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eigenbom
searching PlanetScale…
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11 ms
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61.
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by
eigenbom
11y ago
I think the . expands to a url so you have to use the zero-width space trick.
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eigenbom
11y ago
These are pretty neat and very concise! :D
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eigenbom
11y ago
A few of us were doing this over on Twitter, with the typical "guess a number" games. But Alex's was the best so far! I built a few games, but all of them were too big. Here's a 2048/Threes-clone in <700 characte
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A game whose source code fits in one tweet
(github.com)
162 points
by
eigenbom
11y ago
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53 comments
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eigenbom
11y ago
This is a great introduction to procedural planet generation. There's only so far you can go with this tactic. Instead of a high-res LOD height-map built with the same old functions, I'd really love to see a low-res off-line calcu
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eigenbom
11y ago
Neat :) I definitely need a right-click colour picker (or shift-click) to work more easily. Can I suggest cutting back your GUI, removing that 3d look, or if you like it too much, then making the pixel art pictures also be 3d like that. Als
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eigenbom
11y ago
Neat :) I'm also reminded of http://davegrey.net/tagged/pixel-art and http://iotacons.blogspot.com.au/ wrt small pixel art drawings from pop culture. It's amazing that you can capture charact
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eigenbom
11y ago
Great, I'm glad so many people seem to enjoy it! :)
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eigenbom
11y ago
I agree :)
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eigenbom
11y ago
Thanks! Pixel art has a 'digitalness' to it that attracts me, but I can enjoy any style that is done well. A recent vector art game that blew me away, for example, was Hohokum. Pixel art may be overdone but I think it's a pre
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eigenbom
11y ago
Ah thx, thats a shame. There are a lot of tweet embeds in there.
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eigenbom
11y ago
The Loomis books are especially great and a must read for any figure drawing/painter/pixeller. However, if you start out with low-res pixel art (like a super mario snes sprite) then you don't really need to understand form at
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eigenbom
11y ago
Sure. I find it best to keep it simple, use a decent palette like DB16 or Arne16, block in your shapes, and then add details. Constraints are your friend, especially when starting out. See what you can do with 4 shades of grey in 32x32 pixe
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eigenbom
11y ago
Thanks! I think I averaged about 30 minutes per day on these, with a few pieces taking up to 2 hours. The daily practise has had a huge impact on my speed, more than anything else.
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365 days of pixel art
(medium.com)
109 points
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eigenbom
11y ago
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34 comments
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eigenbom
11y ago
Host a massive minecraft server.
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eigenbom
11y ago
Pixel art may have come from the limitations and formats of the past, but it'll continue to evolve and change like other art styles. It's simple to get into and complex to master. There are some good points in the article, but pix
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eigenbom
11y ago
Oh definitely. Minecraft does this in a simple but effective way. Though the interestingness of the landscape lasts until you've seen a few instances of each type, and then you have a model of the system in your mind, because it's
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eigenbom
11y ago
Perlin Noise is a cheap way to get repeatable and smooth randomness but should just be one tool in a world generation toolbox. I think most infinite worlds quite quickly collapse in 'interestingness' because after travelling for a
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eigenbom
12y ago
If you're interested in how artists use these systems, McCabe's Bone Music is a good start: https://vimeo.com/17329897 .
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eigenbom
12y ago
Thx Bending, yep the backend went through quite a few major changes, and is now about 70k LOC of C++. I had to do a few big rewrites but it's pretty solid now :)
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eigenbom
12y ago
Glad you enjoyed it! When finished the devlog will span the full five years of development, including releasing on steam later this year and then hopefully consoles next year.
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3.5 years of open development for a procedurally-generated adventure game
(forums.tigsource.com)
15 points
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eigenbom
12y ago
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4 comments
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eigenbom
12y ago
Thanks :) My wife and I have lived off one salary while I have been working on the game. We're not able to save any money or go on holidays, but we live much better than 99% of the world, so I can never complain. :) Extra costs, like a
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eigenbom
12y ago
Thx, I'm pretty proud of my devlog, it'll be fun to look back in a few decades :)
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eigenbom
12y ago
Thankyou sir :D
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eigenbom
12y ago
Thanks! And yep, that's what the Kickstarter was for. I've had people help with little bits along the way, but I've never been able to afford to bring someone on in a bigger capacity. Now I can and I've just got to find
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Moonman: 3 Years of Solo Gamedev and 2 Left to Go
13 points
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eigenbom
12y ago
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8 comments
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eigenbom
12y ago
Hey HN. I quit my job as a postdoctoral researcher 3 years ago and have since been working full-time on my first PC game. It's called Moonman and is a mix between Spelunky and Terraria. I've written all the code (60k LOC of C++) a
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3 years of my gamedev journey in gifs
(imgur.com)
1 points
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eigenbom
12y ago
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1 comments
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