2DArray @2darray.bsky.social · 12/07/2026back to the playdate for more prototyping and software-rendering shenanigans 0300
2DArray @2darray.bsky.social · 03/02/2026looking real nice, great job! the outlines are a cool inclusion 120
2DArray @2darray.bsky.social · 18/01/2026looking at the thread, i have very little of interest to add, lol. it's an aesthetic upgrade, but the difficulty curve feels pretty accidental for most of the runtime. makes me appreciate DS1's encounter-design more by acting as an uncanny-valley recreation of it 010
2DArray @2darray.bsky.social · 21/11/2025don't talk shit about the tweightiers, they're going all the way this season i can feel it 020
2DArray @2darray.bsky.social · 19/11/2025it sounds like a food delivery app but it's shorter and less confusing than x-formerly-twitter-jam, so that's good 020
2DArray @2darray.bsky.social · 19/11/2025sorry but my doctor said i'm not allowed to refer to a bluesky post as "a skeet" 100
2DArray @2darray.bsky.social · 19/11/2025what do we call tweetjams now? (dunno. 248 bytes) #pico8 ?"\^!5f10█▒1⬇️3⬅️;⌂♥7" ::_::flip()cls()w=t()/8for i=0,700do for j=0,1do srand(i)f=w+j/120g=i*.618a=g+sin(f+g+rnd()/9)y=cos(f+g)r=sqrt(1-y*y)x=r*cos(a)z=r*sin(a)h=120/(z+3)u=x*h+64v=y*h+64if(j<1)p=u q=v else line(p,q,u,v,rnd(9)+1) end end goto _ 4578
2DArray @2darray.bsky.social · 15/08/2025adding a long trail behind the player to highlight your path through the level 1120
2DArray @2darray.bsky.social · 14/08/2025social media has reencoded my gif, broken the framerate, and made it look choppy, but uh the game runs at 50fps 140
2DArray @2darray.bsky.social · 14/08/2025haven't posted in a while but i'm working on another thing for the playdate 1634
2DArray @2darray.bsky.social · 08/04/2025this is the best name for this genre and it's not even remotely close 000
2DArray @2darray.bsky.social · 30/03/2025i will not be taking any further questions at this time 3181
Reposted by 2DArrayChris Wade @luckshotgames.com · 03/03/2025Very excited to share that Big Hops' first public demo will be at Day of the Devs' pre-GDC event at the Midway on March 16th! Most of our team will be around for GDC, so get in touch if you're interested in doing an interview or playing the demo. 119917
2DArray @2darray.bsky.social · 06/02/2025i've seen somebody in the discord server working on something like that...not sure if they're on bsky but i'll ping them 010
2DArray @2darray.bsky.social · 28/01/2025if you're curious about how this game was made, from (pretty much) start to end, then boy-howdy do i have a giant mastodon thread for you mastodon.gamedev.place/@2DArray/112...mastodon.gamedev.place2DArray (@2DArray@mastodon.gamedev.place)Attached: 1 video messing around with the playdate again 070
2DArray @2darray.bsky.social · 28/01/2025Trackminia is available now, only on the Playdate! play.date/games/trackm... www.youtube.com/watch?v=3NAt...youtube.comTrackminia TrailerYouTube video by Eli Piilonen (2DArray) 76413
2DArray @2darray.bsky.social · 04/01/2025working more on spider-behavior and finally adding some sound effects. the sound isn't particularly _good_ yet, but it exists, at least! 291
2DArray @2darray.bsky.social · 21/12/2024pathfinding for large agents: the spider patrols by default and chases you when you're in a place that it can reach (it can't fit through smaller doorways) eventually this will have some stealthy line-of-sight stuff, but for now the spider just has magic awareness 160
2DArray @2darray.bsky.social · 10/12/2024I don't know anything about display specs, so I'm just gonna assume yes, something like that 010
2DArray @2darray.bsky.social · 09/12/2024went down a rabbit-hole thinking about how to get the ambient light level to change as you moved long distances, ended up with a baked lightmap 180
2DArray @2darray.bsky.social · 09/12/2024usually i'd agree - and i tried it, but unfortunately flickering a pixel on and off looks bad on the playdate. in this case with the blue noise, it seemed to artificially alter the contrast of the image whenever you were moving...so, can't do it! 110
2DArray @2darray.bsky.social · 08/12/2024started adding support for a moving camera - this is harder than usual in this game, because of the lighting system! getting more and more interested in making the whole game one continuous/seamless map, instead of doing room-transitions... 280
2DArray @2darray.bsky.social · 04/12/2024video of what happens when running the script from the previous post. currently it just prints stuff to the console, but i'll get into proper in-game dialogue rendering soon works in a traditional way: source text -> lexer -> parser -> AST -> bytecode 150
