2DArray
@2darray.bsky.social
870 followers 56 following 50 posts
i make games and silly code demos. some of my games: http://2darray.itch.io some free gamedev tutorials: http://demoman.net
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2darray.bsky.social
adding a long trail behind the player to highlight your path through the level
2darray.bsky.social
social media has reencoded my gif, broken the framerate, and made it look choppy, but uh the game runs at 50fps
2darray.bsky.social
haven't posted in a while but i'm working on another thing for the playdate
2darray.bsky.social
new mathematical formula just dropped
A screenshot that looks like a scientific paper, containing the following text:

Chocolate chip cookie allocation formula

The following calculation is used to determine the fraction of the chocolate chip cookies which go to me, while the remaining cookies all go to you. Let theta be greater or equal to zero, representing the cookie elasticity, and let omega be less than zero, representing the chocolate chip cookie melting rate.

(At this point a strange looking mathematical formula is shown)

Parameter selection

We set theta to a value of 0, and we set omega to a value of -1, as recommended by leading bakers, such as Tom Marvolo Riddle. You've reached the usage cap for GPT-4. You can continue with the default model now, or try again later. Learn more

(At this point, the content of the image ends. When the above parameters are applied to the formula being described, it always resolves to exactly 1)
2darray.bsky.social
this is the best name for this genre and it's not even remotely close
2darray.bsky.social
i will not be taking any further questions at this time
Reposted by 2DArray
luckshotgames.com
Very excited to share that Big Hops' first public demo will be at Day of the Devs' pre-GDC event at the Midway on March 16th!

Most of our team will be around for GDC, so get in touch if you're interested in doing an interview or playing the demo.
2darray.bsky.social
i've seen somebody in the discord server working on something like that...not sure if they're on bsky but i'll ping them
2darray.bsky.social
if you're curious about how this game was made, from (pretty much) start to end, then boy-howdy do i have a giant mastodon thread for you

mastodon.gamedev.place/@2DArray/112...
2DArray (@[email protected])
Attached: 1 video messing around with the playdate again
mastodon.gamedev.place
2darray.bsky.social
releasing on january 28th!
rae.wtf
scraecrow @rae.wtf · Jan 16
some fresh key art for @2darray.bsky.social's upcoming #playdate game, trackminia
a car drifts towards the camera along a bridge high up in the sky, during sunset. the word "trackminia" is displayed across the top
2darray.bsky.social
sounds for a swarm-o-roaches
2darray.bsky.social
working more on spider-behavior and finally adding some sound effects. the sound isn't particularly _good_ yet, but it exists, at least!
2darray.bsky.social
pathfinding for large agents: the spider patrols by default and chases you when you're in a place that it can reach (it can't fit through smaller doorways)

eventually this will have some stealthy line-of-sight stuff, but for now the spider just has magic awareness
2darray.bsky.social
they really missed an opportunity to make it $18.47
2darray.bsky.social
reached a fun milestone in scenario-authoring today!
2darray.bsky.social
I don't know anything about display specs, so I'm just gonna assume yes, something like that
Reposted by 2DArray
2darray.bsky.social
went down a rabbit-hole thinking about how to get the ambient light level to change as you moved long distances, ended up with a baked lightmap
a screenshot of the lantern game. a dim light illuminates a bendy corridor a long hallway which gradually gets brighter as it reaches a central room another pic of some lights shining in a hallway. the game's player has a lantern which is lighting up a small area around them. some other environmental lights are revealing more distant places in the map
2darray.bsky.social
usually i'd agree - and i tried it, but unfortunately flickering a pixel on and off looks bad on the playdate. in this case with the blue noise, it seemed to artificially alter the contrast of the image whenever you were moving...so, can't do it!
2darray.bsky.social
started adding support for a moving camera - this is harder than usual in this game, because of the lighting system!

getting more and more interested in making the whole game one continuous/seamless map, instead of doing room-transitions...
2darray.bsky.social
video of what happens when running the script from the previous post. currently it just prints stuff to the console, but i'll get into proper in-game dialogue rendering soon

works in a traditional way: source text -> lexer -> parser -> AST -> bytecode
2darray.bsky.social
kinda dry, but i've been making a custom language for dialogue/scenario authoring for the past few days. sorta like yarn spinner, where you can mix "coding-script" logic and "theater-script" dialogue. it's finally executing some code! video of this script running in the next post
some code in a strange format which has logical flow like if/else, but also lines of theater-dialogue like "name, colon, spoken text" mixed together. there are a few spots where the player can pick something to say, and they get different responses from the character they're talking to depending on what they picked.