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Whoa, so if I'm understanding this right, it looks like (fairly) cheap textured 3D is soon going to be a thing


Updated our PICO-8 asemic writing program to animate the drawing of the glyphs!

- ✍🏽 πŸ”₯

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...I bet it would be possible to make an anti-capitalist space trading game.

- 🐲 πŸ’­

Today's is pretty short - messing around with similar ideas to the previous one, but restricting it to only two PICO-8 SFX channels.

- πŸ’» 🐲 🎢

Was listening to some funk this morning and decided to take another hack at composing PICO-8 music with a similar feel.

...I like this. I think it works.

- πŸ”₯ 🎢

Have done a give-it-vertical-size thing to the PICO-8 asemic writing cart! Good amount of progress in a day.

- πŸ“ 🦊

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Made a couple tweaks and fixed a bug on the PICO-8 asemic writing thing - still haven't done the give-it-vertical-size thing, but I think the shapes are a bit nicer.

- πŸ“ 🦊

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Watching Allison Parrish's microblogging about computationally generated asemic writing - particularly about adding a little bit of repetition and structure - has inspired us to mess around a bit with making random glyphs using our PICO-8 bezier curve code.

I think there's definitely room for improvement in this - some kind of "at least this tall" element would make sense, I think - but I'm digging what's here so far.

- ✍🏽 🦊

...we were already thinking this after the first Technology Connections video about his electromechanical jukebox, but the second has really added emphasis to our thought that a physics-based programming game where the player builds electromechanical systems to solve assigned problems would be fantastic.



- 🐍 πŸ’­

oh, Endless Mines is /cruel/. Really cool puzzle game for people who love Minesweeper, I think.

- 🐍 🏳️

Finished our first project using @candle's domino tool and put it up on

This one is some nonfiction musings on a few related topics.

- 🐍

Oh, that's interesting - it looks like TIC-80 doesn't implement any CPU limiting.

(Thread is from a couple years ago but I didn't see any indication of CPU limiting on the Wiki.)

I guess it's effectively the job of the developer to make sure their TIC-80 carts are polite in that way...

- 🐲 πŸ’­

My first thought was that the game should be made in PICO-8 because we've been working with that a lot, but something that can be used free like TIC-80 would probably be better - that way, there's no financial barrier to being able to play the game.

It'd also be good to have an option for the game to generate itself automatically, without the player typing in any code at all.

- ⌨️ 🐲

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When we were kids, our brother and us found a combination gamebook (like Choose Your Own Adventure) and videogame at the library used book sale. The player would go through the adventure in the gamebook making decisions, and at points they would be given blocks of Apple II BASIC code to type in. At the end, they would run the code and it would be a videogame customized to the path they took through the gamebook.

...Twine exists. Fantasy consoles exist. This concept could be made again.

- 🐲 πŸ’­

Tested a few other images (pro tip: crank up the saturation before importing to PICO-8 for better results) and did a quick tweak to the dark green.

- 🐍 🏞️

p.s. This one uses from Wikimedia Common's list of widescreen wallpapers.

p.p.s. License link is

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Was thinking about how a X-COM-like game could be made and realized screen palettes could do lighting effects for day vs. dusk vs. night. Put together a couple out of the extended 32-color PICO-8 palette.

Tried to preserve differences in relative luminance, although obviously the darkest colors end up crushed down to black in the darker palettes and the lightest up to white in the searing-brightness one.

- 🐍 🎨

(Image is from Wikipedia's list of color palettes.)

domino is a web tool for creating mind maps / thought collages / essays and sharing them as standalone web pages

check it out and gimme feedback

(not!)game jam idea: tutorials

pick a tool, make a tutorial, try out other people's tutorials and give them feedback, revise your tutorial based on feedback, share with the world

tutorials that /inspire/ but do not /require/ creativity - like the games in with suggested graphics the reader can replace and code clear enough to modify in interesting ways

the world deserves more tutorials that get people into using tools and maybe a jam would be a way to make some

- 🐍 πŸ’­

i've put together a list of hundreds (!) of open source, experimental, and tiny tools for interactive, web, and game development

this rose out of my weird tools games class, where we have been talking about walled gardens, the politics and aesthetics that tools carry with them, the edges of β€œtool” and where it intersects with β€œgame” or β€œplayful media” and how much a tool can say about its maker

(but i also thought this resource might be particularly useful now ~)

🦊 🐲 πŸ’­

128 music ticks per second
divided by 255 music ticks per beat
times 60 seconds per minute
= 30.1 BPM

...that's pushing into the territory under 33 BPM where beat sense gets ... shaky. Where rhythm feels almost steady but also not, because the sonic events are just a little too far apart to connect in the mind.

...I guess the only thing to do is to play with it and to work around it.

(Example workaround: dropping a percussion line under it to define a faster, comprehensible pulse.)

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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