2DArray @2darray.bsky.social · 04/12/2024kinda dry, but i've been making a custom language for dialogue/scenario authoring for the past few days. sorta like yarn spinner, where you can mix "coding-script" logic and "theater-script" dialogue. it's finally executing some code! video of this script running in the next post 1130
2DArray @2darray.bsky.social · 30/11/2024#pico8 flurry, 274 bytes ?"\^!5f10076=1▒" s={}::_::cls()for i=0,2do add(s,{x=rnd(130),y=-10,d=1+rnd(5),u=0,v=0})end for i,p in pairs(s)do p.u=(p.u+rnd(.3)-.16)*.98p.v=(p.v+rnd(.4))*.8line(p.x,p.y,p.x+p.u,p.y+p.v,p.d)p.x+=p.u/p.d p.x-=flr(p.x/130)*130p.y+=p.v/p.d if(p.y>130)del(s,p) end flip()goto _ 1453
2DArray @2darray.bsky.social · 27/11/2024here's an oldie #pico8 cls(6)m=8192?"shit",3,3,1 memcpy(0,m*3,m)::_::cls()w=-t()/2rect(36,54,37,127,2)for x=0,60do a=x/45 for y=0,30do c=sget(x/3,y/3)+(x+y)%2+.2p=a*(sin(x/20+w)+cos(y/16+w))q=a*(cos(x/23+w)+sin(y/19+w))u=x+p v=y+q+a*7circfill(u+39,v+54,1,c+p/3-q/3)end end flip()goto _ 1305
Reposted by 2DArrayDelphiX @delphix4855.bsky.social · 24/11/2024This is so cool that I had to try it on my CRT monitor! I shrunk the glow a bit so that the edges of the Pico-8 border wouldn’t cut it off and look a bit ugly. First image is in full screen, second is 1x size. 0171
2DArray @2darray.bsky.social · 23/11/2024third type of bug: little roaches that get scared away by your lantern 1141
2DArray @2darray.bsky.social · 23/11/2024#pico8 ?"\^!5f101😐<😐1🐱2🅾️◆?7♥웃8☉2" ::_::u=rnd(128)v=rnd(128)g=u-99h=v-64d=max(20,sqrt(g*g+h*h))c=9+d/20+rnd() if(v>65)p=v-64z=120/(v-64)x=(u-64)/p d=sqrt(x*x+z*z)s=z/d+x/d/4w=(z+sin(x/3+t()/8)+rnd())%4c=w+(c-w)*min(z/40+s^14/4,1) pset(u,v,c)goto _ 616625
2DArray @2darray.bsky.social · 21/11/2024starting to work on a first enemy type (video contains a creepy-crawler) 280
2DArray @2darray.bsky.social · 19/11/2024aiming for 30FPS in general - for most of the thread, it's using between 50% and 60% of that 30FPS CPU budget in that latest clip with the AO, it's pretty much maxed out, but i'm swapping in a faster AO method to bring it back down again 110
2DArray @2darray.bsky.social · 19/11/2024trying some ambient occlusion - i'm doing it in an unusuable bruteforce way for now, but i like how it looks enough that it feels like it'll be worthwhile to find a smarter way to do it 1110
2DArray @2darray.bsky.social · 18/11/2024making a map editor, partly to make it faster to set up rooms, but also so i can auto-generate these red sectors... sectors are always rectangles, so any two points inside the same sector are guaranteed to have line-of-sight to each other. this should allow a much faster raycasting strategy! 1100
2DArray @2darray.bsky.social · 17/11/2024for some reason i can't post video replies in this thread anymore lol. maybe just a bug in the site, will try again later. here's a screenshot for now: normal mapping for floors, highlights for lit faces of walls, ambient light for the more relaxed scenes 2100
2DArray @2darray.bsky.social · 17/11/2024a clip showing the penumbras more clearly - the shadow's edge is softer when standing very close to the shadowcasting corner, and gets sharper as the light gets farther away. it's a "real" area-light! 1110
2DArray @2darray.bsky.social · 17/11/2024trying another #playdate idea: guy with a candle/lantern quite noisy, but it has soft shadows with correct penumbra behavior, and runs at a stable 30fps on the device! 6834
2DArray @2darray.bsky.social · 12/11/2024the best part of Agile was when he said "IT'S AGILIN' TIME" and Agiled all over those guys 191
2DArray @2darray.bsky.social · 12/11/2024regular people: agile is an adjective corporate people: Agile is a noun the scrum website's blog: 2170
2DArray @2darray.bsky.social · 12/11/2024it's a lot of fun! the code is insane to read though, since it's going for fewest-characters-possible - here's an expanded version (with sane whitespace/linebreaks and less "let's do a mega-expression on one huge line") with a bunch of comments explaining wtf is going on pastebin.com/PAPZtKK1pastebin.com"gas giant" tweetjam explanation - Pastebin.comPastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time. 150
2DArray @2darray.bsky.social · 12/11/2024thanks, and yes! if you paste the code into a blank pico8 cartridge, it'll draw the above image you can try it at www.pico-8-edu.com - once it boots into its command-line: 1. hit ESC to go to the code editor 2. paste the code 3. hit ESC again to go back to cmd 4. use the RUN command to execute 250