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i make games and silly code demos.

some of my games:
https://2darray.itch.io/

free gamedev tutorials:
https://demoman.net/

@ulquiro (NO PROMISES, BUT) i've thought a bit about an async mode where it sends your best replay to the other player whenever you beat your old time, and instead of showing the other player's immediate realtime actions, it's just showing their best ghost whenever you retry. again though, NO PROMISES because it might not be feasible to add ongoing server costs to this game

alright, Trackminia is now available!

store page:
https://play.date/games/trackminia/

trailer: https://www.youtube.com/watch?v=3NAtRmIOikc

Trackminia for Playdate

A drifty 3D precision-racer.

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

finally got my video-exporter to output audio as well, so now i'm ready to record trailer footage
@johann one of the rules in my rendering engine is "no per-pixel rendering" and unfortunately, even vertex-attribute interpolation is included in that! each triangle needs to be a solid color so I can blit long horizontal rows all at once (playdate screen is 1-bit, so I can tap up to 32 pixels in one "move uint32_t" instruction - hard to justify doing any per-pixel math when that type of blitting is available!)
got a third car mesh from a guy on the playdate discord (named choosh, i dunno his handle here!), also made some improvements to the greyscale exporter so it handles low-alpha stuff better (shadows, faded ghosts)

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)

the game's heavy dithering looks good on the real device, but not so good when viewed fullscreen on a computer monitor - so i've been preparing for trailer stuff by getting the game to export greyscale footage
added a replay-viewer mode with some procgen camera angles:
- chase cam: random world-offset from the car, as if a drone is following it
- rigged cam: random local-offset from the car, as if a camera is attached to it
- tripod cam: random upcoming wall position, as if a bystander is watching the car go past

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!