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ghettobastler

@ghettobastler.com
310 followers 148 following 156 posts

he/him - they/them I make things and make things do things 25% of Marave Goyave ghettobastler.com ghettobastler.itch.io

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ghettobastler @ghettobastler.com · 22/05/2026
The entire logic is written using objects and connections in Tiled: this level uses a couple of timers (that effectively act like latches) and AND gates to create a sequence of events. Doesn't feel very practical though...
Screen capture of a level in Tiled
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ghettobastler @ghettobastler.com · 22/05/2026
I implemented AND and OR gates. Along with the timer, this allows for some pretty nice sequencing (this level makes no sense, it's only meant to demonstrate how sequencing works) #pico8 #gamedev
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ghettobastler @ghettobastler.com · 21/05/2026
We wanted to have some targets to hit, so I added a parameter to the walls to make them light up when hit and make them work with the timer system #pico8 #gamedev
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ghettobastler @ghettobastler.com · 20/05/2026
Got the timer working. I'm getting very close to the token limit though... #pico8 #gamedev
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ghettobastler @ghettobastler.com · 19/05/2026
Working on a timer system. This involves adding a "reset" parameter to the objects that calls an "init" function when another object is touched. #gamedev
Screenshot of the Tiled editor showing a test level of my pinball game
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ghettobastler @ghettobastler.com · 16/05/2026
Also made some cool badges with @pieropbes.bsky.social (the little ghost is from PieRo's game "Chagrin d'Amour": pbes-studio.itch.io/chagrin-damour) #pico8 #sauerkraut #douceurintense
Four badges on a red tablecloth. Top left: the PICO8 logo, top right: a cutout from a coffee ad that reads "Douceur Intense", bottom right: some saurkraut, bottom right: a pixelated ghost
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ghettobastler @ghettobastler.com · 15/05/2026
Working on level design with @pieropbes.bsky.social #pico8 #gamedev
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ghettobastler @ghettobastler.com · 14/05/2026
I'm starting to run into some performance issues when the number of objects gets too high, so I'm implementing a "loading zone" system where entities only get updated when you're in a particular area. #pico8 #gamedev
Tiled screenshot showing a map with several objects connected to each other with arrows
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ghettobastler @ghettobastler.com · 13/05/2026
Still experimenting with doors and multiple paths #pico8 #gamedev
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ghettobastler @ghettobastler.com · 12/05/2026
Playing with the trigger/door system. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 10/05/2026
#LDJam results are out! 7th overall in Compo ?! I'm so happy! Thank you to everyone who took the time to try and review cosmic relay!
Screenshot of my results for Ludum Dare 59. Reads:

Results
Final results

Overall: 7th (4.275 average from 22 ratings)
Fun: 12th (4.15 average from 22 ratings)
Innovation: 22th (4.025 average from 22 ratings)
Theme: 47th (4.2 average from 22 ratings)
Graphics: 15th (4.325 average from 22 ratings)
Audio: 29th (4.025 average from 22 ratings)
Humor: 34th (3.7 average from 22 ratings)
Mood: 29th (4 average from 22 ratings)
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ghettobastler @ghettobastler.com · 09/05/2026
Thinking about level design (I have no idea what I'm doing) #gamedev
A diagram showing circled with arrows between them
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ghettobastler @ghettobastler.com · 08/05/2026
The game needs objectives. For now I've implemented simple pickups that trigger the end screen when they're all collected. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 07/05/2026
🎉 Every object is encoded in one long byte string. I use LZSS to compress it, and write the result in the __map__ area of the cartridge. Token count could still be worked on, but this will be easier than fighting with the character limits. #pico8 #gamedev
Screenshot of the output of INFO in my PICO8 game. Reads:

FILE: MAIN.P8
TOKENS: 7757/8192
CHARS: 56178/65535
COMPRESSED: 13750/15616
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ghettobastler @ghettobastler.com · 06/05/2026
Okay we're going somewhere #gamedev
Screenshot of my git history. Reads:

be377df (flat_lzss) fixed fill
b96a687 truncate numbers, add fill
98d0f89 implemented lzss without fill
6464ab2 make one long string
6d65310 (lzcompression) tried to implement lz decompression in game. Level still too large
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ghettobastler @ghettobastler.com · 03/05/2026
Looking for solution for our space problem. The first one is obvious: store only one version of each different polygon, and use a reference table to build new instances. I've also temporarily disabled polygon triangulation. At least it's running, which is good enough for now #pico8 #gamedev
Screenshot of the output of the INFO command on my pinball prototoype. Reads:

FILE: MAIN.P8
TOKENS: 7823/8192
CHARS: 62334/65535
COMPRESSED: 16674/15616
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ghettobastler @ghettobastler.com · 02/05/2026
The levels are stored as a long string containing the coordinates of every points of every polygons. So yeah, this was bound to happen. #pico8 #gamedev
Screenshot of a PICO8 game that crashed. The text at the top reads:

