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Are zipped pdx files not supported on the playdate simulator ive tried pasting the pdx files of your games from itch io but they don't work is it beacuse the files are zipped? If so i am asking you what do you do to the file to make it show up on the simulator
So cool to see how you re-purposed your level editor to make a "microvania"! I love the idea of bite-sized games that still have progression in them, so this is absolutely going on my list. I hope you can also someday re-purpose your excellent combat system you designed from the rogue-like for a future game as well!
Short comment just to reassure you you're not the only person bothered by that incompletely spillover in text. I think what you were trying to achieve had a much more pleasing aesthetic and even though you didn't get your desired outcome I think the pursuit was a noble one since reading text on a small screen is something that 's so fundamental it's deserving of such effort. I really enjoy your videos, but feel I've very little to add. Thank you for continuing to take the time and put in so much effort to show what you do, how you do it and why. I think many of us really appreciate it. Best wishes!
The portcullis thing was mentioned so briefly, but I think it's really inspired! I don't have a playdate, but it looks really fun to actually raise a gate like that with the crank. I think it showcases an example of something unprecedented, when compared to all these other things like Metroidvanias, platforming, ladders, dashing, wall-climbing, etc. For all of these things you have plenty of references, but for the crank, you have to come up with something totally unique. It's just cool seeing what solutions you come up with that are so specific to the Playdate environment. Anyway, every time you upload I know it's going to be a TIGHT, well-edited, entertaining video where you actually *make* something! I've said it before, but it's very refreshing to see when there are so many devlogs that (while well-intentioned) commonly showcase sort an underestimation of how involved the game-making process can be. And while I respect those who dive headfirst into following their dreams like that, I was getting discouraged seeing so many projects start and fail / drag on so naively, because as I let more and more time pass since I'd made anything of my own, I started to lose confidence in the idea that a project could even be completed or that anything about game development could actually be known. It's encouraging and inspiring to see you try out so many different small ideas, culling some, sticking to others, and completing many. My friend and I have this theory that while we think we can recognize good things when we see them, it really is extraordinarily challenging to come up with something good without a lot of experimentation and challenging of our own preconceptions. And I can just see that exemplified here, where you are allowing yourself to try out new things and continuing to genuinely grow as a developer. I can't wait to see that thing that you really commit to, and then the second and third big thing you make after THAT, because you really will be giving some GDC conference speech someday!
Thank you for taking the time to leave such a nice, wonderful comment! I'm 100% subscribed to the idea that the best way for me to learn game development is to make and finish a bunch of small games. I see really talented game developers and it seems like magic how they got to the point the were, but usually I find a huge catalogue of small games behind them before they ever had their breakout success (e.g. Edmund Mcmillen with tons of newgrounds games before super meat boy, John Carmack with the game for every letter of the alphabet challenge, Johan Peitz who I mentioned in this video making games for 30 years, and so on). Trying my best to get better with every single project!
I got a playdate, then realized I have ZERO clue how I'd develop games for it. In walks this video into my feed. FANTASTIC RECOS. I'm shocked I knew nothing about both of these tools!!!! You are singlehandedly (re)starting my game creation journey.. I used to do a lot of Flash Aescripting back in the day.
I think I'm not the only one who did this. But I just ordered one after viewing your videos and doing some research. Console looks very fun to develop games for. Can't wait to dip my toes into game development. Thanks to you man.
A simple way to handle word wrapping is have a fixed amount of characters per line. Keep a counter of how many characters drawn in the line. Every space character, check how many characters until the next space. If the amout of characters in the word is less than the amount of characters left in the line, start a new line and reset the character counter. Either don’t have any words longer than a line or have condition that accounts for that.
Yeah looking back I realized I basically solved the word wrapping thing because that's actually how I automatically split up the text to fit into separate lines and I just needed to add some code to offset the y draw position, but oh well 😅 I'll just do it for my next game :)
For the word wrapping, I've implemented a thing on esp32 where it types the word out first in the background colour before deciding where it should go, then printing it proper. Since then I've also come up with a better way by reading the width of all the characters in a word (thus knowing the length) so bypassing that print-as-background step.
