Space… bruce!
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spacebruce.bsky.social
Space… bruce!
@spacebruce.bsky.social
Aspiring computer game man, currently making a silly platformer for the Sega Mega Drive
good morning friends, I just got pushable blocks working
November 18, 2025 at 1:40 PM
Full UTF-8 support too, for your translating pleasure.
November 17, 2025 at 3:12 AM
textbox render test!

I've mentioned this thing a few times as it's taken an age to get working right, it does pixel-level positioning, proportional fonts, all sorts of stuff.

I'll publish the source to this bit standalone once I've got all the features in and made a good font for it...
November 17, 2025 at 2:19 AM
tryin to find an style that is a) within my abilities b) not horrendous c) can be smushed into pixels gracefully

experiment uno :
November 16, 2025 at 1:49 AM
Added some little splash effects and buoyancy. sploosh
November 10, 2025 at 3:38 PM
Witches float in water because they weigh about the same as a duck (this is how I avoid making underwater areas)
November 6, 2025 at 12:47 PM
rough loop
November 5, 2025 at 4:29 PM
converting enemies from notebook doodles into sprites, maybe made this one TOO cute, he couldn't be evil, not with those eyes
November 5, 2025 at 1:18 AM
It's also completely ""free"" as far as VRAM goes because i'm clobbering Plane A's tilemap with the graphics.
Does result in a blip of visual noise when unpausing, but I think I can get rid of that.

Frees up some space, I think I'll probably ditch the font too and use an animated bitmap for text.
October 29, 2025 at 9:24 PM
animated the book opening :)
October 29, 2025 at 9:22 PM
Memory leaks are a trillion dollar problem since the 60's! everyone suffers from a few!

I'm ok with handling my own memory, but SGDK does do some sneaky allocations behind your back, so I added this memory tracker to my (GORGEOUS lol) pause screen to see if I'm losing anything.
October 28, 2025 at 3:52 PM
Presenting the most inoffensive and genteel of raster water effects, thanks to Shannon Birt for clearing up some confusion I was having about how horizontal interrupts work.

Now water exists, we can... fish
October 28, 2025 at 1:45 PM
It takes two textures and smushes them into a globe in realtime, two different lighting modes because they both looked kinda nice.
October 25, 2025 at 1:37 PM
Relearned some geometry so I could make these stupid things. Completely forgot why by the time I was done.

#gamedev #sgdk
October 25, 2025 at 1:36 PM
October 5, 2025 at 3:45 AM
slowly climbing towards something presentable
October 3, 2025 at 12:26 PM
October 1, 2025 at 8:06 PM
Silly idea for a stage detail, let the fairy ride the duck.
October 1, 2025 at 5:23 PM
Slow bitmap scaler, hard to make these things go fast, probably missing a trick.

(not affiliated with the parodius port, just think puyan-kun is cute!)
September 30, 2025 at 2:18 PM
September 25, 2025 at 3:43 PM
some kinda smash troll dude, don't have a solid design yet so the details are temp, just wanted some shapes to test enemy behaviour with
September 21, 2025 at 11:03 PM
Basically done, art polish some other time, but I'm happy with this kinda composition
September 18, 2025 at 3:49 PM
oh yeah since it's a pre-drawn effect anyway, with this trick you can layer in overlapping foreground elements for free
September 18, 2025 at 12:31 PM
The perspective effect works in a silly way, set aside a block of tiles, and swap them out for horizontally pre-scaled versions.
I think that fancy toy story game did something like this.
September 18, 2025 at 5:14 AM
Working on a foresty town stage
September 18, 2025 at 5:06 AM