Space… bruce! @spacebruce.bsky.social · 17hTo 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. 110
Space… bruce! @spacebruce.bsky.social · 17hbuilding 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. 051
Space… bruce! @spacebruce.bsky.social · 05/10/2026definitely, it's great polish! I can't speed up mine lol, drawing the text is 100% CPU job. 210
Space… bruce! @spacebruce.bsky.social · 05/10/2026If 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. 100
Reposted by Space… bruce!flame @aeriform.bsky.social · 04/10/2026it 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 0377
Space… bruce! @spacebruce.bsky.social · 05/10/2026Background asset modified from this pack; ansimuz.itch.io/sunnyland-fo...ansimuz.itch.ioSunnyLand Forest of Illusion by ansimuzA Free Pixel-Art Environment Game Assets Pack 010
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. 4121
Space… bruce! @spacebruce.bsky.social · 30/09/2026Nobody reads alt text just use it to write jokes 110
Space… bruce! @spacebruce.bsky.social · 15/09/2026Not having a dumber version that doesn't have on board game storage/useful amounts of RAM feels like a bit of a blunder 111
Space… bruce! @spacebruce.bsky.social · 15/09/2026The 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 120
Space… bruce! @spacebruce.bsky.social · 14/09/2026The old 2360's models are a lot more reliable and easier to maintain than the 2370's with the new styling 010
Space… bruce! @spacebruce.bsky.social · 14/09/2026It was SHIT then and SHIT now and I will never install software with a nag screen ever again 010
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 · 13/09/2026I went to regular jersey once and it was quite nice 010
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
Reposted by Space… bruce!Michael Pavone @retrodev.com · 12/09/2026I 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.comBlastEm 1.0.0 Release Announcement 96938
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
Reposted by Space… bruce!Bad Computer @badcomputer.bsky.social · 08/09/2026Razing Core for SEGA Master System is now available. The full version and demo are here: badcomputer0.itch.io/razing-core 28555249
Space… bruce! @spacebruce.bsky.social · 07/09/2026roger that game leader, see you on the other side 010
Reposted by Space… bruce!LF222 @lf222.bsky.social · 14/11/2024Character design for reference, image is old (need to redo the staff face) #gamedev #characterdesign 182
Space… bruce! @spacebruce.bsky.social · 07/09/2026this was well worth putting a few hours into making 140
Space… bruce! @spacebruce.bsky.social · 07/09/2026I'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. 010
Space… bruce! @spacebruce.bsky.social · 07/09/2026I 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. 110
Space… bruce! @spacebruce.bsky.social · 07/09/2026this is cool. I compel you all to observe. look: 040
Reposted by Space… bruce!David “Mecha Zone” White @mechazone.bsky.social · 06/09/2026I'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 #MegaDrivepatreon.comUpdated Weapons And Speed Up | David "Mecha Zone" WhiteHey 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 084
Space… bruce! @spacebruce.bsky.social · 06/09/2026very 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. 010
Space… bruce! @spacebruce.bsky.social · 06/09/2026fish in my little fantasy world are wireframe creatures, that's not an art style abstraction, they actually just look like that 040
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 · 05/09/2026Been 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. 040
Space… bruce! @spacebruce.bsky.social · 04/09/2026remember this guy? he's blue now and causing a different sort of graphics error. 040
Reposted by Space… bruce!The Cutting Room Floor @tcrf.net · 01/09/2026It's good to be back :D tcrf.net/The_Cutting_... 351303303
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 · 30/08/2026Thanks! I was debating whether to keep that bubble or not, but it seems popular and adds a bit of character 010
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 · 28/08/2026sorry to upstage rockstar in their moment of glory, but check this out *does a little jig* 020