modern dingus
@tijit.bsky.social
normal game development https://tijit.itch.io/ https://tijital-games.com/
Game achievements sell the illusion you can achieve something in games
ur not a real formula one fan unless ur eating the official tyre pasta. theres definitely a joke to make here about al dente and compound hardness
todays prototype: "hash collision" sections of the map remember the first time objects are on them in a certain configuration. if u occupy those cells again it loads that state, regardless of whether they are the same objects or not
todays prototype: "hash collision" sections of the map remember the first time objects are on them in a certain configuration. if u occupy those cells again it loads that state, regardless of whether they are the same objects or not
Realized I never shared this short crummy little breakdown I made back in 2023, showcasing the datamoshing workflow with the DXR raytracing setup I was working on at the time. "Everything is rendered in realtime in #unity3d using custom post processing shaders & a custom DXR (raytrace) setup."
including links to desmos graphs u can wiggle the points around on. it works entirely on the premise that u can get whether a point is left or right of a line by checking whether (ax*by-bx*ay) is positive or negative, using straight lines from (0,0)
today i wrote an article/tutorial on my implementation for a field of vision technique that works on different coordinate systems itch.io/blog/1614865...
today i wrote an article/tutorial on my implementation for a field of vision technique that works on different coordinate systems itch.io/blog/1614865...
whoa. this is actually an interesting artifact about game development from the early 90s. check it out.
but mission success, i can change one line of code and boom im doing shadowcasting in a different coordinate system
metroidvania where item rooms give u a choice of 3, using deterministic randomiser-like logic, making everyones playthrough very different
today im working out the minimal implementation for a CoordinateSystem class to do arbitrary line of sight for standard roguelike tiles, hex grids, and then hoping it will work for less intuitive geometry like in hyperrogue
big gamejams are so funny because sometimes you'll see something made in 4 days that is indistinguishable from someone's 6 year prison opus
Aaaaaand that's a wrap, everyone! Thank you so much for joining for #FangameMarathon 2026! We had a bunch of new communities joining (as always), and your participation in and support of our event is what keeps us going after all these years. See you again next year for FM 2027!
In 2009 a user on NicoNico uploaded 3 videos showcasing a bunch of IWBTG Fangames from that era, many of which are now lost. I decided to compile them together and put it on YouTube both so it's more accessible, and also just in case Nico ever goes under. Enjoy! www.youtube.com/watch?v=LOcx...
2009 Fangame Compilation
YouTube video by TalTunccoa
youtube.com
i still have yet to implement a 'rollback' coyote frame system that positions you as if you had jumped at the last point on a platform