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"The classic 16-bit action puzzle game brought to your playdate in vivid 1-bit color". Completed with Steve Lavietes. See the Announcement Devlog for a write up on how we took the codebase from a genesis/megadrive version of the game to playdate. 06/06/2023 Update: Now available on the Playdate store with a new time attack mode and high score tables!
I spent some time in 2022 playing around with procedurally animated characters and little character tests that were lightly interactive, including some work building quick reference characters for work projects that could help animators understand how unusual creatures could move and feel by being more puppet like. I made this creature around halloween time based on a neat quadratic bezier trick for doing cables. Instead of cables, I used them to build legs which would move around based on your mouse input, using the springs to give them some secondary animation with bounce and weight.
8/3/2021: Ecto Scan
A game built for an episode of a TTRPG campaign I was GMming in the ghostbusters RPG system. A retro-style four player game in which the players collaborate to find the source of a strange signal in 1985 san francisco.
Steve and I returned to Tetris Attack after having worked on a megadrive version, as an homage to the awesome pico8 community. Features music by tesselode and art from a variety of great games from the pico8 community that inspired us! See the pico8 bbs page for the full list of thanks.
Started while snowed in one winter and ended up with a driving model inspired more by mario kart and some skiing physics. Fun things:
My first experiment with authored levels, which were described using a simple DSL in lua.
the player avatar is a mix of sprites (the body) and procedural graphics (the skis). Because the skis are rotating smoothly it makes the whole character feel better than the simple 8 frames or so of actual sprite there is.
It was also fun tuning the camera and particle effects to sell the speed and turns.
The course boundaries are drawn procedurally using splines
While struggling with Beat the Gobblins, I stumbled across a GMTK video about celeste's game feel, and after seeing the graphs I realized I could model those accelerations really simply using an ADSR model inspired by Steve Swink's Game Feel book. This test proved to be super useful, and I've cleaned it up into a very simple module I've since used on a number of projects. Its driven off just three parameters: acceleration time from 0 to full speed (in frames), deceleration time from full speed to 0 under no acceleration (in frames) and maximum speed (in px/f). You can see the table here and further explanation here.
The bounce demo is based on @fourbitfriday's bounce demo from a stream. Again, it is built into an easy to integrate library and features a similar "profile" system as the acceleration library.
Every game needs camera shake! This is a library for doing a simple nuclear throne/vlambeer inspired 2d screen shake.
A simple turn transition library that also serves as a nice demo for using quadplay's sequence feature.
Library that reads timing from Aseprite json files. This lets you use the aseprite feature to set frame durations to control timing in the animation tool. Also handles one shot animations, callbacks on animation end, functions to call when the frame advances, etc. Beat the Gobblins used this heavily.
Done as an intro/invitation cart for an Alife interest group meet up
Unfinished Prototypes
Hodgepodge of unfinished prototypes from projects over the years.
Space flight FX test
"Reach"
"Into the Pitch"
Pico8
Quadplay
Quadplay
4x-ish
Originally for 7drl
Planet Generator
Climbing Violets
Baseball Prototype
Screen shot of C++ version, click image to see on shadertoy:
C++/GLSL/ISPC
Pico8
Pico8
wanted to learn about procedural generation and raymarching. planet generation algorithm is my interpretation of an algorithm from star control 2. All of the generation was done offline in C++ and then ported to ISPC. The rendering is entirely in a GLSL shader.
This was a test for making a game entirely out of words, looking at how easy it would be for me to add content to a game with such minimal aesthetics. Links: Post Mortem, Source, Play Online
GMTK2020 Jam game, completed with Ed Luong and Nick Porcino. Really a mood and feel test. I did the intro, menus and audio. Post Mortem, Source, Play Online
Playdate Prototype
Gravity Prototype
Quadplay
Quadplay
A prototype for a playdate game, where you used the crank to do gestures to cast spells, trying to defend the cars of a train from enemies approaching from the right.
Prototype built around some pieces from Beat the Wizzard for an action game with a gravity throwing mechanic.