Hi! As you know, last month we released Pulp, our easy-to-use Playdate game making tool.
And today, as promised… it's time for even more developer news.
🌟 The full Playdate Software Development Kit is now available for free to all at play.date/dev/ !! 🌟
A thread!
Donald Hays’s Tweets
It’s been about a month 😬, but it’s time for another #gbdev stream! We’re going to be beginning puzzle mechanics tonight!
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After getting all the core game rules implemented on GBA, I’ve been going through and cleaning up the logic to give myself a straightforward blueprint for the GB.
In the process, it became way more efficient. About 1/3 faster overall, with much smaller CPU spikes when you move.
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gog.com/partner/startr Star Trek: Voyager - Elite Force was my introduction to competitive online first person shooters and Quake 3 engine level editing and modding, so I’m very happy about this.
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After you beat a level I fade out, load the next level, then fade in.
The GBA is so fast that I’m able to start fading in almost immediately. I might want to let it linger on a black screen for a fraction of a second—even though loading doesn’t need it—purely for pacing reasons.
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youtube.com/watch?v=8l7D-L YouTube video’s up! Just a brief one-hour stream tonight.
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I want to start using the Tiled map editor to make levels today! #gbdev
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Added performance metric markers.
White diamond: graphics code
White square: gameplay code
Blue diamond: end of VBlank
Blue square: beginning of next frame’s VBlank
To be within budget, the white markers must be to the left of their matching blue marker.
GBA seems pretty fast.
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Took about an hour to implement collision for the hero against terrain, pushing gems, gems blocking the hero if they can’t move, and gems breaking when they move against matching gems.
I expect it’ll take much longer than an hour to do that on the GB version 😆
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I finally got a moving character today!
There’s still about a month left in this three-month competition, I’m sure this pace is fine.
#gbdev
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I also showed this photo on today’s stream. I’ve been beginning to experiment with Game Boy Advance programming! Not planning to stream GBA dev in the near term, but it’s been a fun learning experience.
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I *technically* added Game Boy Color support to the game in today’s #gbdev stream, it’s just that right now all the palettes are still grayscale, so you can’t really tell visually. But still, progress!
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Streaming some #gbdev at twitch.tv/dovuro !
Improving object art, adding terrain variation, and adding Game Boy Color support.
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Finished my second #gbdev stream! And I successfully saved a video of it, so I’ll be able to upload it to YouTube!
After four hours of work, got the first part of map loading done. Assembly takes a while 😆
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Had fun!
The stream went twice as long and I got half as much done as I intended.
But, after two hours of Assembly coding, I only had one tiny little bug (as far as I know), and I’m VERY proud of that.
But, I hadn’t set it up right to save the stream, so I have no proof :(
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2 1/2 hours before GB Compo 2021 begins, 3.0.0 of my VSCode RGBDS extension is out!
- new keywords/funcs
- new macro syntax
- new def syntax (supports newest hardware inc file update)
- indented globals
GB Compo 2021: itch.io/jam/gbcompo21
Extension:
Announcing "gb compo 21", starting from July 1st:
Create original games, demos or homebrews tools and music for the original Game Boy (Color) and compete for glory!
The prize pool is already over $ 1000 and everyone can contribute!
Full details at: itch.io/jam/gbcompo21
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Suit up as Samus Aran in the first new entry of the 2D #Metroid saga in more than 19 years, #MetroidDread, launching 10/8.
Continue Samus’ story after Metroid Fusion, exploring a strange new planet alone and hunted by the ominous E.M.M.I.
Pre-order: ninten.do/6013n1X3P
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The issue also appears on iOS.
Anyone have an Intel Mac and want to load up e1m3 in Quakespasm to see if it affects Intel, too? Doesn't happen on Windows.
I might have to file a "Quake e1m3 graphics glitch" bug report on Metal. Which seems delightfully anachronistic.
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So, like, Quakespasm and my BSP viewer have entirely different codebases, but apparently we triangulate brush faces the same way. And there’s an issue with a single triangle at the start of e1m3 on both. Look at the floor. Goes away as soon as you turn the camera in both.
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youtu.be/0KxRXZhQuY8 I mean, how could I NOT watch an hour of Digital Foundry talking about Quake?
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I figure a lot of the work goes into shading final on-screen pixels, and that work doesn’t change. The TBDR GPU prevents shading pixels that’ll be overwritten. So using the vis data mostly just culls vertex data from what’s already a small data set to modern devices.
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