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tommulgrew.itch.io

@tommulgrew.itch.io
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tommulgrew.itch.io @tommulgrew.itch.io · 30/09/2026
Here's a modified 60 FPS wide-screen version (no longer compresses to 1k though). pico8 -displays_x 2 load #mot_drive1k_wide
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tommulgrew.itch.io @tommulgrew.itch.io · 26/09/2026
True biblical fact: I had to sacrifice this cow to fit the gameplay logic in.
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tommulgrew.itch.io @tommulgrew.itch.io · 26/09/2026
A little #pico8 rally driving game for the #pico1k comp. tommulgrew.itch.io/drive-1k
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tommulgrew.itch.io @tommulgrew.itch.io · 16/09/2026
Zombie Simulator 1000 #pico1k
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tommulgrew.itch.io @tommulgrew.itch.io · 18/08/2026
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tommulgrew.itch.io @tommulgrew.itch.io · 15/08/2026
I have some mad plans for networked nodes exchanging raw sparse voxel octree data (for reasons). It will require a heap more code before I know if it works well enough to be useful. But for now there's this to look at. #voxel #octree #svo
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tommulgrew.itch.io @tommulgrew.itch.io · 02/07/2026
June 29th is Google-my-obscure-pico8-game day.
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tommulgrew.itch.io @tommulgrew.itch.io · 28/06/2026
Working on the hyperspace logic. You select you destination while docked to the station, then leave the station and fly to the jump point, which triggers the jump. You then have to dock with the station before jumping again. (Still needs a warp animation.) #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 21/06/2026
Starting on the space station interface. I'm thinking Elite-like commodity trading, but with the option to sign up for missions, and tracked standings with different factions. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 20/06/2026
Using Perlin noise to determine the star factions, so humans are mostly top-left, droids mostly bottom, aliens mostly top right. I might do something similar for technology levels etc to set prices for tradeable goods. #pico8
Perlin noise diagram in red, yellow and orangeStar chart for a pico-8 game showing star allegiance and hyperspace routes.
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tommulgrew.itch.io @tommulgrew.itch.io · 20/06/2026
Note to self: Stop provoking people on the Internet.
Itch.io discussion forum snippet:

Post: "this game is stupid FREE MODE is not FREE"

Reply: "Yes, you now owe me your first born son.