Such a cool little game! To be completely honest, I had no idea that the playdate was even out right now (though I have heard of it before), but you made the making of this game on it look pretty fun. A while back, I was in a game jam with a friend. My friend (who is admittedly much better than me at pixel art) decided to do that art, while I worked on everything else (a bit unusual, since art and writing are usually the only things I enjoy doing in game dev) We ended up having to scrap the project and drop out of the jam, which broke my heart because I wanted to try and finish the game anyways, but I just wasn't able to replicate his art style to finish what he didn't get to yet so I decided to just let it rest. Watching this does make me wonder if, the game could possibly work on something like the playdate, since the game is relatively simple and the limited color pallet could make up for what I lack in pixel art and coloring skills compared to that friend... Sorry for the tangent, long story short, good and entertaining video friend! Keep it up!
Love hearing tangents - thanks for sharing! Yeah it's a bit underground I suppose since units are still shipping out, but I've had my Playdate in my hands for almost a year. The 1-bit low resolution screen definitely helps with keeping things a little more simple on the art department, but gives enough flexibility for really talented artists to take it to another level.
Love the portcullis. I'd actually throw out that if you build on this, maybe use the crank for climbing up and down walls and ladders as well. Then you could implement a taller character and a ducking mechanic and you could duck over ladder spots without climbing down since duck could be a down press and climbing down would be a counter-clockwise crank or something. Just a way to use that crank even more and interact more with the uniqueness of the playdate.
great video! I’d maybe change the physics a little while under water and it would be amazing if you could somehow randomize all of the elements to create a new experience everytime
Somehow, you manage to spend hours on the simplest problems. Smart word wrapping works like this: when you encounter a space character, you check where the next space or newline is. Since you know your dialog window bounds and where you are currently, you can easily calculate if that word has enough space on the current line. If it doesn't - do a newline instead of space. It's literally, like, 6 lines of code.
It's not fair Bro, he just released the video and now you tell us? For real tho this is gamedev I spend a whole night trying to find how to color something.. Turned out I forgot the slash before the command,, its just luck if someone before u explained it well enough and luck if u monkey brain can comprehend it
I was trying to retrofit an existing function in the Playdate SDK that draws text in a given rect which is most of why it was challenging. Looking back it makes sense to write it from scratch myself, but I was trying to prioritize more important features. Sometimes you just lose sight of the bigger picture when you're working on something ya know? I'm sure you've experienced that when coding yourself. At least it made for some interesting storytelling in the video so I'm not losing any sleep over it. I'll keep this in mind though for next time I implement a dialogue box.
It really is an inspiring little console. We haven't really had a portable console with a unique control scheme or idea since the DSI (at which point we had touch screen, camera, interface buttons, and microphone). So seeing a console with a crank is like being a kid again with all the possibilities you are unsure of.
you are a playdate master already!.. I think it would be fun if the character could have some kind of temporal facial expression when something happens during the quest
@@SquidGodDev well i googled it and it seems like that this game was just used as the name of a game that someone making, but i think you're the first one to use this term to refer to a genre i might be wrong but sick game anyway
Okay, I'm gonna try to tell what I want without using google translate or something like that. I love watching videogame development videos mostly from indies. I like seeing all the process, the explanations of how to solve a problem, etc I also studied digital animation so I know the basics of coding but I'd never like the teachers from my country 'cause they never teach a thing and I also get sick of my career...so I left it...yep What I'm trying to say is that this video inspires to keep working on my projects. I don't want to be a professional, I just want to have fun making video games Just thanks and keep making your stuff
I love metroid and your Game looks awesome. I'm working on a top down exploration game in the backrooms and you motivated me to keep working on my game and I'm only 15. Thank you so much!
@@SquidGodDev I'd probably be fine but it makes more sense to use that when it's simple atmospheric particles rather than anytime the player performs a dash.
Wow! I love this video! The editing is so fun and great, the pacing is perfect, and the game you made is awesome too! I wish more people made videos like this! Hope your game does well :D
Hey, I’ve been watching your content for a while now and they’re really great. I really love devlogs because they show the interesting processes of creating a video game. May I suggest trying out the game called Fancade? It is a fantasy console with its own visual scripting language, it uses pixels or voxels too so I thought you might like it.
