ghettobastler @ghettobastler.com · 22/05/2026The 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... 010
ghettobastler @ghettobastler.com · 22/05/2026I 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 1202
ghettobastler @ghettobastler.com · 21/05/2026We 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 01229
ghettobastler @ghettobastler.com · 20/05/2026Got the timer working. I'm getting very close to the token limit though... #pico8 #gamedev 1467
ghettobastler @ghettobastler.com · 19/05/2026Working on a timer system. This involves adding a "reset" parameter to the objects that calls an "init" function when another object is touched. #gamedev 052
ghettobastler @ghettobastler.com · 16/05/2026Also 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 171
ghettobastler @ghettobastler.com · 15/05/2026Working on level design with @pieropbes.bsky.social #pico8 #gamedev 1486
ghettobastler @ghettobastler.com · 14/05/2026I'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 0173
ghettobastler @ghettobastler.com · 13/05/2026Still experimenting with doors and multiple paths #pico8 #gamedev 51566
ghettobastler @ghettobastler.com · 12/05/2026Playing with the trigger/door system. #pico8 #gamedev 2354
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! 1100
ghettobastler @ghettobastler.com · 09/05/2026Thinking about level design (I have no idea what I'm doing) #gamedev 0131
ghettobastler @ghettobastler.com · 08/05/2026The game needs objectives. For now I've implemented simple pickups that trigger the end screen when they're all collected. #pico8 #gamedev 5412
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 0162
ghettobastler @ghettobastler.com · 03/05/2026Looking 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 1191
ghettobastler @ghettobastler.com · 02/05/2026The 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 1393
ghettobastler @ghettobastler.com · 01/05/2026Starting to experiment with colors and effects #pico8 #gamedev 828020
ghettobastler @ghettobastler.com · 30/04/2026Finally added directional bumps. This will definitely need to be put on a cooldown #pico8 #gamedev 4486
ghettobastler @ghettobastler.com · 29/04/2026Exploring the possibilities of the trigger system. #pico8 #gamedev 1522
ghettobastler @ghettobastler.com · 28/04/2026We 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 0517
ghettobastler @ghettobastler.com · 26/04/2026Just sent the last version of the editor to @pieropbes.bsky.social to make a test level and he went crazy with it #pico8 #gamedev 1474
ghettobastler @ghettobastler.com · 25/04/2026Completely 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 1151
ghettobastler @ghettobastler.com · 24/04/2026Finally added kickbacks. Now that I have rollovers and checkpoints, these were pretty easy to implement. #pico8 #gamedev 0352
ghettobastler @ghettobastler.com · 23/04/2026Putting things together in a test level. I was afraid that navigation would be too tedious/random, but it's actually quite fun! #pico8 #gamedev 515314
ghettobastler @ghettobastler.com · 22/04/2026Leaning into the exploration/platformer vibe: the pinball game now have checkpoints. #pico8 #gamedev 24211
ghettobastler @ghettobastler.com · 21/04/2026Back to the pinball project: moving targets. The object's trajectory is based on a polygon drawn in Tiled. #pico8 #gamedev 0161
ghettobastler @ghettobastler.com · 20/04/2026I 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 0214
ghettobastler @ghettobastler.com · 16/04/2026Added 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 1638
ghettobastler @ghettobastler.com · 15/04/2026Objects 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 2196
ghettobastler @ghettobastler.com · 14/04/2026Added a "key" parameters to walls that makes them "drop". So now we have doors. #pico8 #gamedev 0184
ghettobastler @ghettobastler.com · 12/04/2026Rollovers! And I got to learn to use object references in Tiled. Looks pretty powerful! #pico8 #gamedev 0152
ghettobastler @ghettobastler.com · 11/04/2026I'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 1182
ghettobastler @ghettobastler.com · 10/04/2026We 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 0202
ghettobastler @ghettobastler.com · 09/04/2026Reworked 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 1182
ghettobastler @ghettobastler.com · 08/04/20262/2 ...so I wrote a custom exporter for Tiled to make editing the level easier 060
ghettobastler @ghettobastler.com · 08/04/20261/2 Up until now I've been placing the different objects by editing the code directly, which is pretty tedious... #pico8 #gamedev 2214
ghettobastler @ghettobastler.com · 07/04/2026After 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 0224
ghettobastler @ghettobastler.com · 05/04/2026Slowly re-adding elements to the new engine. We now have the flippers back! #pico8 #gamedev 1163
ghettobastler @ghettobastler.com · 04/04/2026Changing 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 0223
ghettobastler @ghettobastler.com · 02/04/2026After some tweaking around, it works! #pico8 #gamedev 0324
ghettobastler @ghettobastler.com · 01/04/2026While @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 0175
ghettobastler @ghettobastler.com · 30/03/2026Literally 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 094
ghettobastler @ghettobastler.com · 14/03/2026Small 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 041
ghettobastler @ghettobastler.com · 14/03/2026Haha ! @jackturps.bsky.social (these scores are fake btw, they were written in the save file directly for testing purposes) 110
ghettobastler @ghettobastler.com · 12/03/2026JOULE 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 54210
ghettobastler @ghettobastler.com · 11/03/2026Started 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 1315
ghettobastler @ghettobastler.com · 10/03/2026Finally 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 1122