You can now play the original text-adventure prototype of Outer Wilds! This is so cool! https://thinkygames.com/news/you-can-now-play-the-original-text-adventure-prototype-of-outer-wilds/
lospec jam 🎉
submitted!
its still very rough and i will try and clean it up + add an end state tomorrow before the deadline but its good enough for a game jam game i think. feels good to set goals and meet them. thanks to everyone who followed along! i had a lot of fun!
heyyy it’s a new @eggplantshow (with special guest @tinysubversions !!) going INTO THE DEPTHS on what i’ve come to realize is basically the only thing i post here about: the yahtzee roguelike SLICE & DICE. https://eggplant.show/into-the-depths-slice-dice-part-1
Someone reminded me it's time to post some alternatives to Adobe software:
a few good reasons to have a deterministic particle system that integrates final particle positions at the time of render instead of updating with time deltas:
- you can play it backwards
- it's completely framerate independent
- you can dynamically adjust the particle count without changing the particle shape
- particles will always behave consistently in game state replays, etc.
- can be done completely on the GPU
only real drawback is world space particle movement becomes more complicated
Short blog post about "Everybody Wants to Crank the World", a #playdate #demoscene demo I made recently https://aras-p.info/blog/2024/05/20/Crank-the-World-Playdate-demo/
Calculating only some pixels both spatially and temporally is pretty much the same as DLSS, right? :P
Ahoy! picoSYNTH is out on Steam today! 20% launch discount!
Make silly tunes and crunchy beats!
i wrote sea floor elevation, added a bump mapped render and put together a live demo of the reverse elevation and waterway technique!
folks supporting me on patreon can see it here (there's a link to the live demo and a password for you in the devlog):
a humble render farmer