8Bit

8Bit

@memoriesin8bit.bsky.social

Game developer / Saturday Morning Marble Game / #DDGravityDive / looking for a new #gamedev gig / DRM-Freedom fighter / Drinker of lotsa coffee / Onions are my own https://8bit-memories.com https://mastodon.gamedev.place/@memoriesin8bit

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I love making games. And I want to make them for *you*. In effort to make myself more independent from the terribleness of the gaming industry, I have launched Patreon and Ko-Fi pages. Will it work? Won't know till I try! Patreon: patreon.com/memoriesin8bit Ko-Fi: ko-fi.com/memoriesin8bit

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Rest in peace, Walter Koenig. You made your way into the hearts of many in your role of Pavel Checkov on the Enterprise. To me it was your fantastic performance as the scheming Psi cop Alfred Bester.

Just re-installed the Dishonored games again because I want to dive back into this world. It's one of my favorite game series. Also I am overwhelmed by nostalgia in regards to the time in my life when I played the first game on PS3... good times. Miss them so much it hurts...

I'm not mad if we never get a third Dishonored game. The series is still very replayable and neatly wrapped up and remaining gaps bridged in the (really cool) novels. I don't need more. And considering how frequently "more" seems to suck these days... I almost dread any new announcement.

Making Marble Game's connector-snapping system work as one might expect and feel intuitive can be tricky. Once you move a part around, all connectors wanna see if they found a partner and snap to the best one.

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Always wanna make sure if every possible connector has a partner. Cause we only wanna show guiding lines on open connections. So the code needs to adapt to all the ways the part may move or snap around and update connections accordingly. This was a REAL fun project. This is why I love coding. :)

This also reminds me that someone once said "Good code comments itself". I don't know if that's true, but this whole logic has as many comments as it has lines of code. Some are superfluous, but I also do a lot of things for reasons that aren't immediately obvious, so I rather let future-me know.

Making Marble Game's connector-snapping system work as one might expect and feel intuitive can be tricky. Once you move a part around, all connectors wanna see if they found a partner and snap to the best one.

For that I need to use a proposed position - where the player wants to move the part to. If I'd use the real position, the part wouldn't be able to break off an established connection. OK. Simple enough. But you can also snap by just pointing to another connector. That changes everything again.

It's sad that not all voice actors could return to voice the new scenes in the Switch 2 version of Xenoblade 2, but Feliks Mathur, the new actor for Zeke, is doing a GREAT job to capture the original performance. If you'd told me if was the same guy, just 9 years older, I'd almost believe it.

8Bit reposted

I have multiple acquaintances who are incredulous that we're not using AI to code our game/DLC. Tbh, most of our time is thinking, tweaking and polishing anyway, not code. And when there is more code to be done, I get my son help with it, who gets paid, as a human. I'm fine with that.

Since I started making this game, placing and aligning things floating around in space has been pain. So I've been working on more intelligent snapping, added alignment lines, displays for part position and rotation and all together, things are getting better. :) #godotengine #screenshotsaturday

I still wonder if it would be possible to improve things further by adding a grid. But since you place things in all three dimensions, it would need to be a 3D grid, and each time I tried one of those, it caused pure visual chaos. :D

Since I started making this game, placing and aligning things floating around in space has been pain. So I've been working on more intelligent snapping, added alignment lines, displays for part position and rotation and all together, things are getting better. :) #godotengine #screenshotsaturday

Naturally, while I recorded this video, I discovered a bug in the code that detects passive and incidental connections between parts. Was a bit of a brain tease to figure out the proper way to solve this, but that's how it goes with sufficiently complex systems.

I have a thousand reasons to hate Microsoft. But whoever decided an XBox pad should have the ABXY buttons labelled in a mirrored way from what Nintendo is doing for decades... I wish all your life decisions were quicktime events that I had to do. Cause thanks to you, I'd fail each one of them.

