Tzschk

@tzschk.bsky.social

Freelance game dev with an unhealthy fixation with procedural generation. It’s pronounced like it’s spelled.

it feels impossible and unreal but I lost the closest and longest relationship I have ever had with another human on this earth. My children lost their mother who was the biggest part of their world. Everyone one loved Gita and we will miss her dearly. gofund.me/dd54f2acf

Donate to Support for Britt, Otis & June after loss, organized by britt brady

My name is Britt, and I am raising funds for myself and my children, Otis (11) a… britt brady needs your support for Support for Britt, Otis & June after loss

gofund.me

advice for programmers: for most procedural generation you don't actually need "good" number generators! use whatever you like. it doesn't have to be cryptographically secure, it's the x, y position of a cactus.

in contemporary storytelling, everything has to have a reason and a meaning and a backstory and should be there by design things can’t just “be”. people want explanations, so we can feel in control but nature is the opposite. everything is chaotic and meaningless art should be too

Instead of Blue Sky Dot Com everyone should just go back to, like, TIGSource and let me have a long-running forum thread for my game to build an audience slowly, instead.

programmer nerds: what are some of the best techniques you've seen to achieve 3d or pseudo-3D on hardware that was not designed for it? talkin Apple II, NES, genesis, snes, etc. I already know the mode 7s and the doom on a printer etc. but Im talking WEIRDER homebrew shit, demoscene, etc

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People have been saying my cozy horse game is "full of incomprehensible horrors" and "doesn't have any horses in it." The joke is on them, because surely these are horses. Look at their perfectly equine heads! (Don't notice anything else please)

There's still a game breaking bug somewhere … other than that, this is the least chaotic state the game has ever been in. Only took a few years 😸

Here's an example in motion. You can see the signs/awnings streaking horizontally, as well as the muddy halo around the brown utility poles and the brick buildings against the blue sky. The narrow poles/trees also sort of take on whatever large field of color is behind to them. Low-res chroma, baby.

Tzschk@tzschk.bsky.social · 2mo ago

Since our eyes are more sensitive to contrast in brightness, color is sent at a lower bandwidth to preserve image quality. This is why you see the colors "bleed" horizontally, even when the brightness is crisp; streaks of color cut into desaturated areas, narrow columns of color wash out, etc. 4/6

Blurred chroma values of a screenshot of a PS1-style streetscape.

So, I see a lot of people out there reaching for chromatic aberration when they need a quick and dirty CRT/NTSC/Composite vibe on their games/videos, and I wanted to offer some advice: The color bleed you're looking for isn't CA (left), it's chroma blur (right). 1/6

Screenshot of a PS1-style streetscape with chromatic aberration applied.Screenshot of a PS1-style streetscape with chroma blurring applied.

When every game is a roguelike deckbuilder RPG where you gotta be performing at 100 the whole time and optimizing your runs or whatever, and there's many games constantly fighting for your brain space, I think there's real merit to designs that just let you do a little thing for a little bit.

something I've consciously been doing on SKRUB Squad is resisting the idea that your game design needs to be challenging and aggressively rewarding and edge out a difficulty ramp the entire duration like it's totally okay if your game is designed to just give someone a mindless task to do for a bit

Thanks to some GB Studio wizards at the discord, I was able to get SEAMLESS SPRITE SHEET SWAPS working as a workaround to that 1 frame graphical hiccup that you can hopefully see here (may be tricky with bsky video compression). Sharing the tech for bsky folks here in this 🧵: #gbstudio #gameboy