Is that the one on the phone? Seems pretty interesting. Probably won't be able to get to it since there's so much other content on my plate, but thanks for the suggestion!
In my humble opinion I think the playdate is amazing, if the value of it here in Brazil was not so high I would buy, um, 200 dollars in Brazil is equivalent to 900 reais very high value, in addition to the freight and rate of the Brazilian customs It's extremely abusive, but someday I'll still have one.
Hey man, I'm loving everything you've been doing and I'm trying to become a gamedev as well, could you please tell me which tools you're using other than LDtk, Aseprite and Pixel FX designer to make your stuff? I'd love to have more input on great tools that I can use to make my life easier as an aspiring gamedev. Thanks a lot, much love!
Honestly, not that many more tools. Extra audio stuff is Audacity and sfxr.me/ sometimes. The creator of Pixel FX Designer packaged it into another tool called Spritemancer, so I use that now instead. VSCode for coding environment. A couple other things that are specific to Playdate development. Everything else is just coding things directly.
1-bit images are super lightweight (only 1 bit per pixel, as the name suggests) and the images are pre-loaded into memory, so displaying them is super fast. For particles, you would first need to do some math calculations every frame to get the position and size that add some overhead, and on top of that you have to dynamically draw each individual particle, instead of drawing one single image. Single image draws are pretty optimized because of how it can easily get copied into the draw buffer.
I liked your approach a lot. And the end game looked amazing. It made me wonder. I did read stuff about the playdate from the panic inc blog and podcast, but I did not have seen the SDK yet. But would anything prevent anybody of try to make a 30-hour-long game if they wish? I mean I think it may have a size limit or something about how it loads a game that might not let you partially load/unload parts of the map or game state but I'm not sure. Did you think about it or try to hit its limit?
Yeah only theoretical limit is on device storage, which is about 4GB, but you can fit a lot in that. Thing that takes the most space is actually audio, but if you generate audio instead you could theoretically have a super large game. Sky is the limit.
Like with the level editor and data transmission? That would be cool for sure. Level editor is possible but a lot of work. Data transmission would be too slow though probably.
Honestly, with the cheese and the sound effects combined, I really hope you make the player character a rat or something. I think it would also be thematically relevant considering the location. Haha.
There was one called minitroid but Nintendo ninjas took care of that right quick Also all the best metroidvanias take long to playthrough but that's just my opinion I hate ones that you can beat in an hour
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first reply
Number 2 😎
Are zipped pdx files not supported on the playdate simulator ive tried pasting the pdx files of your games from itch io but they don't work is it beacuse the files are zipped? If so i am asking you what do you do to the file to make it show up on the simulator
@@Eliasfunplay you should be able to drop and drop it onto the simulator. You can also try unzipping it and dragging the folder onto the simulator
You should definitely add some bubble particles for when you splash in the water and for the waterfall
And while underwater
Oh good idea. I'll look into that for the update this week.
Playdate will did fr
@@SquidGodDev maybe also add little wind lines during a dash a bit like this 💨 to add to the sense of speed
Maybe also less /no gravity
So cool to see how you re-purposed your level editor to make a "microvania"! I love the idea of bite-sized games that still have progression in them, so this is absolutely going on my list.
I hope you can also someday re-purpose your excellent combat system you designed from the rogue-like for a future game as well!
Yeah I def have to think of some way to get the gladiator combat in somewhere...
Editing in this video is really really good, and the game itself is great! 10/10 would watch again
Thanks Gamma!
Short comment just to reassure you you're not the only person bothered by that incompletely spillover in text. I think what you were trying to achieve had a much more pleasing aesthetic and even though you didn't get your desired outcome I think the pursuit was a noble one since reading text on a small screen is something that 's so fundamental it's deserving of such effort. I really enjoy your videos, but feel I've very little to add. Thank you for continuing to take the time and put in so much effort to show what you do, how you do it and why. I think many of us really appreciate it. Best wishes!
