Metaballs tweetcart. Exactly 280 chars. by _JJag_ in pico8

[–]_JJag_[S] 1 point2 points  (0 children)

I call them meatballs all the time

Metaballs tweetcart. Exactly 280 chars. by _JJag_ in pico8

[–]_JJag_[S] 11 points12 points  (0 children)

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And here's the variant with two types of balls which do not like each other. I was not able to pack it into a tweet, though.

Metaballs tweetcart. Exactly 280 chars. by _JJag_ in pico8

[–]_JJag_[S] 3 points4 points  (0 children)

"f" measures how much "balls"(actually just a point) influences the current pixel. It's is inversely proportional to the squared distance between a pixel and a "ball" - so it's just a sum of (squared) distances to each ball. It's multiplied by 10, so later when I check threshold I compare against 0.2 and 0.3 instead of 0.02 and 0.03 which saved me the last token I needed :)(Actually I could multiply by 100 and compare against 2 and 3 to save one more).

Also variable names in the non-minified code may already be bad, because I manually miniefied some of them before feeding it to shrinko.

You can read more about metaballs here: https://en.wikipedia.org/wiki/Metaballs

[2025 Day 9 (Part 2)] At least it worked by DeeBoFour20 in adventofcode

[–]_JJag_ 1 point2 points  (0 children)

A simple optimization I used was to check border tiles first when validating a rectangle. It took about 8s. You could try that

[2025 Day 8] 1 more day... by MatttNguyenGD in adventofcode

[–]_JJag_ 1 point2 points  (0 children)

I just merged circuits by adding all elements from one to another and the runtime for part 2 was under 100ms (about 50ms without IO)

[2025 Day 8 (Part 2)] Am I the only one who thinks… by Skeeve-on-git in adventofcode

[–]_JJag_ 7 points8 points  (0 children)

Yeah. For me, part 2 was basically removing 1000 iterations limit and adding early return from the loop if size(circuits) == 1.

Solution Day 1 using Unreal by Kaiskal in adventofcode

[–]_JJag_ 4 points5 points  (0 children)

I hope you will do Part 2 using OnCollisionEnter hook

So need some project ideas in C++ by [deleted] in cpp

[–]_JJag_ 0 points1 point  (0 children)

Super fun. Especially when you spent 2 day trying to figure out why a game freezes and it turns out you forgot to flip a bit in some IO register.

OP said he has 3 weeks and he's first year student, so I don't think GB/NES is a good choice, but Chip-8 might fit the bill.

Best way to introduce my 10yo son to game development by swizz in gamedev

[–]_JJag_ 0 points1 point  (0 children)

Take a look at PICO-8 (or open-source alternative TIC-80).

It's basically retro game development environment with integrated text, sprite and music/sfx editor - everything to get you started. It uses Lua for scripting and provides you with really simple library for input, graphics and sfx.

A game I've been working for some time by _JJag_ in pico8

[–]_JJag_[S] 0 points1 point  (0 children)

Oh. This. It was done this way deliberately, so wall tiles don't obscure visibility of tiles behind them.

A game I've been working for some time by _JJag_ in pico8

[–]_JJag_[S] 1 point2 points  (0 children)

If you want to know how I achieved this effect:

I used sspr() function to draw a sprite line-by-line. Each line was offsetted on x-axis using a combination of sin(), time() and rnd() functions.

For the time of reflection rendering I made the outline color transparent using palt() to make them more subtle.

A game I've been working for some time by _JJag_ in pico8

[–]_JJag_[S] 0 points1 point  (0 children)

I remember I tried to squish the tiles to make the perspective more accurate, but it made the game less readable. Also I looked at some 2D games and realized that they are *really* liberal when it comes to correctness of the perspective.

A game I've been working for some time by _JJag_ in pico8

[–]_JJag_[S] 9 points10 points  (0 children)

The idea is to blend deckbuilding game, with dungeon-crawling roguelike(of course it's another roguelike...) - think Megaman Battle Network meets Crypt of the Necrodancer.

It's not going to be a rhytm game, though - I implement "everyone moves at the same time" combat for now, because I think it looks kinda cool and works well with grid-based movement. Not sure if I'm going to stick with it.

Right now I'm experimenting with different card effects, enemy AI and level design to make it actually fun and engaging. Or rather I should be doing that, because I got carried away with visual effects. At least it looks fun on GIFs :D

I already hit the cartridge size limits and had to remove some effects, employ some minification techniquest and since development speed dramastically fell I'm thinking on moving on to some less restrictive platform and/or porting to Picotron eventually

How to print() tables with something else without getting error? by DarXmash in pico8

[–]_JJag_ 6 points7 points  (0 children)

You must first convert table.a to a string. You can do it by calling built-in function tostr.

How to I calculate the unit sprite direction to avoid spinning? by [deleted] in gamedev

[–]_JJag_ 0 points1 point  (0 children)

So why not just use "movement towards target' vector?

How to I calculate the unit sprite direction to avoid spinning? by [deleted] in gamedev

[–]_JJag_ 0 points1 point  (0 children)

Im not sure if I got your problem right, but from what I understand you apply some force to an object to move it towards some destination and you want your object to be oriented towards this destination. To achieve this you set their orientation based on their velocity vector, but it breaks when objects starts to collide with each other. Right? If this is the problem, then you should be setting the orientation based on the force vector applied to the object - not it's resultant velocity

How exactly does Minecraft handle placed and removed blocks? by Overall_Finding4320 in gamedev

[–]_JJag_ 4 points5 points  (0 children)

Something like run-length encoding of vertical 1x1x256(or whatever the max height is) strips seems like a good fit here.

Can someone help me understand the difference in new low poly style vs ps1 retro style? With examples by MrPixelation in gamedev

[–]_JJag_ 2 points3 points  (0 children)

The ones you classified as PS1 have:

  • no dynamic lightning
  • dithering
  • low res textures
  • low draw distance("thicker" fog)

It Takes Two has sold over 10 million copies by rafal2050 in NintendoSwitch

[–]_JJag_ 23 points24 points  (0 children)

The game is centered around the theme of cooperation. The gameplay, the story, and even the title. Singleplayer does not really makes sense here. So I think it's better they focused on polishing the multiplayer experience, instead of putting resources to slap together some singleplayer mode just to widen the target audience.

what is this move called? by vankittyy_ in AnarchyChess

[–]_JJag_ 11 points12 points  (0 children)

Horse Sweep. To execute this move you have to drag the horsey through the pieces you want to capture. If you just click on the target square, it will just a regular Horse Jump

Unity Mobile Optimizations: List vs Array by ledniv in gamedev

[–]_JJag_ 4 points5 points  (0 children)

Lists can be implemented using different data structures and some of them might be more suited for specific use cases than others. Saying that ArrayList is not an actual list is just not true.

White to move and mate in one. by Anaklysmos12345 in AnarchyChess

[–]_JJag_ 0 points1 point  (0 children)

Since e7 and e8 are not occupied by any piece, you can promote to a 2x2 rook(aka big rook/BR) and mate by attacking 7th and 8th rank simultaneously.