#INCLUDE FILE TOO LONG:
GAME_SCENE.p8
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ghettobastler @ghettobastler.com · 01/05/2026
Starting to experiment with colors and effects #pico8 #gamedev
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ghettobastler @ghettobastler.com · 30/04/2026
Finally added directional bumps. This will definitely need to be put on a cooldown #pico8 #gamedev
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ghettobastler @ghettobastler.com · 29/04/2026
Exploring the possibilities of the trigger system. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 28/04/2026
We had a way to make objects pop out of the board, but no way to make them appear. So I've added a "trigger" parameter to the objects that activates them. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 26/04/2026
Just sent the last version of the editor to @pieropbes.bsky.social to make a test level and he went crazy with it #pico8 #gamedev
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ghettobastler @ghettobastler.com · 25/04/2026
Completely stole this from Devils on the Moon: I've added an "output" parameter to the kickbacks so they can also work as warps. Combine this with the camera system and we have *secret areas*. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 24/04/2026
Finally added kickbacks. Now that I have rollovers and checkpoints, these were pretty easy to implement. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 23/04/2026
Putting things together in a test level. I was afraid that navigation would be too tedious/random, but it's actually quite fun! #pico8 #gamedev
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ghettobastler @ghettobastler.com · 22/04/2026
Leaning into the exploration/platformer vibe: the pinball game now have checkpoints. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 21/04/2026
Back to the pinball project: moving targets. The object's trajectory is based on a polygon drawn in Tiled. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 20/04/2026
I finished my compo entry for #LDJAM ! It is very short, and features a gray alien playing DDR. You can play it here : ghettobastler.itch.io/cosmic-relay #gamedev #pico8 #ld59
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ghettobastler @ghettobastler.com · 17/04/2026
Small update: speed pads! #pico8 #gamedev
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ghettobastler @ghettobastler.com · 16/04/2026
Added rotation for the ball based on the tangential speed on contact. This is not physically "accurate": some energy should be spent changing the ball's rotation speed, and there is no friction on the walls. But it feels better! #pico8 #gamedev
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ghettobastler @ghettobastler.com · 15/04/2026
Objects can have arbitrary shapes. While we could use sspr to draw them, we would have to fit everything on a 128x128 spritesheet (without compression). So I'm testing filling the polygons in using electricgryphon's trifill function (www.lexaloffle.com/bbs/?uid=10844). #pico8 #gamedev
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ghettobastler @ghettobastler.com · 14/04/2026
Added a "key" parameters to walls that makes them "drop". So now we have doors. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 12/04/2026
Rollovers! And I got to learn to use object references in Tiled. Looks pretty powerful! #pico8 #gamedev
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ghettobastler @ghettobastler.com · 11/04/2026
I've actually worked on a similar camera system for an unreleased platformer project to handle level transitions. It could be fun to have those in a pinball game. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 10/04/2026
We want to have levels that are larger than the screen size, so I've added some camera movement to handle that. These are based on rectangular areas that are also defined in Tiled. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 09/04/2026
Reworked the way object are handled. Now that they can have multiple shapes attached to them, no more pointy flippers. Also: plunger and one-way walls! #pico8 #gamedev
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ghettobastler @ghettobastler.com · 08/04/2026
2/2 ...so I wrote a custom exporter for Tiled to make editing the level easier
Screenshot of the map in Tiled
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ghettobastler @ghettobastler.com · 08/04/2026
1/2 Up until now I've been placing the different objects by editing the code directly, which is pretty tedious... #pico8 #gamedev
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ghettobastler @ghettobastler.com · 07/04/2026
After adding spatial partitioning, the engine can handle way more objects and shapes. So now I can use a several line segments to approximate a Bézier curve. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 05/04/2026
Slowly re-adding elements to the new engine. We now have the flippers back! #pico8 #gamedev
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ghettobastler @ghettobastler.com · 04/04/2026
Changing the physics engine. My solution relies solely on segment intersection to detect collision, which makes handling corners troublesome. Plus circles are approximated using polygons, which I find a bit limiting. So instead I've decided to go with a classic impulse resolver. #pico8 #gamedev
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ghettobastler @ghettobastler.com · 03/04/2026
It's starting to take shape #pico8 #gamedev
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ghettobastler @ghettobastler.com · 02/04/2026
After some tweaking around, it works! #pico8 #gamedev
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ghettobastler @ghettobastler.com · 01/04/2026
While @pieropbes.bsky.social works on board design ideas, I'm building a basic pinball prototype. I wanted to reuse my segment intersection code from Celestial Serpent to build a physics engine. This is going well. #gamedev #pico8
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ghettobastler @ghettobastler.com · 30/03/2026
Literally minutes after seeing the trailer for AMANO's Devils on the Moon EN translation: @pieropbes.bsky.social : I want to make a pinball game so bad... ghettobastler: well let's go #gamedev
Excerpt of a Discord chat:

PieRo_PBeS_studio: j'aimerais trop faire un flipper...
ghettobastler: ben go
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ghettobastler @ghettobastler.com · 14/03/2026
Small update to the game! I've increased the score ceiling, and updated the cart label: it now features amazing art by The Sailor (the-sailor.itch.io) #pico8 #gamedev
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ghettobastler @ghettobastler.com · 14/03/2026
Haha ! @jackturps.bsky.social (these scores are fake btw, they were written in the save file directly for testing purposes)
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ghettobastler @ghettobastler.com · 12/03/2026
JOULE THIEF is out! You can play it here: ghettobastler.itch.io/joule-thief The cart is also available on the Lexaloffle BBS: www.lexaloffle.com/bbs/?tid=155... I hope you enjoy playing it as much as I did making it! #pico8 #gamedev
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ghettobastler @ghettobastler.com · 11/03/2026
Started implementing the title screen. I'm going with a "terminal" look, to match the minimalist style of the game. I also did this thing I've seen in nizakashii's games (nizakashii.itch.io) where you have to press the "clear save" button 10 times before it actualy does so #pico8 #gamedev
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ghettobastler @ghettobastler.com · 10/03/2026
Finally decided on a name for the game: JOULE THIEF. Yes, I am a nerd. Started to mockup the title screen. Pretty bare for the moment, and the text is a placeholder (that's why it says "start" three times). #gamedev #pico8
Mockup of the title screen of my game JOULE THIEF.
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