- KilledByAPixel starred mrdoob/three.js - 03.30.20
- KilledByAPixel forked KilledByAPixel/three.js from mrdoob/three.js - 03.29.20
- KilledByAPixel starred Siorki/2kplusJam - 03.18.20
- KilledByAPixel starred jaburns/lava-rush-2k - 03.18.20
- KilledByAPixel commented on issue KilledByAPixel/JSONCrush#6 - 03.11.20
Frank Engine Commits
- fastVsync stuff - 06.13.19
- fix fast update when vsync is overriden by graphics drivers (Fastsync) - 06.06.19
- small things - 06.06.19
- dont render tiles with out of range tile set - 02.27.19
- GameObject::RemoveAllFixtures - 02.26.19
- GetType -> GetObjectType - 02.24.19
- reorganize OnD3D9LostDevice and OnD3D9DestroyDevice - 02.23.19
- fix glitchy frame on startup - 02.23.19
- fix bugs with simple verts - 02.23.19
- GameTimer shouldn't assert if negative time passed to set - 02.22.19
- experimental gameplay
- faster blaster
- frank engine
- game dev
- game engine
- Game Jam
- indie speed run
- ludum dare
- rapid prototype
- slime mold
Months ago, when I heard that the legendary JS1k game jam would not be continuing, I talked it over with some other devs and decided to help fill the void we would host a 2k game jam on itch called 2kPlus Jam. The primary goal of this comp was to create a game that fits entirely in a 2 kilobyte zip file. That is incredibly small, for point of reference a 3.5 floppy disk could hold over 700 of these games.
The theme for the game jam was “Shift” which I incorporated by shifting the hue for the world’s color when the player crosses a checkpoint. I imagined that crossing a checkpoint was fictionally like shifting or jumping into a new dimension with a different hue, which is how I came up with the name “Hue Jumper”.
For 2kPlus jam I made a 3D racing game that fits in 2 kilobyte zip! It includes physics, controls, rendering engine, and procedural level generator. The code is extremely dense and clean as I went through many iterations to fit everything. I also spent an immense amount of time polishing the look and feel. You can play the game in browser, or view the code on GitHub. I am working on a post that will go into some technical detail about how my game works. Also, check the other submissions to 2kPlus jam, there are some mind blowing entries!
Time REWINDS you die… but your PREVIOUS LIVES remain.
I used the theme by having ghosts of your previous lives return to help you after each death. There is also a juggling mechanic like the Twin Bee / Stinger series of games where you can juggle an egg for massive bonus points. The level is procedurally generated every time you start a new game and gets progressively more difficult over time.
The game can be played with keyboard, mouse, or gamepad in several different configurations. There are 2 ways to shoot, hold fire for fully auto, or wait to charge up a powerful blast.
My adventure in tiny coding began on April fools day, strangely enough. For the previous several weeks I had gone perhaps slightly mad, feverishly working on tiny C++ skiing game. Inspired by Andrew Kensler’s Business Card Ray Tracer, I had the urge to make a tiny game to print on the back of on my business card. On April first I published a half joking post about how I would only be making business card sized games now. Little did I know that would not be far from the truth.
I began writing a column called “Dissecting a Dweet” that explains how some of these tiny programs work, which I post right here on my blog. The most popular one by far was “#3 – Mini Black Hole” is a good place to start. So far I’ve released eight of these and I have roughly the first twenty planned out if interest continues.
Towards the end of the year I moved on to building some larger programs, but still sticking with this new “tiny code” philosophy. For JS13k I made “Bounce Back” an action adventure roguelite that won second place! I also made “Bogus Roads” for #LowResJam, one of my most complete game with 3 procedural generated levels and 5 music tracks. A few weeks ago at MAGFest I presented a talk on tiny coding to a packed audience which I will continue refining for submission to GDC.
Late in the year I released ZzArt on GitHub, a tool that can evolve abstract art using GLSL shaders. Though the code itself is fairly simple, I have been completely amazed by the results. I now have saved hundreds of amazing images, and ended up getting many of them printed for holiday gifts. I even had a few poster sized prints made and hung them in my living room! I will definitely continue developing this.
I recently had some exciting news recently when one of my videos won “Best Illusion of The Year” and now has over two million views! There are many more amazing things that I’ve left out, so keep reading for a organized list of everything I’ve done in 2019. Follow me on twitter for daily updates on my progress. Here’s to an amazing 2020 for everyone!
Holy cow, I won Best Illusion of the Year! Thank you to the contest organizers, other participants and fellow illusion chasers.
This spinning shape appears to defy logic by rotating around both the horizontal and vertical axis at the same time! To make things even more confusing, the direction of rotation is also ambiguous. Some visual cues in the video will help viewers change their perception.
JSON – 103 bytes
URI Encoded Component – 199 bytes
JSONCrushed – 81 bytes! 59% smaller
This tool generates GLSL shaders (basically a bunch of math equations) that you can evolve into incredibly varied works of abstract generative art.
Images can be bookmarked, save as HD pngs or exported as GLSL shader code. The satellite feature shows a full screen preview on a second monitor. It even works on most mobile devices.
This is a work currently underdevelopment but it’s far enough to share. I am constantly adding new features and improvements. If you make anything cool, please share, I’d love to see it!
Continue reading on for a full explanation of how it works!
In this post I will explain how my game works and the process I went through. Before reading, please take a few moments to play the game if you haven’t already. The source code is also available on GitHub!
Play Bounce Back – Latest Version
Official JS13k Entry – 13 Kilobyte Version
Bounce Back Source Code – GitHub Repository