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I'm playing around with my stylus more and I drew a Maffi, mostly just trying to redraw the pixel art reference I did but in digital art form instead. Maybe later I'll try extending it out into a full body pic.

I won the competition with a nasty looking foot rest and got a $25 Amazon gift card. The art gallery now has more stuff!

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Welcome to the art museum cubicle, we don't have any walls and in exchange we have paintings

My background converter is working and I've got that forest background inserted into the game now! I think I'll move the background and the level up 16 pixels though.

First attempt at a simple forest background, taking advantage of silhouettes and taking inspiration from other backgrounds I've seen

Here's a mockup of what the small side game I want to make for Game Boy Color could be like, probably some simple forest-themed berry collecting thing. This one I'd probably try to fit into 32KB and I'd reuse the engine I started on for FHBG GB.

After figuring out the required logic for making the player go up and down slopes, it wasn't too much more effort to make enemies and other entities do it too. Doesn't seem very computationally expensive either, as long as the level data lookups aren't.

I finally got slopes completely working! This actually feels really great because I'd been trying to fix this all week!
While I'm at it I also made it so that you can press the jump button a few frames before you reach the ground and it'll still work.

Drew a Maffi sprite in the same style as my earlier Nova sprite, and I made her tail a bit thicker to be closer to her thick tail in the commission.

I think I want Nova the Squirrel 2's story to focus on these two as main characters, and have a pair of rodents running around and saving the world with platforming skills, puzzle solving, and interfacing with computers or other tech.

This section of my workplace reminds me of a wall of double chests in a typical Minecraft base whenever I go past it. I should buy some real cobblestone and put it in there.

After a weekend of coding, pixel art, and other stuff, I've got a lot of the framework for entities implemented. A lot of it was just rewriting code from the previous game to be 16-bit.

Some unseen stuff going on is that that burger is actually detecting the right tiles and palette to use automatically. Still unsure if I'll be dynamically loading those mid-level but I could later if I want to.

I've got a queue all set up to hold block updates until I can run them during vblank. Later I'll add some particle effects or something.

Food 

Did you know you can just, make your own Lunchables/LunchMakers? I guess what you're actually paying for is convenience or the ability to buy a smaller amount of food, but that probably applies to almost all food products.

My player/level collision is a lot more robust now after fixing several small things, especially the way I push the player out of the block they're detected to be in. Now part of the process for that involves completely canceling out whatever horizontal movement they had that frame, so they're guaranteed to be out of it.

I've got everything set up for player/block interaction later and I've got some very basic player movement code for now.

No physics yet, but I've got the player graphics uploaded every frame and I played with having her move around.

Level loading isn't in, but level *rendering* is, and I'm just poking some blocks into the buffer before drawing the level.

I'm going to have to implement scrolling, and I'm sort of dreading vertical scrolling since I made it more complicated in exchange for some extra video RAM, but it should be fine anyway.

The picture I commissioned of Maffi is done!!! It looks amazing and I'm really glad to have better art of her now.

furaffinity.net/view/31216538/

I ordered an animation cel of Dr. Robotnik from Adventures of Sonic The Hedgehog awhile ago and it arrived today.

Yes, I did buy this entirely because of YouTube Poop.

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