Open post betahuman @betahuman@mastodon.gamedev.place · 5mo ago Replying to @robotspacer@xoxo.zone @betahuman@mastodon.gamedev.place It'd be neat if I could do everything that way, but the game will require significant changes to make it work well on Playdate—so I don't think it would really be worth the effort. @robotspacer@xoxo.zone Yeah, I didn't think it would be worthwhile - merely that it would be tempting...
Open post betahuman @betahuman@mastodon.gamedev.place · 5mo ago Replying to @vga256@mastodon.tomodori.net <p>anyone else obsessively play The Incredible Machine growing up?</p><p>when i was a teenager, it was pretty rare to have games that ran in VGA/EGA hi-res modes. so whenever i came across one, it was a rare treat.</p><p>TIM runs in 640x440 using non-square pixels. that's already a fairly uncommon graphics mode in its time.</p><p>even weirder: the original diskette for it reads "256 color" on it. except..... the game isn't 256 colours! not even close. it is a *16 colour game*. it uses the standard EGA palette colours with one tweak: it replaces screaming pink magenta with a warm gold.</p><p>it manages pull off the 256-colour-like look through dithering. zoom in to the screenshots to see how the artist creates really beautiful texture and colour ramps using just 2-3 colours. (e.g. the gold plating in the first pic)</p><p><a href="https://mastodon.tomodori.net/tags/sierra" class="mention hashtag" rel="tag">#<span>sierra</span></a> <a href="https://mastodon.tomodori.net/tags/dynamix" class="mention hashtag" rel="tag">#<span>dynamix</span></a> <a href="https://mastodon.tomodori.net/tags/dosGaming" class="mention hashtag" rel="tag">#<span>dosGaming</span></a> <a href="https://mastodon.tomodori.net/tags/retrogaming" class="mention hashtag" rel="tag">#<span>retrogaming</span></a> <a href="https://mastodon.tomodori.net/tags/msdos" class="mention hashtag" rel="tag">#<span>msdos</span></a></p> @vga256@mastodon.tomodori.net 640 x 480, on the standard 4:3 monitors of the time, has square pixels, so I'm curious how this somehow ended-up with non-square pixels for you...
Open post betahuman @betahuman@mastodon.gamedev.place · 5mo ago Replying to @robotspacer@xoxo.zone <p>I started making a simple Mac app to help me port my World Builder game to Playdate, and I realized I’m basically just remaking World Builder at this point</p> @robotspacer@xoxo.zone I bet it's tempting to just interpret the worldbuilder files directly, eh?