3 ms·
I can't say I fully understand what this is / the capabilities, but man I love the aesthetic. It's interesting how an aesthetic can make an emotional impact an
by duxup 1y ago
I can't say I fully understand what this is / the capabilities, but man I love the aesthetic.
It's interesting how an aesthetic can make an emotional impact and draw a lot more interest.
- fidotron 1y agoI like the aesthetic, but 16:9 and 90s computing together is just wrong. The back breaking not quite square trinitron monsters were the best.
- 90s_dev 1y agoI chose 320 x 180 because of Animal Well. In fact, the whole app was originally conceived as a way for me to make an Animal Well style game, but more conveniently than using Pico8 (Billy Basso implied once that he used Pico8 to prototype Animal Well before moving to C++). I still think 320 x 180 is the right size for both games and game makers. For example, here's a very early (mostly broken) prototype of 90s.dev https://90s.dev/v1/ https://90s.dev/v1/ Because of 320x180, it can fit the code editor and the mapmaker or spritemaker on the screen at once, and each tab is big enough to be usable.
- 90s_dev 1y agoThanks! Explaining stuff is so hard! In fact, this entire article is just me trying to explain what this is in the shortest way possible. Maybe the shortest version is: 90s.dev is an API around a 320x180 web canvas, designed specifically for making games and game maker tools, with sharing capabilities built-in, and an innovative GUI for making game maker tools quickly and easily. No, that's still too vague. I give up.
- dflock 1y agoShow examples of things built with it?
- 90s_dev 1y agoSo far, only the built-in apps are made with it. You can click them on the desktop-thing when you open the app. So far the only finished app is fontmaker: https://90s.dev/os/#sys/apps/fontmaker.app.js https://90s.dev/os/#sys/apps/fontmaker.app.js Their source code for all built-in apps are in https://90s.dev/os/helloworld.zip https://90s.dev/os/helloworld.zip (found on https://90s.dev/getting-started/download-sdk.html https://90s.dev/getting-started/download-sdk.html)
- danielvaughn 1y agoIt really is. It’s almost harder than building the thing. Every time I try explaining my side project, I end up just saying “you know…it’s easier if I just show you”
- 90s_dev 1y agoYep, that's why I decided to make the pages able to have interactive demos. Though only the hello world tour and the refs guide use it so far.
- dr_kiszonka 1y agoI would put your text under "Welcome to 90s.dev." If possible, I would further simplify it. I took a stab at it below but I am no marketer (or a game maker), 90s.dev simplifies making games and tooling for game creators via: - an expressive API around a 320×180 web canvas, - built-in sharing capabilities, - an innovative GUI. Each bullet would link to a relevant part of the documentation. I think you also need a page with examples.
- 90s_dev 1y agoThanks, I'll definitely consider using that in the next launch.
- johnisgood 1y agoIs 320x180 generally enough for anything interesting?
- 90s_dev 1y agoAnimal Well uses 320 x 180 https://en.wikipedia.org/wiki/Animal_Well https://en.wikipedia.org/wiki/Animal_Well (In fact I partly made this app so I could make an Animal Well clone.)
- johnisgood 1y agoI'll check it out. Would it technically be possible, without too much difficulty, to increase 320 x 180? Just wondering!
- 90s_dev 1y agoTechnically it is possible right now. If you create usr/config.jsln (sample file is in sys/default/) and set its size, the screen automatically resizes to it. I didn't document this because I'm not sure it's the right decision. Allowing screen resize does make it more flexible, but also leads to decision paralysis for most users, who 320 x 180 is probably perfectly sufficient for. That was one of the genius moves of pico8, which tic80 failed to capture: offering the perfect set of orthogonal parameters for you, so you can just make stuff.
- johnisgood 1y agoOh, that is interesting. I think it could be worthwhile to document it for "advanced" or "power" users / developers perhaps, it is good to know that there is no such limitation, as I assumed there would be, meaning it is more flexible than I thought it to be!
- inanutshellus 1y agoYou can't both honor a constraint and give an out for it. Remember OG twitter and someone complained about the 140 character limit. Imagine the reply was "ok fine we'll let you use more than 128 characters, but you have to click an 'advanced' tab." instead of the "be clever" retort we really got from Jack Dorsey. Immediately there'd be no constraint at all, just an annoying step where you had to click an annoying checkbox. Point being - if the design is intended to be constrained, then it's perfectly reasonable to own that.
- stevage 1y agoKeep going, you'll get there. Yeah, explaining is hard. As someone who is not involved in game development I admit I didn't really understand your description about it being an API but not a game engine. But keep going, you're doing a great thing here.
- 90s_dev 1y agoI think I figured out how to explain it: I basically wanted to make a much more usable pico8 for game prototyping. Hence the 320x180 design, and this prototype: https://90s.dev/v1/ https://90s.dev/v1/ But I also wanted the full convenience of VS Code, including full type checking and autocompletion support for TypeScript. So I designed it to be a platform that can be used to make and publish the things that pico8's tabs contain. Now I see that I released this much too soon.
- deleted 1y ago[deleted]