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Oxide Tracker, my new #chiptune tracker, is now available on @itchio for Windows, Mac and Linux.
paranoidcactus.itch.io/oxide…
#musicproduction #gamemusic
I drew some four-colour #pixelart character portraits and I have no idea why.
Mock-up of Gods for #pico8.
I toyed around with actually remaking it and managed to parse the map format but lost motivation. Figuring out the trigger/scripting logic and squeezing it all into a pico8 cart seems like too much time and effort.
My #toyboxjam entry in done.
Jump about, do some light puzzling and battle a variety of enemies, including 2 boss fights, in Captain Neat-O in the Time Nexus for the #pico8 fantasy console.
paranoidcactus.itch.io/capta…
I've just put out a small update to my Captain Neat-O game to make boss fights more reasonable and predictable. This should fix situations where it was pretty much impossible to avoid being hit.
paranoidcactus.itch.io/capta…
I think my #toyboxjam game is done. Just a couple more run throughs to make sure there are no egregious bugs.
Sadly, I had to leave a few features on the cutting room floor due to time and tokens but it's ended being a pretty huge metroidvania-ish game anyway. #pico8
Here's the full map for my #toyboxjam game. I managed to squeeze this 711x128 tile map into a single #pico8 cart while staying under compressed size.
New version of Oxide Tracker is out.
Live play in instrument editor, channel muting, FX to de-quantise notes, volume meter, mouse drag to change numeric fields and a few other little things.
Full changelog here:
paranoidcactus.itch.io/oxide…
#chiptune
I made a chiptunes tracker.
This was my holiday project. Partially based on the #pico8 tracker.
One of my goals was the visual patch editor demoed in the video, which I hope is easier to learn than the obtuse knob twiddling of most programs/synths.
So far all I've been able to get done on my #rndgame2021 entry, Pyramid of Flames, is some art and a fire effect. Hopefully I have enough time over the next 2 weeks to build it out.
#gamejam #gamedev #pico8
Bit more #rndgame2021 progress. I now have player movement, collisions and wall jumping.
#gamejam #gamedev #pico8
Just found this #pico8 Metroid mock-up I did a while back.
To save cart space the NES game stored its map as a grid of screens, each screen was a list of prefab blocks with xy coords. Would work well for Pico-8, but an original game would need a custom map editor.
I had a bit of a nostalgia trip and remade Digger for #pico8 over the weekend.
While we had a couple of other systems beforehand, this was the game we got when my family bought our first IBM compatible for Christmas in '83.
Play it here:
lexaloffle.com/bbs/?tid=4333…
Making progress. Although it feels slow when a lot of work produces little visible impact.
Did a major rework of the rendering system and map generator, and implemented 3D sprites, entities, collision detection, doors etc.
#gamedev #screenshotsaturday
Started porting my #pico8 dungeon crawler over to Monogame so I could make it more elaborate and stop banging my head against the token barrier.
Just got a first pass done on adding dynamic palettised lighting. Still needs some prettying up but it's generally working quite well.










