@Jonathan_Blow@ArtemisConsort Maybe for them our simulation is very light and simple to run. We wouldn’t know how their dimension looks like. It could be a school project or some inter dimensional being in their basement doing it for fun, just like we do.
@LtJ4x Its a mix of various things. But at the start the project is very small. As I add content I get a feel. I optimize as I go. Like: Oh no, Textures are over 1 KB now. Lets optimize.
end of the project, I was above 64KB and just started doing optimizations especially in Maps.
Turns out x86’s ”mov” instruction is turing complete and movfuscator can build a version of DOOM* entirely comprised of mov instructions:
https://t.co/7PRborkrJF
(*Slight performance caveat applies)
Ehhh... What's wrong with Xwitter? oO I mean... It seems like everyone is posting their old works... or did I miss the community giveaway of attention?
Okay, I will send the confidential drafts.
#pixelart#IndieGameDev
Hi, i'm Ellen. I make NES games. My artistic goal is to show that the NES can have GFX more pretty than commercial constraints of the 80s/90s let on.
But, i've got to eat & keep a roof. If you'd like to support me, please consider joining my patreon.
https://t.co/4uEw4nQPam
✨Into Ruins is out now on @itchio and the @lexaloffle BBS!✨
Jump down holes, fight monsters, and collect orbs as you make your way through cave formations and crumbling dungeons in this chaotic #pico8 roguelike.
itch: https://t.co/64G7Lobih2
BBS: https://t.co/RuzZgkrBzO
Introducing, Pure DOOM. A single header DOOM source port with no dependencies. Perfect for "Can my microwave run DOOM?" kind of projects.
https://t.co/59vAA9JzDb
Some old, self-indulgent 8x8px tileset/palette test I never got to post. Something similar, but way more practical, will be published on itch later this year!
#pixelart#ドットの日
New version of the "Castles & Clouds" #pixelart scene in authentic #NES graphics, now with enemies and props! Joyfully done with NAW editor by Bit Ink Studios