subset or stripped down version, and so it's the most accurate prediction model you can make for your multiplayer game
Screenshots of the games made with Easel for Micro Jam 064 (Mountains). Really cool to see how when game engine features are made in a orthogonal manner, they can be recomposed to make new ideas quickly and easily.
It's amazing what happens when a game engine is designed with orthogonal, composable features. This is a tilemap, but combined with camera rotation, Y-sorting, and all tile sprites locked to upright, suddenly it looks 3D.
One surprising hidden feature about WebAssembly is that it’s cross-platform deterministic, including even its (standard) SIMD opcodes. It’s a godsend for multiplayer games. Whoever decided to carve this into the spec deserves an assembly of weebs in their name
I’ve alway’s thought it’s a shame that WebAssembly has the word “web” in it. Gives it a connotation that it’s “only for browsers” or something.
Meanwhile, NASA’s over here with a flight-compliant derivative (SpaceWASM) intended for spacecraft!
The intent is writing mission software to a standardized bytecode, where the end platform / ISA is otherwise arbitrary. In other words, run the same mission package on ARM, Rad-hard PowerPC, RISC-V, whatever.
Thus, after-flight you could (safely) upload new payloads with “approved” APIs.
Weird to think about, but just like buggy WASM code shouldn’t crash your browser…the same logic applies to not crashing your critical flight hardware.
Scratch’s greatest strength is its greatest weakness. It is good it makes you code things like physics yourself because you can learn coding on a familiar problem, but soon it becomes limiting to have to code bounce angles for the 50th sprite instead of something new















