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tommulgrew.itch.io

@tommulgrew.itch.io
657 followers 153 following 376 posts
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tommulgrew.itch.io @tommulgrew.itch.io · 02/10/2026
Thanks for running a great jam. Appreciate the work you put in.
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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 · 30/09/2026
How weird would that be...
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tommulgrew.itch.io @tommulgrew.itch.io · 30/09/2026
Except technically it doesn't have thumbs.
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tommulgrew.itch.io @tommulgrew.itch.io · 30/09/2026
Well technically my graphics card.
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tommulgrew.itch.io @tommulgrew.itch.io · 30/09/2026
Me!
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tommulgrew.itch.io @tommulgrew.itch.io · 30/09/2026
What has two thumbs and just sorted 1.6M Morton codes in 3.1ms?
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tommulgrew.itch.io @tommulgrew.itch.io · 27/09/2026
I put the commented and un-minified source code up here: www.lexaloffle.com/bbs/?tid=159...
lexaloffle.com
Drive1K
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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 · 11/09/2026
Can we redraw the world map without New Zealand again? I felt a lot safer when you didn't know where we were.
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tommulgrew.itch.io @tommulgrew.itch.io · 06/09/2026
Yeah. Download file. Run file. Drag and drop some models in. Start building a scene. Crazy.
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tommulgrew.itch.io @tommulgrew.itch.io · 06/09/2026
Bonkers how easy it was to download and start using #Godot. Should have tried it ages ago.
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tommulgrew.itch.io @tommulgrew.itch.io · 06/09/2026
Sometimes I like to refactor code, and then bask in the glow of how tidy and organized it looks.
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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
It didn't result in any more browser plays or downloads though. Perhaps it popped up in the search results for some unrelated slightly newsworthy search, and people clicked it by accident...? 🤷
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tommulgrew.itch.io @tommulgrew.itch.io · 02/07/2026
Yeah. The station UI is a separate cart. It's also in charge of scripting the gameplay - i.e. passing instructions to spawn different ship types to the main cart. So if you sign up to a mission to fight space aliens it will schedule some alien ships to spawn. (Or at least that's the plan :)
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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
What limits are you hitting? There might be a few tricks to squeeze a bit more in.
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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 · 14/06/2026
Yup, ptron handles solid poly 3D fine. (Chopper isn't even optimized for ptron - literally pico-8 rendering code dropped in. Still runs ok.)
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tommulgrew.itch.io @tommulgrew.itch.io · 14/06/2026
I finally got around to putting my Picotron port of Combat Chopper on Itch. Plays identically to the Pico-8 version but with higher res and better game controller support. This type of game suits Picotron quite well imo. Gives Amiga flight-sim vibes. tommulgrew.itch.io/combat-chopp...
tommulgrew.itch.io
Combat Chopper+ by Tom Mulgrew
80's helicopter combat flight simulation
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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
That was the first thing I checked :) Turns out no, but the logic for checking against other ships was a bit inefficient. Also each bullet is checked independently.. I'll probably change it to treat pairs of bullets as a single entity.
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tommulgrew.itch.io @tommulgrew.itch.io · 31/05/2026
TIL what line wars 2 is :). Some serious 90s 320x240 VGA vibes there.
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tommulgrew.itch.io @tommulgrew.itch.io · 31/05/2026
Yep, it's the collision detection...
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tommulgrew.itch.io @tommulgrew.itch.io · 31/05/2026
After some investigation it looks like the gameplay is tanking the CPU when lots of bullets are in the air, rather than the rendering. There might be some low hanging fruit in there.
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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 · 30/05/2026
Bayonetta had the same input for winding up torture devices, and I've probably seen it in other games. Never as a steering wheel though.
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tommulgrew.itch.io @tommulgrew.itch.io · 30/05/2026
This just makes so much sense. Like I'm surprised I haven't seen it before.
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tommulgrew.itch.io @tommulgrew.itch.io · 30/05/2026
Nice. I like how 3 circles can make the top area look like a legit 80s videogame background.
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tommulgrew.itch.io @tommulgrew.itch.io · 30/05/2026
They just sit there in the big "command" ships, acting all... "commandy" and stuff
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tommulgrew.itch.io @tommulgrew.itch.io · 30/05/2026
And the radar needs a bit of thought - e.g. distinguish squad from enemies from neutral. Also it adjusts the range based on the closest ship, which means far away ships aren't visible. Separate close-range and long-range radars might make sense.
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tommulgrew.itch.io @tommulgrew.itch.io · 30/05/2026
Also need to decide the difficulty balance. Currently player has the same ship as AI fighters w same shield, firepower, handling. Which means you can quickly get destroyed if several opponents randomly target you at the same time. Might give the player an advanced ship to compensate.
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tommulgrew.itch.io @tommulgrew.itch.io · 30/05/2026
Need to decide on the core gameplay. Players can be part of squads (or even lead them). So some scripted or proc gen missions could be possible. Although I was thinking of an Elite-like w players jumping between stars, trading and upgrading. Maybe picking up missions from space station job boards.
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tommulgrew.itch.io @tommulgrew.itch.io · 29/05/2026
Current gameplay: Ships are grouped into squads, which have flight plans (waypoints). Squad leaders follow flight plans, other squad members follow the leader. If squad leader detects an enemy squad nearby it vectors towards it. When fighters detect an enemy ship in range they target it.
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tommulgrew.itch.io @tommulgrew.itch.io · 29/05/2026
Ooh, I like the idea of the command ships deploying new fighters. That would be cheap to implement and give you a reason to target them. I did consider destructable components (e.g. turrets), but I won't have enough tokens - have to look for low hanging fruit.
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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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