Yes! Someone else agrees :) Don't feel like you have very little to add - even a simple or short comment means a lot to me
I think when you die the player and particle effect should be the only visible thing so that the room can reset while the screen is black
I knew that playdate existed before a month or so.. and now I'm totally amazed by this! 🤯
ascent is a technically incredible game. Used pico 8's sprite sheet as the map
I’ve been wanting a playdate for a while and I’m happy that you’ve made a Metroidvania type of game for it. ^___^
The portcullis thing was mentioned so briefly, but I think it's really inspired! I don't have a playdate, but it looks really fun to actually raise a gate like that with the crank.
I think it showcases an example of something unprecedented, when compared to all these other things like Metroidvanias, platforming, ladders, dashing, wall-climbing, etc. For all of these things you have plenty of references, but for the crank, you have to come up with something totally unique. It's just cool seeing what solutions you come up with that are so specific to the Playdate environment.
Anyway, every time you upload I know it's going to be a TIGHT, well-edited, entertaining video where you actually *make* something! I've said it before, but it's very refreshing to see when there are so many devlogs that (while well-intentioned) commonly showcase sort an underestimation of how involved the game-making process can be. And while I respect those who dive headfirst into following their dreams like that, I was getting discouraged seeing so many projects start and fail / drag on so naively, because as I let more and more time pass since I'd made anything of my own, I started to lose confidence in the idea that a project could even be completed or that anything about game development could actually be known.
It's encouraging and inspiring to see you try out so many different small ideas, culling some, sticking to others, and completing many. My friend and I have this theory that while we think we can recognize good things when we see them, it really is extraordinarily challenging to come up with something good without a lot of experimentation and challenging of our own preconceptions. And I can just see that exemplified here, where you are allowing yourself to try out new things and continuing to genuinely grow as a developer. I can't wait to see that thing that you really commit to, and then the second and third big thing you make after THAT, because you really will be giving some GDC conference speech someday!
Thank you for taking the time to leave such a nice, wonderful comment! I'm 100% subscribed to the idea that the best way for me to learn game development is to make and finish a bunch of small games. I see really talented game developers and it seems like magic how they got to the point the were, but usually I find a huge catalogue of small games behind them before they ever had their breakout success (e.g. Edmund Mcmillen with tons of newgrounds games before super meat boy, John Carmack with the game for every letter of the alphabet challenge, Johan Peitz who I mentioned in this video making games for 30 years, and so on). Trying my best to get better with every single project!
I got a playdate, then realized I have ZERO clue how I'd develop games for it. In walks this video into my feed. FANTASTIC RECOS. I'm shocked I knew nothing about both of these tools!!!! You are singlehandedly (re)starting my game creation journey.. I used to do a lot of Flash Aescripting back in the day.
I'm kind of the opposite, I don't think I'd have any problems with developing for it, but it's just kind of expensive for what it is.
Leaving 4 likes for the word wrapping. Great job. (I hate as well when characters pop in and reflow the text)
I think I'm not the only one who did this. But I just ordered one after viewing your videos and doing some research.
Console looks very fun to develop games for. Can't wait to dip my toes into game development. Thanks to you man.
!! Wow have fun with development! It's really enjoyable to make games for
You create the best content. Thank you for the inspiration! 🙌
And thank you for watching!
A simple way to handle word wrapping is have a fixed amount of characters per line. Keep a counter of how many characters drawn in the line. Every space character, check how many characters until the next space. If the amout of characters in the word is less than the amount of characters left in the line, start a new line and reset the character counter. Either don’t have any words longer than a line or have condition that accounts for that.
Yeah looking back I realized I basically solved the word wrapping thing because that's actually how I automatically split up the text to fit into separate lines and I just needed to add some code to offset the y draw position, but oh well 😅 I'll just do it for my next game :)
For the word wrapping, I've implemented a thing on esp32 where it types the word out first in the background colour before deciding where it should go, then printing it proper. Since then I've also come up with a better way by reading the width of all the characters in a word (thus knowing the length) so bypassing that print-as-background step.
Also props 4 cheese 😤😤 and those SOUNDS are really nice actually love what the water does to the scene
🧀🧀🧀🧀🧀
Oh wow, sharing levels by playing a short melody. I love this very much.
