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gamedev 

Checkpoints have now been implemented in the level editor, but for whatever reason they aren't visible. They do load. I don't know why this is happening. I will probably work on it tomorrow.

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Putin’s forces bombed an entire neighborhood killing 11 ppl, including multiple children, and displacing hundreds in the process.

Just kidding! That’s what the Philadelphia PD did to downtown Philly 38 yrs ago yesterday.

xianc78 boosted

The new season of the Seasteading Today podcast is now live! We are recording our monthly Seasteading Social to release as podcast episodes, starting with a conversation with Mitchell Suchner of @real_arkpad, listen and subscribe here: buff.ly/3nArOzJ

xianc78 boosted

A group is @seasteading on a barge 27m offshore, between Iran & UAE, in area where no EEZs are claimed. So exciting! (H/t @JedlickaVit)

youtube.com/watch?v=klCBGh1njj

xianc78 boosted
xianc78 boosted

Made some progress on the shoot ’em up game I’m working on. We got bats, explosions, and somewhat of a level... what else do we need in there? 🤔 #screenshotsaturday #gamedev #pico8

gamedev 

I've added a checkpoint system. Checkpoints have to be added manually in the text file because I haven't put them in the level editor yet.

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xianc78 boosted

Happy Mother's Day to all the real women that are mother's.

gamedev 

Oh, I've also replaced one large if-else statement with a switch statement. I think that might help with performance. Contrary to popular belief, a switch statement and an if-else statement do not compile the same way. if-else uses branching instructions (constantly checking for and calculating conditions) while a switch statement uses a lookup table.

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gamedev 

Added name (initials) entry to the high score table, as in you can change the characters around, but can't save the highscores, yet.

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xianc78 boosted
The Blood Moon in Zelda is a perfect example of harmony between engineering and design. It's essentially a cache busting mechanism that NEEDS to happen to conserve system resources. Instead of trying to make it something "the user doesn't notice" by trying to hide it from them, they interwove it into the story, the experience, and the lore. It actually has consequence for the player, which is SO much more interesting. They took a technical limitation and flipped it upside down. This is how you can tell their engineers were designers, and their designers were engineers. It's a cohesive unified vision for the product that perfectly balances design with technical excellence. Even if the hardware was 10x more powerful we'd still want the Blood Moon.
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