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Space… bruce!

@spacebruce.bsky.social
210 followers 197 following 723 posts

Aspiring computer game man, currently making a silly platformer for the Sega Mega Drive insanium mode : x.com/spacebruce webzone : spacebruce.netlify.app

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Space… bruce! @spacebruce.bsky.social · 17h
I don't really think Archer deserves this snub
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Space… bruce! @spacebruce.bsky.social · 17h
To pull the tiles out of the sprite object it's some goofy chain along the lines of spriteName.animations[a]->frame[b].tilemap , you'll figure it out I bet, that stumped me first time as my autofill wasn't understanding the arrays properly.
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Space… bruce! @spacebruce.bsky.social · 17h
building 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.
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Space… bruce! @spacebruce.bsky.social · 05/10/2026
definitely, it's great polish! I can't speed up mine lol, drawing the text is 100% CPU job.
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Space… bruce! @spacebruce.bsky.social · 05/10/2026
If you can capture the vram tile address of the portrait sprites, you should be able to manually push frames to them with VDP_loadTileSet, I think, it'll bypass SGDK's sprite engine.
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Reposted by Space… bruce!
flame @aeriform.bsky.social · 04/10/2026
it doesn't look like much but desperately trying to keep my scene, all assets and scripts in the 2MB of memory and maintaining good performance, doing a lot of tricks to show and hide objects in the scene at runtime based on triggers #indiedev #gamedev #playstation #ps1 #psx #psxsplash #unity
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Space… bruce! @spacebruce.bsky.social · 05/10/2026
Background asset modified from this pack; ansimuz.itch.io/sunnyland-fo...
ansimuz.itch.io
SunnyLand Forest of Illusion by ansimuz
A Free Pixel-Art Environment Game Assets Pack
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Space… bruce! @spacebruce.bsky.social · 05/10/2026
Been 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.
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Space… bruce! @spacebruce.bsky.social · 30/09/2026
Poking ur eyes out
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Space… bruce! @spacebruce.bsky.social · 30/09/2026
Nobody reads alt text just use it to write jokes
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Space… bruce! @spacebruce.bsky.social · 15/09/2026
Not having a dumber version that doesn't have on board game storage/useful amounts of RAM feels like a bit of a blunder
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Space… bruce! @spacebruce.bsky.social · 15/09/2026
The tether/drag prop mechanic in my own game is loosely based on Chaotix, it's surprisingly straightforward, the basics are - figure out distance between A and B, if over length limit, use that as a strain factor and add it to B's movement vector. B does normal collision checks, nothing extra needed
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Space… bruce! @spacebruce.bsky.social · 14/09/2026
The old 2360's models are a lot more reliable and easier to maintain than the 2370's with the new styling
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Space… bruce! @spacebruce.bsky.social · 14/09/2026
It was SHIT then and SHIT now and I will never install software with a nag screen ever again
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Space… bruce! @spacebruce.bsky.social · 14/09/2026
Some kinda annotation
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Space… bruce! @spacebruce.bsky.social · 14/09/2026
It'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.
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Space… bruce! @spacebruce.bsky.social · 13/09/2026
I went to regular jersey once and it was quite nice
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Space… bruce! @spacebruce.bsky.social · 12/09/2026
Been 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.
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Space… bruce! @spacebruce.bsky.social · 12/09/2026
I want the charge melee attack to feel like this
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Michael Pavone @retrodev.com · 12/09/2026
I promised a new BlastEm release on September 11th... and it's still September 11th here in PST... by 16 minutes anyway. Presenting BlastEm 1.0.0 - supporting most of Sega's 16 and 8-bit hardware. It includes some new features and debugging improvements too www.retrodev.com/blastem/anno...
retrodev.com
BlastEm 1.0.0 Release Announcement
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Space… bruce! @spacebruce.bsky.social · 12/09/2026
harassing a tortle
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Space… bruce! @spacebruce.bsky.social · 10/09/2026
The console I'm using for testing is uh not happy, cracks and pops coming from my TV speakers and video dropouts.
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Space… bruce! @spacebruce.bsky.social · 08/09/2026
good computer.
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Space… bruce! @spacebruce.bsky.social · 08/09/2026
I will now be using titles and graphics such as these to supplement my video demonstrations
