ShapeEngine
PixelVision8
ShapeEngine | PixelVision8 | |
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5 | 5 | |
74 | 1,464 | |
- | - | |
0.0 | 0.0 | |
4 days ago | over 1 year ago | |
C# | C# | |
MIT License | Microsoft Public License |
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ShapeEngine
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The Shape Engine collision system query/cast functions like raycasting are now working! Just some minor stuff is needed now for finishing the collision system overhaul :)
It already is open source! It is called Shape Engine ;) What you see in the video is not stable yet and will take a little longer until it is merged with the rest of Shape Engine.
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I implemented some functions to draw circles/rectangles in an interesting way 🦓😉
You can always find the code in the shape engine repository: -Drawing.cs(line 98 & 175 => DrawCircleCheckeredLines/DrawRectangleCheckeredLines) -SimpleCollision.cs (line 2507 - 2715) For the rectangle, you need the IntersectLineRect functions in the simple collision class.
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Galaxy Unknown´s Palette Changing System is finally working ;)
Btw Galaxy Unknown is developed with ShapeEngine which is based on Raylib :)
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I just released the first alpha version of my custom-made "engine/framework" called Shape Engine! It is based on raylib and focuses on only using draw functions instead of textures. Thanks, ray for making it possible with raylib 😉
- GitHub
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
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