PixelVision8
SpaceStation8
Our great sponsors
PixelVision8 | SpaceStation8 | |
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5 | 1 | |
1,464 | 9 | |
- | - | |
0.0 | 0.0 | |
over 1 year ago | over 2 years ago | |
C# | Lua | |
Microsoft Public License | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
PixelVision8
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Getting Started with Pixel Vision 8
Sprites in Power Vision 8 are all 8x8 pixels in size, when your game starts up the file "sprites.png" is loaded and chopped up in to 8x8 images. Each of these images is then loaded into the memory of the sprite chip until it runs out of space. Each sprite is given an index number at load time (starting from 0) and you can use that index to fetch a particular sprite.
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The Dark Side of Supporting an Open-Source Project
We don't talk enough about how much it "costs" to work on large open-source projects by yourself. I summed up my experiences building Pixel Vision 8 for the past 6 years in "The Dark Side of Supporting an Open-Source Project" on u/hashnode - https://jessefreeman.hashnode.dev/the-dark-side-of-supporting-an-open-source-project
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I Made A Game In 72 Hours That Uses GitHub Issues To Crowd Source Maps
Space Station 8 is a Micro Platformer created in 72 hours for Ludum Dare 49 based on a game I used to play on my original Macintosh called Spacestation Pheta. Space Station 8 is also heavily inspired by Bitsy and my Fantasy Console, Pixel Vision 8, which I used to create the game.
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Open Sourcing My Tools For Generating Tutorials From Source Code
I have been working on my game engine, Pixel Vision 8, for the better part of 6 years now. One of the challenges of working on any sizeable open source project is writing all the documentation and tutorials. I've always been fascinated with designing automated build systems, and it occurred to me that I could create a tool to help me streamline this entire process. The idea was straightforward, could I analyze a code file and break it down into individual steps?
- Pico-8 – Fantasy Console
SpaceStation8
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I Made A Game In 72 Hours That Uses GitHub Issues To Crowd Source Maps
In addition to creating custom issues, I use GitHub actions to automatically create new builds of my game whenever I push new code to the repo. I set this up early on in the game jam and having a simple continuous integration build system removed all the stress at the end of the game jam because I point people to the latest build, and it's always up-to-date by directing them to SpaceStation8/releases/latest/.
What are some alternatives?
TIC-80 - TIC-80 is a fantasy computer for making, playing and sharing tiny games.
picolove - PICO-8 Reimplementation in Love2D. Chat: https://discord.gg/jGEMUse6RM
wasm4 - Build retro games using WebAssembly for a fantasy console.
fantasy - A curated list of available fantasy consoles/computers.
unity-sdk - The Unity SDK for LootLocker
TABSAT - They Are Billions Save Automation Tool
penumbra - 2D lighting with soft shadows for MonoGame
CorgEng - A modularised, multi-threaded C# game engine based on the Entity Component System architecture. Uses OpenGL for rendering and contains many optional modules for easier development. Includes a user interface library, networking, a layered rendering solution, dynamic XML content loading, ECS framework and an example programs. Primarilly for 2D games.
aseprite - Animated sprite editor & pixel art tool (Windows, macOS, Linux)
MonoGame - One framework for creating powerful cross-platform games.
quadplay - The quadplay✜ fantasy console
Solana.Unity-SDK - Open-Source Unity-Solana SDK with Full RPC coverage, NFT support and more