Space… bruce!

Space… bruce!

@spacebruce.bsky.social

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

214 followers200 following749 posts

I went and integrated it into my game engine~! It doesn't kill the framerate as bad I thought it would, but the console is completely overloaded and many DMA's are getting biffed and dropped. Probably solvable.

Space… bruce!@spacebruce.bsky.social

Here's a background I've been fiddling with for my Megadrive game, temp art from a pack, everything is on BG_B so the A foreground is free to use. Way too heavy on the CPU and fires too many H-INT's, but it's too cool to throw out. Maybe the interrupt sequence can be pre-canned?

Space… bruce! reposted

My own two cents on spotting genAI crap within retro game modding/hacking & homebrew communities: One of the easiest telltale signs of something being vibecoded is if the "project"/"mod"/"hack" in question uses a particular faux "pixel font" with zero variation:

Here's a background I've been fiddling with for my Megadrive game, temp art from a pack, everything is on BG_B so the A foreground is free to use. Way too heavy on the CPU and fires too many H-INT's, but it's too cool to throw out. Maybe the interrupt sequence can be pre-canned?

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.

Space… bruce!@spacebruce.bsky.social

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.

Space… bruce! reposted

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

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.

Some kinda annotation

Space… bruce!@spacebruce.bsky.social

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.

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.

Space… bruce! reposted

Replying to @lf222.bsky.social

Character design for reference, image is old (need to redo the staff face) #gamedev #characterdesign

this is cool. I compel you all to observe. look:

David “Mecha Zone” White@mechazone.bsky.social

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

Space… bruce! reposted

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.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

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.

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.

(The effect itself isn't staying in, but the framework n and how it interacts with the tilemap engine and the kooky threaded rendering and stuff, it's just the only example I had lying around that does something interesting)

Polishing 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).

>can't update my site because i'm out of netlify ""credits"" (a currency I'd never even heard of until 5 minutes ago) because something was eating my bandwidth ??? mother fuc-

☝️🤓 erm spacebruce's team (1 member) cannot use the build service until the next billing period (18th august) Do I really have to give them a literal BURGER worth of money per month for continued internet presence

Does 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