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Space… bruce!

Space… bruce!

@spacebruce

Aspiring computer game man, currently making a silly platformer for the Sega Mega Drive insanium mode : https://x.com/spacebruce webzone : https://spacebruce.netlify.app/

42 videos

Working on locale/language stuff. bit of a WIP as UTF8 strings aren't handled by this font, but it's no problem to redraw all the text fields while the game is running, idk why this isn't more common. (I don't know french beyond baby level, but if anyone does, bonjour!)

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testing is going well

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weeeeeeeeeeeeee

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quick attempt at the earthion pseudo scaling explosion effect

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stupidest goddamn technology on earth. Does not understand context, imagines data and functions that don't exist, messes with the autofill hotkey provided by the IDE (which DOES know which functions exist and can pull up the docs), not one good suggestion yet.

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she's fine don't worry about her

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more 32X stuff, now using the fullscreen paletted mode

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improved it! this was kinda what I was going for first time around but the way I was pushing frames meant a lot got skipped over.

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ported my game engine to the 32X, needs LOTS of work before it can do anything useful and it crashes a lot (in an emulator idk about real hardware).

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faster, longer line of sight, slightly less buggy! It's now decoding the segment LOD data and using it to draw distant pieces in low detail. The pitching motion and camera coords are interpolated, not free driving. Ignore inverted banks, weird layout issue, the data format is complicated.

17 3

Finally worked out the height format for the stunt racer tracks and started writing a proper 3D engine for it. all sorts of rendering and logic issues, but it's chugging along, once it's *perfect*, I'll dig into optimising, the Megadrive isn't this slow!

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Quick megadrive graphics test, drawing weird shapes using a distorted tilemap. (Yes, like Yoshi's island). details in followup post.

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Made a scroller demo for the Sega MasterSystem / MK3, using devkitsms. Has a fixed HUD bar using an interrupt. Supports maps of any width, with a maximum of 192px/24 tiles high, so you've got a bit of wiggle. I'll opensource it ... soon.

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Haven't quite nailed the raster timing so it's a bit jumpy and the border is a mess, but this is getting there. I've got a proper 3D track renderer in the planning stages, I'll work on that next.

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promising!

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Jumped to 256x64, working on a tri/quad renderer. It's plotting things in approximately the right place, which is a win.

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It (basically) locks 30 with a dual 128x64 framebuffer setup, then using the two layering trick to stretch it to 256x64, next I'll try using interrupts to scale it to 256x128. No idea how to import the original game logic, so I'll probably just clone it.

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doing something, getting some M68K assembly practice in.

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I ported the entire Hoenn region into a Megadrive rom to test out my new map streamer. Couple rendering bugs and the palette isn't great, but it's all in here.

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yeah check this, during gameplay I've got the player sprite and some other stuff loaded into the upper half of the WINDOW, then for pause BGA is overwritten with the book, and I'm smuggling graphics into the unused window columns (as 40/64 are visible, there's 1 tile worth of space in the margin!)

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But where do the burgers go? Right here. Inventory data not properly plumbed in yet, but this is kinda close to what I had in mind for functionality. Top row will be consumables, second will be plot/key items

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yap yap yap

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background testing

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there's also a lot of edge case hunting, like making sure the kill-screen isn't broken by raster interrupts. Realised earlier that the curtain drop is affected by the water palette switch, so I had to go make it sneakily push the waterline offscreen as it scrolls.

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one day I'll compile a collection of all the funny noises she made on Angel Idol Yoko Yokoso, the character she plays in it is hilarious.

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It can't bleed outside the 8x8 grid so you can see blocky outlines around map details, but for a fluffy snow pattern I don't think that's so bad.

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happy friday friends, have a mysterious wasteland burger - on me

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I made these tortle guys more fun to play around with/bully, they're designed to be docile and only lunge if you annoy them. (Spindash sprite stolen from Sonic Advance - placeholder) #gamedev #sgdk

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Giving NPC's the ability to talk seems to have unleashed all manor of havok on the rest of the game, previously event scripts ran at level-scope, but now everything can trigger one. (first attempt at running the new code (gone wrong (why is the scrolling and sprite control broken?)))

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Need to remake this in current art style for a specific scene, hopefully the whimsy is re-capturable

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Level-up flourish

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(cute) pest control

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(outtake)

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Added an animation/sequencer system that temporarily hands the entire game state over to a script so it can go in and manipulate objects positions and states. It's linked in with both the cutscene system and used for some game events, testing here with the player saved from falling into a hazard;

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had the smart idea to use a bunch of sprites up like this, virtually free as far as performance goes because the screen-space coordinates for the corners are already figured out.

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Bit more work needed before it's really a complete game, but this is coming together nicely. I massively sped the line code up, actually surprised it can hit 30fps with all these things littering the stage without having to use any assembly. #sgdk #gamedev

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I stuck her in a marble just to see what would happen! (minigame WIP)

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little megadrive experiment

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bone zone, future boss arena location in the making

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luv my physics props #sgdk #gamedev

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good morning friends, I just got pushable blocks working

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