Pinned toot

Updating our posts over here: hi! We're Packbat, an autistic nonbinary USian plural system and novice game dev. Our main focus right now is PICO-8, which we have found delightful to work in; we've also recently made games with LΓ–VE (Love2d) and Bitsy and made a couple tabletop games.

We love nonviolent and especially cooperative gameplay, good sound and art design, and games used as a tool of artistic expression and communication. We hope to make and appreciate cool stuff here. πŸ’š

It might just be that experience is very present? Like, there are a lot of angles from which to discuss a choice between prefab and custom art assets for videogames, but when we think of the question /as a game dev/, we suddenly find our collective self in a /position/ - we make our own art assets - and have to find ways to engage with the conversation from where we actually are.

We are no longer arguing as outsiders that prefab assets are a tool that permits people to make games in a way that is faster, prettier, or both; we are explaining as participants that prefab assets are a tool that require skills both emotional and artistic that we have not developed.

Our participation feels and sounds quite different.

- 🐲 πŸ’­

I think I've been working on a thought for us about the contrast between our approaching questions with our philosophy toolset and approaching them with our experience toolset, but they haven't gelled yet. - 🐲 πŸ’­

(They aren't contradictory, but the emphases are strikingly different.)

(Our personal account on the fediverse is @packbat, but that is very much a /personal/ account - don't send a listen request there unless we know you or you've read our profile and pinned rars and know why you're asking permission to.)

(We do authorize most followers, but it's our private account, not a public face.)

Updating our posts over here: hi! We're Packbat, an autistic nonbinary USian plural system and novice game dev. Our main focus right now is PICO-8, which we have found delightful to work in; we've also recently made games with LΓ–VE (Love2d) and Bitsy and made a couple tabletop games.

We love nonviolent and especially cooperative gameplay, good sound and art design, and games used as a tool of artistic expression and communication. We hope to make and appreciate cool stuff here. πŸ’š

I don't know what the best practices are for PICO-8 program structure, but I kind of settled on a rule for what goes in _update() and what goes in _draw():

- Anything that changes the actual state of the game (e.g. the motion of the raindrops in Rain Gif) happens in _update().

- Anything that is purely on the screen (e.g. the time-remaining bar running down on the number-of-drops, palette-index, or volume-level popup in Rain Gif) happens in _draw().

I think what I like about , , and other restrictive game-making tools is that the tools themselves give me leads on games I could make with them.

I wouldn't have made "A memory of a library" - packbat.itch.io/a-memory-of-a- - if I were making a Unity game or a LΓ–VE game or a Twine game or a boardgame or a tabletop roleplaying game. The game exists and is the way it is because I hummed notes into Bitsy's shell until I found a melody that resonated.

Decided to implement a volume control (although 14, the loudest setting, is still kinda quiet) and throw this up on Itch: packbat.itch.io/rain-gif

I don't think you can effectively make GIFs with it up there but ... yeah, now it's up with my other projects on my official page.

Whoa, someone on Twitter made a post about my Rain Gif cart as an example of fanworks inspired by creative bots! That's pretty cool. πŸ˜ƒ twitter.com/botwikidotorg/stat

(noticed this because I opened up @modernmodron's "Teeny Tiny Tarot" - lexaloffle.com/bbs/?tid=32803 - which had music added by a novice game dev named packbat who naively reproduced all the dynamic markings from the original sheet music without wondering if that was the right thing to do)

(in this case it worked fine, though - both mozz and packbat were very happy with the results)

Just realized most videogame music has a very flat dynamic range - the quietest parts about as loud as the loudest parts.

...which makes sense? Most videogame music is background music with sound effects or dialogue playing over it and many videogames create tension and resolution through gameplay, so the kind of expressiveness that comes through dynamics in music ends up both difficult and counterproductive.

Being from a classically musical family, though, it feels like an interesting quirk.

Uploaded the update with the sound to the Lexaloffle Discord where it can be played in browser - I wanted to make sure the thing had a first-time menu for setting the sound effects on or off before I uploaded it properly.

(...it's toggled with ⬅️ / ➑️ buttons - that ... could be made clearer.)

lexaloffle.com/bbs/?tid=36080

Added some rain sound effects to the Rain Gif cart. They can be toggled in the pause menu ([Enter] on the keyboard by default) and that setting is saved in cart data between sessions.

They do default to on, sorry.

They switch between three modes depending on how heavy the rain is, but they shouldn't be loud in any of them.

reverse Monster Hunter where we play as monsters and we attack hunters to protect the environment.

instead of getting better weapons from their skin, we get an improved ecosystem (more animals&plants&clear water etc.) and that makes us stronger. that's the grind, instead of bigger armour you watch your forest flourish more and more. this also attracts worse hunters, creating the difficulty curve.

Updated my "Color Info & Contrast" and "Screen and Draw Palettes Demo" carts to use pal() commands instead of poke() commands, because it turns out that PICO-8 will accept "pal(5,132,1)" or whatever just fine.

Very convenient for people using the extended palette.

🎡Hey

If you make videogames/things like them, today is the last day to submit for a place in Leftfield at Rezzed this March.

Doesn't matter how rough or small your thing is, weird things encouraged.

If you're selected with a PC thing you don't even have to attend as long as you can send me a build for the show. I wanna see your things:

docs.google.com/forms/d/1tMbKU

Was catching up on new posts on the Lexaloffle forums and stumbled over a link someone posted to a talk by Zep (Joseph White) about what PICO-8 is, how it came to be, why it is the way it is, and so on youtube.com/watch?v=87jfTIWosB

I kind of knew the story from PICO-8 Zine #1 - sectordub.itch.io/pico-8-fanzi - but I'm liking hearing the story retold in a different medium with different details.

*returns to her main game project after ten days off*

...y'know, maybe the thing to do today is just give this a read through. Try to understand it from top to bottom.

(aside: one of the things that's really fun about itch.io is all the metadata they let people add)

(is this a prototype? yes, it is - but it has two screenshots, a social media preview, a cover image, a wide cover, and a custom favicon anyway)

Truck drive test is now available on Itch and on this year's page! And it has collision mechanics! packbat.itch.io/truck-drive-te

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gamemaking.social

Hi! Game Making Social is a part of the Fediverse dedicated to being a well-moderated, cosy, friendly place to talk and share stuff about amateur videogame making, and everything surrounding that.

It's kinda an offshoot of Game Making Tools, which is a wiki(+) for a similar audience.

Game makers, game writers, game curators, etc. etc. most welcome!

I also try to maintain a list of not-jerk game-making communities on the wiki, which you might find interesting.

Please read the rules before signing-up :)

PS: We have Animal Crossing, LSD, and Klik & Play emoji :3