frenchie14
frenchie14 on Hacker News
I also took a look and couldn't find any info. If you want to take a leap of faith, once you buy the assets there's metadata files including individual glyph sizes and kerning info so you could find all the ones that fit your project
Is there an actual source for this? Where is the 20,000 number coming from? There are no references to back up any of the claims in the article
I took a look at what's a part of my car controller[1] if you want some inspiration. A lot of these wouldn't make sense in an F-Zero type game
- Wheel modifiers (which wheels are on road, grass, boost tiles, etc)
- Control loss when airborne
- Slow turning when at low speed (a bit different from yours since the impact drops to zero very quickly)
- Speed / accel penalty when hitting a wall
- Visually rotating the car (this is what happens when a player presses the turn key but the actual velocity rotation is handled separately)
- Boost handling
- Nudge the car to the side a little if it's trying to turn but is blocked by a wall
- Acceleration, friction, breaking, and drift-breaking
- Corrective side force (basically an extra friction perpendicular to velocity like you have)
- Artificial speed limit (alternatively, you can include a drag component which applies a force proportional to the square of speed, but I've found it hard to get this feeling good in the past)
- Velocity rotation to align velocity direction and visual direction. This is a minor effect - it's mostly handled by the other physics
- Gravity
- Out of bounds checks
I think you've got the main pieces already. What's more important is understanding what you want your game to feel like and continuously tweaking until you get there
[1] https://github.com/maxbize/PICO-8/blob/master/Driftmania/dri...
It allows you to race against a replay of yourself. Turn on ghost then finish a map and select retry
There are 15 levels with a variety of start directions. Which direction I picked was based on how I wanted that particular level to flow
My .p8 file just has `#include driftmania-min.lua` and I do all the code edits in an external editor on that file. By splitting it out you remove the conflicts from modifying code and audio/graphics at the same time
I have an RGB30 and can confirm PICO-8 looks and runs great on it! It's a Linux handheld and can run the native PICO-8 binary
Ah, you must be entering a race from the pause menu. PICO-8 controls are arrow keys, Z, and X (emulating old school consoles with limited input options). There's a level select screen just off the title menu
Posted by
frenchie14 on Friday February 16, 2024 @02:55PM
from the show-hn dept.
https://frenchie14.itch.io/driftmania
I've been spending a lot of my spare time over the last year creating this little racing game. It's built in PICO-8, which is a really fun “fantasy retro console” that's been mentioned on HN several times. The console has strict limits and I wanted to see how far I could push themThe source code for the game is over here: https://github.com/maxbize/PICO-8/tree/master/Driftmania. It's a bit of a...
I worked at JPL for two years in college and helped with flight hardware testing a few times (probably in the same clean room this story took place in, albeit several years later). I can definitely see how a mistake like this could get made. A few stories I remember hearing from those days:
1. Bending pins from trying to insert a connector incorrectly
2. Running a full day of testing but forgetting to set up data recording
3. Accidentally leaving a screwdriver next to the hardware inside a thermal vac chamber in an overnight test
Fun times!
PICO-8 is really fun! I've released two games with it and I'm working on my third. For the third one I'm trying to push the edge of what the limitations permit, which adds quite a bit of complexity to an otherwise straightforward engine. You are only allowed a certain amount of tokens (~2k lines of code), characters, and compressed cart space. Maximizing the use of these limits requires a lot of tricks!
There's something deeply comical about this existential message ending with:
> Sent from my iPad
Posted by
frenchie14 on Monday August 22, 2022 @12:25PM
from the maxbize.com dept.
I've posted a shorter version of this story before. Now that I finally got the time to set up my blog and work past the sitelock I'm hoping a few more people will get a laugh out of this!
I've been making games (mostly solo) as a hobby for a little over ten years. It's been fun! I'm currently working on a blog post to document every single project I've started
I was an intern at JPL 10 years ago. We used RTEMS + SPARC on the mission I worked on (GRACE FO - Earth science satellite). Unfortunately, I have no memory of how much it was used in other missions
Posted by
frenchie14 on Friday July 29, 2022 @12:51PM
from the old.reddit.com dept.
I posted this little story to Reddit and I thought the HN crowd might get a smile out of it as well. I'm sure I'm not the only one who was overly protective of their work at a younger age. The good news is that I was able to remove the sitelock by decompiling the SWF.
If you haven't seen them yet, Factorio has a few Friday Facts that talk about (and show!) their automated tests. It's quite impressive! One advantage they have in this area is that the game is a fully deterministic simulation, so testing is just a matter of setting up initial state and validating output
That's a pretty reasonable assessment.
Honestly, I wonder how much of this has to do with how much things have changed in the last 25 years. Games have gotten so much more complex and shifted their focus to multiplayer. It feels like it's no longer possible for a single developer to have so much impact. Rare developed multiple iconic games _per year_! Nowadays, developers can barely release one game every few years.
Bungie does not have ownership of the Halo IP. When they became independent of Microsoft 15 years ago Microsoft retained the rights
Rare was acquired in 2002 and their list of games since doesn't look like shovelware to me [1]. Yeah, there's some misses, but there's also some great games in there. The worst ones are the ones tied to Kinect and MS has abandoned that venture.
Also, MS acquisitions from the last 5 years have released standout games: Psychonauts 2 and Forza Horizon 5 are two that I played and loved and are certainly not "shovelware"
https://en.wikipedia.org/wiki/List_of_video_games_developed_...
Workday | Senior Software Engineer, Distributed Systems | Full-time | San Mateo or Pleasanton, CA | Onsite (remote until August)
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This would work if you have sufficient time between alarm and failure. If some issue or process uses up all of your available disk space in a short time span, you won't have that luxury. Hopefully, the author is using alerts on top of having this failsafe
Workday | Backend Engineer | Full-time | Pleasanton or San Mateo, CA | ONSITE (Remote until August)
Workday is a leading provider of enterprise cloud applications for finance and human resources. I'm leading the Platform Core Services & Security Engineering team within the Workday Prism Analytics product, which enables self-service rich analytics and visualizations of Workday and non-Workday data. Our team works on a variety of challenges around API infrastructure, distributed systems / microservices, vulnerability management, as well as building customer-facing features.
Learn more and apply here: https://workday.wd5.myworkdayjobs.com/en-US/Workday/job/USA-...
Workday | Senior Backend Engineer | Full-time | Pleasanton, CA | ONSITE (Remote until August 2021)
Workday is a leading provider of enterprise cloud applications for finance and human resources. I'm leading the Platform Core Services & Security Engineering team within the Workday Prism Analytics product, which enables self-service rich analytics and visualizations of Workday and non-Workday data. Our team works on a variety of challenges around API infrastructure, distributed systems / microservices, vulnerability management, as well as building customer-facing features.
Learn more and apply here: https://workday.wd5.myworkdayjobs.com/en-US/Workday/job/USA-...