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Space… bruce! @spacebruce.bsky.social · 08/09/2026
I'm doing exactly the same thing lol
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Reposted by Space… bruce!
Bad Computer @badcomputer.bsky.social · 08/09/2026
Razing Core for SEGA Master System is now available. The full version and demo are here: badcomputer0.itch.io/razing-core
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Space… bruce! @spacebruce.bsky.social · 07/09/2026
roger that game leader, see you on the other side
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LF222 @lf222.bsky.social · 14/11/2024
Character design for reference, image is old (need to redo the staff face) #gamedev #characterdesign
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Space… bruce! @spacebruce.bsky.social · 07/09/2026
i'm actually smitten, I love her
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Space… bruce! @spacebruce.bsky.social · 07/09/2026
this was well worth putting a few hours into making
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Space… bruce! @spacebruce.bsky.social · 07/09/2026
this is epic
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Space… bruce! @spacebruce.bsky.social · 07/09/2026
I'm using a huion and they seem to have good pen interoperability, if I see one of those tiny cheap models on discount I grab it to get another pen and nib set lol.
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Space… bruce! @spacebruce.bsky.social · 07/09/2026
I had one for a while, utterly hated it for a dozen reasons and eventually switched back to a dumb flat slate that doesn't kill yer wrists.
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Space… bruce! @spacebruce.bsky.social · 07/09/2026
this is cool. I compel you all to observe. look:
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David “Mecha Zone” White @mechazone.bsky.social · 06/09/2026
I've been optimizing my collision code and enemy AI system. I gained 10 - 30 FPS depending on the level and everything is running great now! I also overhauled the weapons. Check out my free Patreon post for a video and details... www.patreon.com/mechazone/po... #IndieGame #SegaGenesis #MegaDrive
patreon.com
Updated Weapons And Speed Up | David "Mecha Zone" White
Hey everyone, I've been busy as always and have made a lot of progress over the last few weeks. It may not be obvious from the video, but al
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Space… bruce! @spacebruce.bsky.social · 06/09/2026
very nice! other than the usual stuff like placing objects down, some way to call into game functions/triggers with player region checks or conditions is always welcome in an editor.
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Space… bruce! @spacebruce.bsky.social · 06/09/2026
fish in my little fantasy world are wireframe creatures, that's not an art style abstraction, they actually just look like that
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Space… bruce! @spacebruce.bsky.social · 06/09/2026
yeah this is still stupid
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Space… bruce! @spacebruce.bsky.social · 06/09/2026
Today 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.
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Space… bruce! @spacebruce.bsky.social · 05/09/2026
Been drilling into how an actual game works today, so level flow, progression stuff, what do where when why. lots to think about. Currently have a save point working on the PC build, tracks stats and what level you're in, autosaving on level entry, the "Retry" button hooks into this properly.
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Space… bruce! @spacebruce.bsky.social · 04/09/2026
hello pender, yes it's coming together!
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Space… bruce! @spacebruce.bsky.social · 04/09/2026
hi
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Space… bruce! @spacebruce.bsky.social · 04/09/2026
remember this guy? he's blue now and causing a different sort of graphics error.
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The Cutting Room Floor @tcrf.net · 01/09/2026
It's good to be back :D tcrf.net/The_Cutting_...
The Cutting Room Floor wiki's homepage, featuring the rainbow pride logo
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Space… bruce! @spacebruce.bsky.social · 31/08/2026
rough 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.
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Space… bruce! @spacebruce.bsky.social · 30/08/2026
Thanks! I was debating whether to keep that bubble or not, but it seems popular and adds a bit of character
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Space… bruce! @spacebruce.bsky.social · 30/08/2026
needs a lot of improvements like a working hitbox and some proper patterns, but this guy was fun to work on
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Space… bruce! @spacebruce.bsky.social · 29/08/2026
scribbly doodle
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Space… bruce! @spacebruce.bsky.social · 29/08/2026
I 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... <
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Space… bruce! @spacebruce.bsky.social · 28/08/2026
sorry to upstage rockstar in their moment of glory, but check this out *does a little jig*
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