Next time read the EULA more carefully..."
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tommulgrew.itch.io @tommulgrew.itch.io · 20/06/2026
Procgenning a little star chart for my space sim. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 07/06/2026
I will probably add robot faction as the 3rd faction, with a boxy non-aerodynamic theme for their ships. I had planned 4 factions, but I've already used 10k of my 32k model budget on the ships and space station, and I still want to add pirates and traders.
Low-res pixel-art alien and robotA long gray boxy spaceshipA round blue space fighter
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tommulgrew.itch.io @tommulgrew.itch.io · 07/06/2026
Aliens have orange bug-like ships. ... although I went a bit overboard with the command ship - might tone that down a bit later.
Low-res pixel-art of a bug-like alienA large orange spaceship with bug-like mandibles and wingsA small orange space fighter
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tommulgrew.itch.io @tommulgrew.itch.io · 07/06/2026
I'm trying to create some factions with distinct visual styles. Humans have gray ships based on vehicles (cars, planes, ships). The command ship needs a bit of work to make it less ship and more spaceship I think. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 01/06/2026
I don't really have anything new to show. I just like watching these mayhem space battles. It is remarkable how much of an object's shape and direction your brain can deduce from just a few pixels. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 31/05/2026
This runs a bit better. Pairs of bullets are treated as 1 entity now (not 2). Which is a bit of a compromise, but worth it. Also added a basic sphere test to quickly discard impossible combinations. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 31/05/2026
Outside perspective space battle. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 29/05/2026
Starting to feel like a space battle now. Some perf issues when lots of bullets in the air - might need to switch from polys to particles. And I need to figure out what role the large command ships will play - currently they just sit there. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 24/05/2026
I had to go back to the drawing board, but formation flying looks like it's working now. The large ship is the leader, and flies from waypoint to waypoint. The rest of the squad tries to maintain their relative formation positions. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 19/05/2026
I'm not sure I've nailed the flying-in-formation code yet... #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 16/05/2026
Too much? #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 14/05/2026
Damage hurts now. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 13/05/2026
Added collision avoidance logic. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 11/05/2026
Working on the dogfight AI. If they can't line up enemy within a few seconds they have to throw in a couple of random turns then try again. Otherwise they end up circling each other forever. Still needs logic to avoid head on collisions. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 10/05/2026
You can't actually collide with the space station yet, but this still looked kinda cool imo. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 10/05/2026
I sprinkled in a bit of quadratic formula, and now the AI knows how to lead its shots. I'll have to decide whether to leave the visual indicator in for the player. I kind of prefer the game without it, but the AI might need toning down a bit. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 10/05/2026
Implemented basic aiming & shooting "AI" (shown here controlling the player's ship). It doesn't know how to lead shots yet, but sometimes gets lucky. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 09/05/2026
... and fixing the bug in the bullet collision detection also helps, apparently.
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tommulgrew.itch.io @tommulgrew.itch.io · 09/05/2026
Making the ships (enemy and player) a bit *less* maneuverable makes it slightly less impossible. Now I have to figure out how to get the AI to aim at the player... 🤔 #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 09/05/2026
Dodgy spiny spaceship is hard to hit. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 02/05/2026
The classic Elite space radar. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 02/05/2026
I finally found some time and inspiration to work on this. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 27/04/2026
Example output:
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tommulgrew.itch.io @tommulgrew.itch.io · 27/04/2026
I reworked my #pico8 map generator to be closer to to the standard wave function collapse algorithm (I think..?)
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tommulgrew.itch.io @tommulgrew.itch.io · 25/04/2026
It just occurred to me that I can make these tileable.
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tommulgrew.itch.io @tommulgrew.itch.io · 25/04/2026
This one has a bit of a Terraria vibe..
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tommulgrew.itch.io @tommulgrew.itch.io · 24/04/2026
That said, it's not guaranteed to complete. Here it would need to remove the whole branch, or the whole ladder to resolve the conflict, and it doesn't have a mechanism for that.
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tommulgrew.itch.io @tommulgrew.itch.io · 24/04/2026
I don't know WFC well enough to say. It basically selects a random location and then randomly selects a tile that fits. If no tile fits, it clears a 3x3 area around the location. It's not super fast, but it eventually seems to converge to a valid result.
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tommulgrew.itch.io @tommulgrew.itch.io · 24/04/2026
Added some trees and ladders. The generation takes a little bit longer now, to ensure it finds a valid result where all tiles connect correctly.
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tommulgrew.itch.io @tommulgrew.itch.io · 24/04/2026
I made a little #pico8 proc gen thing. You start with a small map to demonstrate which tiles connect to which. Then it scans the map to determine the connectivity and generates a larger random map using those rules.
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tommulgrew.itch.io @tommulgrew.itch.io · 11/04/2026
Bullet collision detection is working. It uses the BSP model, so it respects the shape of the object, gaps etc. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 09/04/2026
The local space fleet. Just sitting out there. Looking all space fleety and stuff. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 07/04/2026
A bit more space sim vibe. Not sure what I'm going to do with this - if anything - but the station is fun to fly around. #pico8
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tommulgrew.itch.io @tommulgrew.itch.io · 06/04/2026
For some reason I am rewriting my #pico8 rendering code again.
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tommulgrew.itch.io @tommulgrew.itch.io · 14/02/2026
I made a little #Unity3D thing where you can define "snap points" on prefabs indicating where and how they can be joined together. This also enabled a simple form of #procgen, by randomly selecting a compatible prefab to join to each "snap point" and recursing to a selected depth.
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tommulgrew.itch.io @tommulgrew.itch.io · 16/01/2026
Dashboard instruments are done. I think it's now functionally equivalent to the pico8 original, except that there's no sound yet. #picotron
Cockpit view from a retro helicopter flight simulator game
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tommulgrew.itch.io @tommulgrew.itch.io · 14/01/2026
Pew pew. #picotron
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tommulgrew.itch.io @tommulgrew.itch.io · 11/01/2026
Flying code seems to work. LOD levels for the models will need a bit of adjusting due to the higher resolution. This type of solid poly game looks quite nice in Picotron imo. #picotron
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tommulgrew.itch.io @tommulgrew.itch.io · 11/01/2026
Managed to get the ground plane rendering. So basically that's the renderer ported. This is going faster than I expected... #picotron
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