i make games and silly code demos.
some of my games:
https://2darray.itch.io/
free gamedev tutorials:
https://demoman.net/
i make games and silly code demos.
some of my games:
https://2darray.itch.io/
free gamedev tutorials:
https://demoman.net/
alright, Trackminia is now available!
store page:
https://play.date/games/trackminia/
trackminia has been approved for sale on the official playdate catalog!
probably releasing...in a few months, i don't have a date yet and it pretty much depends on their schedule
fun fact, the greyscale export operates by sicko-mode rules: it renders each frame of gameplay 32 times with different dither-pattern offsets, then blends them all together to get a final greyscale image (this is also where that scanline effect comes from)
since the game is optimized to run on a small handheld, when it's running on a PC it can do this in realtime - so the software renderer is hitting like 1000 fps (while also writing 30 files to disk per second)
making a weird bonus-renderer for little prize-scenes, for players who do well enough in the campaign mode (pre-render a gbuffer offline, do user-controlled lighting/fog/sky on the device)
i'm keeping the actual scenes a secret since they're player rewards, so here's a temp tester-scene instead
a neat thing here is that the actual triangles never make it to the device, so polycount doesn't affect performance or the game's download size. in this scene, each monkey-head is 60k+ triangles!