Space… bruce! @spacebruce.bsky.social · 11/10/2026Successfully sent a small witch from one level to another via hyperspace. 1112
Space… bruce! @spacebruce.bsky.social · 05/10/2026building up a few event sequences now the scripting is mostly working. The textbox uses a lot of CPU so scrolling around at the same time is a problem. 083
Space… bruce! @spacebruce.bsky.social · 05/10/2026Been working on a concerningly robust scripting system for my Megadrive game. A few flickers here and there I need to iron out. The textbox engine is my beloved pride and joy. 4142
Space… bruce! @spacebruce.bsky.social · 14/09/2026It's totally safe to switch the Megadrive's background plane address mid-frame, testing that out with some hastily scribbled cloud graphics. Combining that with a raster palette swap and some sprite duplication to make a nice water effect. This console is fun to tinker with. 1214
Space… bruce! @spacebruce.bsky.social · 12/09/2026Been bouncing between a few setups, 60hz on an emulator/GameGear, 50hz on a megadrive. Put 50hz/Hardware for some PAL rep. This just reminded me, on Blastem there are a few corrupted sprite tiles, haven't spotted these under any other circumstance. 110
Space… bruce! @spacebruce.bsky.social · 12/09/2026I want the charge melee attack to feel like this 020
Space… bruce! @spacebruce.bsky.social · 10/09/2026The console I'm using for testing is uh not happy, cracks and pops coming from my TV speakers and video dropouts. 130
Space… bruce! @spacebruce.bsky.social · 08/09/2026I will now be using titles and graphics such as these to supplement my video demonstrations 050
Space… bruce! @spacebruce.bsky.social · 07/09/2026this was well worth putting a few hours into making 140
Space… bruce! @spacebruce.bsky.social · 06/09/2026Today I've been making improvements and fixing palette bugs. Had a problem where an object wouldn't share their slot properly and end up claiming a second, evicting lower priority objects such as this NPC, causing them to draw with the wrong palette data. 060
Space… bruce! @spacebruce.bsky.social · 04/09/2026remember this guy? he's blue now and causing a different sort of graphics error. 040
Space… bruce! @spacebruce.bsky.social · 31/08/2026rough bossfight flow, this is working pretty close to how I planned it! Player combat needs a lot of work, haven't merged some good changes in yet. 071
Space… bruce! @spacebruce.bsky.social · 30/08/2026needs a lot of improvements like a working hitbox and some proper patterns, but this guy was fun to work on 281
Space… bruce! @spacebruce.bsky.social · 29/08/2026I made it into a youtube video, thank you mr PigsyRetro! He's remaking/demaking Symphony of the Night and I leant him some code to handle 3D props. Video series here, my cameo is in the latest one :) > www.youtube.com/playlist?lis... < 091
Space… bruce! @spacebruce.bsky.social · 26/08/2026thinking of having a big stancy man as the idle/jump posture but a weird quadraped gallop when moving, he's all muscle and strange and doesn't like you 030
Space… bruce! @spacebruce.bsky.social · 24/08/2026awesome megadrive horizontal span rendering thing I occasionally work on in-between other things 1142
Space… bruce! @spacebruce.bsky.social · 23/08/2026Back on SNESJAM grind, the hud minimap works exactly how I want, infinite scroll left and right. 061
Space… bruce! @spacebruce.bsky.social · 13/08/2026Polishing this stage up, using every megadrive trick I know. It's a short little interstitial area where you'll be attacked by birds while travelling. featuring two framebuffer effects at once using a task scheduler and a big wobbly carriage sprite that drops a shadow (and needs a redraw). 2134
Space… bruce! @spacebruce.bsky.social · 05/08/2026game map is like this wrapped inside a cylinder (ref: gundam unicorn, gundam CCA) 030
Space… bruce! @spacebruce.bsky.social · 05/08/2026Does this layout feel like a good way to represent a map of an o'neill cylinder? The world layout loops on the X axis between 3 zones, so I want to suggest that by repeating a little bit at the the edges 250
Space… bruce! @spacebruce.bsky.social · 05/08/2026I'm now uploading daily-ish ROM updates and also writing in full sentences 130
Space… bruce! @spacebruce.bsky.social · 03/08/2026no idea how the hardware works, here's a car sprite 130
Space… bruce! @spacebruce.bsky.social · 03/08/2026I'm doing the ->>>> snes jam itch.io/jam/snes-dev... <---- 241
Space… bruce! @spacebruce.bsky.social · 02/08/2026fixed the 32X port, only using it in subtle ways for now like increasing the background framerate on this stage and fixing a few visual whoopsies. Unless life throws another wrench at it, game is coming to both Megadrive and 32X platforms. #gamedev 3214
Space… bruce! @spacebruce.bsky.social · 29/07/2026I had a spare bit (singular) going free in the tilemap layout so decided to use it to mark secret wall chicken spots. Doing a few arithmetic tricks to make sure it's not a speed burden on the scrolling engine which is already kinda slow. 072
Space… bruce! @spacebruce.bsky.social · 29/07/2026I once fell deeply in love with that one bonus stage from Melfand Stories... 030
Space… bruce! @spacebruce.bsky.social · 29/07/2026also here's a stage background i'm working on, the player is going to be in the mid ground on a cart doing something or other, it works by using the 68k's user mode to render then a bunch of small funky shaped DMA writes to copy up to vram, designed so action can still run at 60fps ontop. 1214
Space… bruce! @spacebruce.bsky.social · 29/07/2026added a fun ropeswing kinda mechanic. Doesn't have a dedicated sprite yet so it currently emerges from her forehead. 1111
Space… bruce! @spacebruce.bsky.social · 02/07/2026been having an absolutely terrible time IRL (jobseeking in this economy!) I'm porting my game off SGDK and onto the 32X (yes really) and making a native PC port alongside the 16-bit version. 3 simultaneous releases! Bit of a technical nightmare as the 32X SUCKS, but should be worth the pain. 2142
Space… bruce! @spacebruce.bsky.social · 14/06/2026here's it drawing... a blob. The CPU is very unhappy about this and it's missing the occasional frame. 1327
Space… bruce! @spacebruce.bsky.social · 09/06/2026slightly fumbled recording sessions showing my first successful test of it : 130
Space… bruce! @spacebruce.bsky.social · 09/06/2026Added demo recording and replay, my game can now play itself! 292
Space… bruce! @spacebruce.bsky.social · 07/06/2026I started on a level editor a year or so ago, never finished it, currently reviving it and getting it working properly. One thing I thought was pretty useful is it can parse the target project's source tree to detect object definitions and pull values. 190
Space… bruce! @spacebruce.bsky.social · 06/06/2026as long as every screen can cram into 96 unique characters, this is pretty gucci. 040
Space… bruce! @spacebruce.bsky.social · 06/06/2026there are some, uh, rendering issues and the font is broken, but I've got my localisation system with working with non-ascii languages. 1110
Space… bruce! @spacebruce.bsky.social · 04/06/2026Working on locale/language stuff. bit of a WIP as UTF8 strings aren't handled by this font, but it's no problem to redraw all the text fields while the game is running, idk why this isn't more common. (I don't know french beyond baby level, but if anyone does, bonjour!) 182
Space… bruce! @spacebruce.bsky.social · 27/05/2026I hope this rough illustration will help, not hinder understanding 140