Indie game developer based in Melbourne. I draw pictures and write code and compose music and stuff.

Joined August 2012
Oxide Tracker, my new #chiptune tracker, is now available on @itchio for Windows, Mac and Linux. paranoidcactus.itch.io/oxide… #musicproduction #gamemusic
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Character for a sword and sorcery themed game. #pixelart #gamedev #indiedev
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I drew some four-colour #pixelart character portraits and I have no idea why.
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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.
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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…
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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…
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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
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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.
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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
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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.
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Dark Ages HD mock up. This started with me thinking I could make the character look less goofy but I got carried away. Could still do with more decorations and tile variation but I'm calling it done. #pixelart #gamedev
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Didn't manage to get in all the features I'd planned and it's not as long as I'd hoped, but there's enough cart space to double the map size and add more art. Maybe I'll extend it post-jam... Maybe.
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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
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Bit more #rndgame2021 progress. I now have player movement, collisions and wall jumping. #gamejam #gamedev #pico8
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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.
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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…
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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
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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.
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