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I just published a deep dive into my 256-byte raycasting engine and city generator! ๐๐
This post explains each line of code with images to help show how it works. Please share if you like. ๐๐
#CreativeCoding #JavaScript #GenerativeArt KilledByAPixel’s GitHub
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Category Archives: Game Dev
“Secret Formula” – Postmortem
Last weekend I participated in Indie Speed Run 2013 a 48 hour game making competition for teams of up to 4 people. For our team I was focused on programming while Saam handled art/design and Jerry worked on sound/music. This … Continue reading
Squaresville 8×8 Sifteo Font
I packaged up the 3 tone 8×8 font I was using for Squaresville for other people to use. It is based on a font I found in an old forum post by an artist known as red_Marvin. I moved a … Continue reading
How to make animated GIFs of your Sifteo game
I figured out an easy way to save animated GIFs from the Siftulator! Here are some nice ones of Squaresville, the puzzle platforming game I’m developing. More technical info about how my method works after the jump. ‘
(R,G,B) – Postmortem
This was my 5th Ludum Dare, I was well prepared with a beefed up Frank Engine, my open sourced game engine that I’ve used for previous Dares. During the warm-up weekend I added some nice tile sheet support so I … Continue reading
Building a Better Animated GIF
Creating animated GIFs is a great way to show your game in motion without requiring viewers to click on anything. I was having a few issues with both file size and image artifacts. Here’s what I learned about how to … Continue reading
A Simple Hash Map
Hash maps are used to store a mapping from one thing to another. In videogames they can be used to safely keep handles to objects that could be destroyed at any time. A unique handle is assigned to each game … Continue reading
A Rendering Thought Experiment
I recently wrote an article about smoothing out measured time fluctuations and provided a code sample that fixes the issue. I haven’t seen this stuff talked about much before and I’m noticing some confusion about what causes this aspect of … Continue reading
Smart Timers
Every game needs some kind of timers to control gameplay related events. A timer works kind of like a stop watch in real life. There are different ways to keep track of time, this method some nice advantages that will … Continue reading
“Dark World” – Postmortem
This was my 4th Ludum Dare, I planned to use my own open source game engine and was eager to experiment with the new dynamic lighting system I added. When the theme was announced on Friday night I was at … Continue reading
Time Delta Smoothing
If you’re making a game that uses a fixed time step with interpolation (like the one described in “Fix Your Timestep”) then you may have noticed something slightly off with the frame timing. I’m not talking about slow frame rates … Continue reading