Now I read that having a devlog is a great way for AI scammers to rip off your game. Which makes sense I guess... but damn. I really like writing about my game.

Been kinda hot and cold over my recent UX changes on Marble Game... but I think I'll be keeping them. Showing the positions of a part is less useful than I hoped, but it's another data point and since it lives in the corner of the HUD, it's not causing any harm either.

Considering the slop flood of the Steam Next Fest, I would now reconsider publishing my game on Steam and just go with GOG and itch instead, had I not already paid the publishing fee. Cause at this point am I really gonna reach a bigger audience on a platform that just gets SWAMPED in garbage?

More UX improvements for Marble Game. Game now shows position along with rotation of a part. And directly on HUD where it's less obtrusive. Now I gotta think of a way to indicate that position/rotation can be relative to a connector - which is helpful for aligning, so I wanna point it out.

The only thing I don't like is that when you rotate things in certain ways and connect them together, things tend to go off grid. But the positional display only shows integer numbers. Which is on purpose to help you align - which works best if the numbers are simple. But it still bothers me.

I always found the concept of hell odd. Why would the universe come up with something like that. But now I imagine once I die, I end up in a dark place, wondering: "shouldn't everything be on fire?" and the devil looks at me and says "good catch! let me fix that!"

And here I am still handcrafting my little marble machine sandbox because I just enjoy making it. If there's any vibes when I'm coding, it's cozy vibes. :)

Nintendo Wire@nintendowire.com

The game industry report is suggesting that 94% of studios are using AI, yet less than half have deeply integrated it into production. buff.ly/vFPCsmT

I may delay my next Pareon/Ko-Fi devlog a bit because I want to write about the challenges of placement and alignment in Saturday Morning Marble Game. Problem is that I am not done implementing all my ideas, yet. And it's slow, because it's tricky. I hope you understand.

I am excited for the Ocarina of Time Remake, convinced I'll love it and happy it will introduce the game to a new generation. That said, the original game is so inextricably linked to that moment in my life, my heart and the N64, I can already tell the Remake won't replace it. And that's okay.

I have very similar feelings about other Remakes, too. May it be all the Resident Evil Remakes, Silent Hill 2 Remake, Fatal Frame 2... I can still enjoy the Remakes for what they are, but they can't erase the experience of experiencing the originals when I first did. And nothing wrong with that.

Even tho I make a running gag about how I don't use signals (i.e. events) in Godot, even when I should, I am only half-serious. They're handy shipping info between systems that aren't closely related/connected. I always think of ships signalling over distance. But even more importantly, ...

But even more importantly, they teach me better design. Cause I still am bad designing systems where states change in an organized order. So I still sometimes get redundant signals. Challenges me to reconsider and that's great.

After a lot of deliberation and input from you guys, I implemented configurable Speed Shifting for player movement. So by default, the key makes the player move faster when moving normally and slower when holding a part, which can help when building stuff. :)

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I had to sit back a moment and wonder if I can make what I built here more understandable to new players. Cause I essentially I put a run and sneak button into one thing. But I can't exactly call it that cause it's not about running nor sneaking - just different movement speed modifiers.

After a lot of deliberation and input from you guys, I implemented configurable Speed Shifting for player movement. So by default, the key makes the player move faster when moving normally and slower when holding a part, which can help when building stuff. :)

Now that I have two different speed shift settings, things could get complicated. If the key is set to toggle ("toggle run" in other games) you'd transition from super fast to super slow once you grab a part and back to super fast on release. That's stupid. So I track toggle states independently.

Once AI has fully eaten up my job, I might just switch to data recovery. Because a lot of people couldn't even come up with good backup solutions before AI took over all the thinking for them.

After a lot of deliberation and input from you guys, I implemented configurable Speed Shifting for player movement. So by default, the key makes the player move faster when moving normally and slower when holding a part, which can help when building stuff. :)

Next I am gonna make a proper position display for parts - similar to how I already show rotation. This should also help aligning things just a bit better.