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drakeblue.bsky.social
Indie game developer and duck superhero. https://drakeblue.com for more details. https://drake-blue.itch.io/ for the games.
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Killing a prisoner you're trying to rescue used to stick until you reentered the asteroid, but now they are beamed back to their prison. I think the old way was too punishing tho more "realistic" and maybe "No escape; even in death!" fits the scifi dystopian feel quite well anyway. Maybe? #pico8

Test levels are always a bit daft, but you get the idea; there will be more polish in future (and more challenge). The next thing is to make these actions update the player save and persist at which point it's almost a game ๐Ÿ˜ฎ. And becomes more of a pain to debug too, of course. #love2d #indiedev

Inevitably I found a bug after yesterday's change. Fortunately it only cost a couple of minutes and tokens to fix. After a tiny tweak to the level data it's now also within 1 byte of going over limit so we're all full up for the moment for Oust 1.2.0 RC5. #pico8

Hoppy Easter from me and Pac Bun, still spreading the free love in their own special way 4 years on๐Ÿฐ drake-blue.itch.io/p8c-bun As far as I know, no-one's ever unlocked the easter egg for completing all 16 levels without dying - esp me with a laptop up arrow not working reliably at all... #pico8

"We warn you agent, the Regime's scientists are rumoured to have been conducting experiments to splice flea DNA with the prisoners..." That's not quite how they're supposed to behave ๐Ÿ˜† Definitely better than the previous, "refuse to move at all" bug. #indieDev #bugsAreFunnySometimes ๐Ÿœ

Seemed a bit unfair that the wee prisoners can get stuck, even on the very early levels of Oust so I thought I'd get them behind some fences. For their own good. It means you're only likely to see what my gf calls "the saddest four pixels ever" later on when things get nastier in general. #pico8

The return of the wallhuggers (I never thought of a better name). There's nowt like re-implementing to notice the scary bugs in the old implementation that have been live for a year (but don't seem to actually break anything). And, of course, to add a whole load of new bugs ๐Ÿ›๐Ÿœ๐Ÿ #solodev #indiedev

The orbs in Oust have some code I'd optimised so it wasn't very readable so I left it alone when everything else got tweaked to save tokens. Making the new version I looked at it again: it's so bad it has a bug. Fixed it now & wondering what to do with 27 spare tokens ๐Ÿ˜€ #indiedev #pico8 #gamedev

One of the simpler things in the game becuase sometimes it's nice to be able to add something straightforward to the game and think to myself "that wasn't too difficult". And it needed to be done some time. #gamedev #indiedev

Keys and gates working which a means basic inventory and more work on the save game system. The keys aren't all going to be quite so easy to find. #indiedev #gamedev

Did some work to make redirecting teleports a bit more sane in this new version of the editor. It sure beats keeping two instances of #pico8 open and typing the numbers in manually. There's still plenty of edge cases to deal with, but it's getting there now. #indieDev #gameDev #SoloGameDev

It's a bit rough still, but asteroid gen all the way to testing is working now. I'd like to do some things in a better way, but as usual trying not to let perfect get in the way of progress. #gamedev #solodev #indiedev

Finally got round to getting the editor to allow adding new kinds of object to an asteroid. That and generating new asteroids is the biggest thing stopping it from being actually useful. #gamedev #indiedev

Finally got round to getting the editor to allow adding new kinds of object to an asteroid. That and generating new asteroids is the biggest thing stopping it from being actually useful. #gamedev #indiedev

It's such a simple, dumb optimisation, but so effective: after updating the objects ingame they're added to a draw list if within the screen plus a bit for overlap. Edit doesn't do it yet so the draw time drops (green graph top right) when I switch to play. Was all I did to ship for #pico8๐Ÿ˜€ #gamedev

Tethered objects persist between asteroids now and there's some basic into and out of effects. Nothing like repeated testing to streamline retrieving this particular orb ๐Ÿ˜€ #indiedev #gamedev #spacegame #oust

Yeah, that's not supposed to happen... The new clystron orbs are a little bit more unstable than intended right now. #bug #gamedev #indiedev

Doesn't look like much, but being able to add this kind of quality of life improvement to the editor was something I really missed when making the original Oust in #pico8 (tokens were tight in the editor _and_ game). That said, sometimes it feels more like #menudev than #gamedev right now.

if you see this post, your actions are: - if you have a spare buck, give it to Wikipedia, then repost this - if you don't have a spare buck, just repost your action is mandatory for the world's best source of information to survive

Back at it again after the holidays and a pretty nasty bout of illness. This afternoon has resulted in these turrets or "angry barnacles" as I sometimes call them returning to torment the player. #indiedev #gamedev #spacegame #retrogame

There's ~30 minutes of music in Oust, a lot of which only plays on later levels. For more work on the project I've converted it to be more convenient than running Oust every time to listen. It's also now a download for those who already own Oust: drake-blue.itch.io/oust #GameMusic #pico8 #chiptune

Was really touched by this post about my little Christmas toy from a few years ago last year - and now the update ๐Ÿ˜€ This game and its predecessor are free to play alone or with a friend here: drake-blue.itch.io/christmas-ki... & drake-blue.itch.io/demystifying... #pico8 #xmasGame #ChristmasGame

Testing this patch of #pico8 Oust really shows how rusty my flying skills are, especially later on when it's rather more challenging. I can fly the beginner levels almost in my sleep of course. Near the end it may be I made it too hard. I guess I'll find out when I test some more. #gamedev #indiedev