If I get time, I would like to try compiling it to WASM. This would allow me to swap my robot poet’s native browser voice synthesis for it. Not sure if it is worth it, but it will be fun to play around with.
Edit: typo
1,307 karma · joined January 25, 2012
If I get time, I would like to try compiling it to WASM. This would allow me to swap my robot poet’s native browser voice synthesis for it. Not sure if it is worth it, but it will be fun to play around with.
Edit: typo
I keep my models on github[0]. Disclaimer, they are pretty niche things I needed around the house.
Btw I think level 5 is higher than average.
I think you should give it a go, making games is a lot of fun. Try making a prototype with circles and rectangles. Later on, you can hire someone to do the graphics or you can buy an asset pack. In my case, I can't make music - the two tracks in the game are free PICO 8 tracks and my best friend is working on the new ones.
If I ever release on steam, can I please use your comment in promo material? I would anonymize it of course.
Edit: grammar
I'm still obsessed with making my game, which you can try it at the link above (it is desktop only). This is my first "real" game, and it has been incredibly fun and rewarding. I've been working on it in the evenings for about 4 or 5 months.
It is a very ambitious mix of genres - shoot-em-up and deck-building. A lot of people said that those are genres that shouldn't be combined, but I think it turned out to be a fun little game. Folks who are not fans of one (or either) of the genres are actually playing it. I built a global high-score leaderboard, and there are people (including a few of my friends) competing on it. Whoever knocks my friend "BER" from first place will earn a beer from me.
This is purely a fun project, although I'm now seriously considering releasing it on steam when I finish everything I planned for it. It is made in Kaplay, a small JavaScript gamedev library, which is a big part of what makes it fun. If you try it out, please leave a comment, I would love more feedback!
In the last few months I haven't done much as I'm currently obsessed by gamedev. But now when you reminded me, I want to plot a few pieces I started last year and never finished.
I’ve built a 64x64 pixel art frame [0]. With the diffuser in front of the matrix, it looks like animations are floating in the air. I got parts for v2, but I’m yet to find time to build it.
I really like how electronics today are very accessible to start playing with. Basic stuff is mostly plug-and-play, and essentially it becomes a software project.
I built a similar CSS only glitch effect [1] and I really want to check your code when I get to my laptop to see how did you do it.
Of course, I added mine as well, which got better feedback on “What are you working on” thread than I expected.
Since then I released two updates but Show HN thread didn’t catch on. I’m still actively working on it. Atm I’m tweaking level difficulty to make it easier to start and then ramp up the difficulty.
I have a todo list defined, and I’m having so much fun going through it.
edit: typo
https://github.com/anvaka/city-roads
Edit: it outputs SVGs and you can try it online. Anvaka (author) has other really cool dataviz projects.
Edit: typo
- "z" plays a card - "x" ends your turn
If one never played deck builders, they probably have no idea what is going on. Thanks for trying it!
Here is a work in progress build:
https://muffinman-io.itch.io/space-deck-x
It is a combination of a shoot-em-up and deck building. You fly and shoot until you get to the boss, when you get your deck out to fight them.
That genre combination is definitely too ambitious, but I think it is fun to play and I’m enjoying making it.
I have a bunch of ideas how to combine the two parts better. But over the years, I’ve learned to control scope creep and actually ship pet projects.
Right now I’m in a middle of changing how enemy waves are spawned. After that I want to make a short tutorial and add two more bosses as well as more enemies.
If you end up playing it, please share your feedback I’ll be glad to hear it.
The game is made using Kaplay, a game dec library which brings me joy to use. I can best describe it as my friend described Pico-8: “easy things are easy”. But compared to Pico-8, Kaplay doesn’t have virtual console limitations and comes with a big library of components. Try it out, the community is small, but the library itself is really fun and easy to use.
EDIT: For context, this is about two weeks of work, in the evenings when my kid is asleep.
As someone who also do interactive articles from time to time, I'm wondering what is the tech stack you are using to make these?
For example:
If you end up using something similar in your game, I would love to see it!
edit: It seems that I need to make the RSS link more prominent :)
I was thinking about using walkers, but after some doodling decided to go with vector shapes. I think the combination of the two could also produce some cool results.
As lyr said, these are part of CCA's code challenge and we'll create a page to present all of the generators on one place.
edit: typo
As for OKLCH, it is a big upgrade. Working with color from code is hard, and it really makes things easier. I also like HSLuv [1], but unfortunately it is not supported natively in browsers.