Pure honst work, I really want to get a PlayDate consol just for your games.
Please keep it going, much love and respect.
I'm not a programmer or a game desinger but this video made me think both should be really fun! Amazing video I just suscribed!
Such a cool little game! To be completely honest, I had no idea that the playdate was even out right now (though I have heard of it before), but you made the making of this game on it look pretty fun. A while back, I was in a game jam with a friend. My friend (who is admittedly much better than me at pixel art) decided to do that art, while I worked on everything else (a bit unusual, since art and writing are usually the only things I enjoy doing in game dev) We ended up having to scrap the project and drop out of the jam, which broke my heart because I wanted to try and finish the game anyways, but I just wasn't able to replicate his art style to finish what he didn't get to yet so I decided to just let it rest.
Watching this does make me wonder if, the game could possibly work on something like the playdate, since the game is relatively simple and the limited color pallet could make up for what I lack in pixel art and coloring skills compared to that friend...
Sorry for the tangent, long story short, good and entertaining video friend! Keep it up!
Love hearing tangents - thanks for sharing! Yeah it's a bit underground I suppose since units are still shipping out, but I've had my Playdate in my hands for almost a year. The 1-bit low resolution screen definitely helps with keeping things a little more simple on the art department, but gives enough flexibility for really talented artists to take it to another level.
looking epic! i love the sounds, and how small it is
This is so cool! I have no idea how you can do this for a playdate
There's so much more you can do - I've just barely scratched the surface
First video I've seen from you and it's gold
Didn't know i needed to make a game with a heavy focus on audio atmosphere, but man those waterfall sounds were beautiful.
Yeah it ties the room together for sure
amazing work,
amazing game
The sound-based level transfer rules, reminds me of Bangai-O Spirits for the DS
realy good shout on the wor wrapping stuff, that always realy anoyes me in games
another awesome video
Yes!! Someone who agrees! Thank you for the solidarity
Love the portcullis. I'd actually throw out that if you build on this, maybe use the crank for climbing up and down walls and ladders as well. Then you could implement a taller character and a ducking mechanic and you could duck over ladder spots without climbing down since duck could be a down press and climbing down would be a counter-clockwise crank or something. Just a way to use that crank even more and interact more with the uniqueness of the playdate.
Ooo crank to climb. That's an interesting concept I wish I would've thought of that.
Awesome to hear that samplay contributed to this!
Samplay ♥
This video gave me the motivation to start working on my game again, so thanks for that ahaha
Keeper??? 👀👀👀Love your devlogs :)
@@SquidGodDev Hahaha thanks! Your games are pretty sick too, keep it up
great video! I’d maybe change the physics a little while under water and it would be amazing if you could somehow randomize all of the elements to create a new experience everytime
Somehow, you manage to spend hours on the simplest problems. Smart word wrapping works like this: when you encounter a space character, you check where the next space or newline is. Since you know your dialog window bounds and where you are currently, you can easily calculate if that word has enough space on the current line. If it doesn't - do a newline instead of space. It's literally, like, 6 lines of code.
Yes, there are some edgecases with words too long to fit on any line at all, but it all can easily be addressed.
It's not fair Bro, he just released the video and now you tell us?
For real tho this is gamedev I spend a whole night trying to find how to color something.. Turned out I forgot the slash before the command,, its just luck if someone before u explained it well enough and luck if u monkey brain can comprehend it
I was trying to retrofit an existing function in the Playdate SDK that draws text in a given rect which is most of why it was challenging. Looking back it makes sense to write it from scratch myself, but I was trying to prioritize more important features. Sometimes you just lose sight of the bigger picture when you're working on something ya know? I'm sure you've experienced that when coding yourself. At least it made for some interesting storytelling in the video so I'm not losing any sleep over it. I'll keep this in mind though for next time I implement a dialogue box.
My Playdate needs to hurry up and get here ugh
Definitely had that feeling too before mine arrived. Forgot all about my wait time though after I got it :)
11:58 actually it's pizza
If you want "cheese", then you need to invert the colors :)
I'll meet you halfway with cheese pizza
I don't have a playdate and I don't think I'll get one, but I like your videos for mentioning stuff like the Arduboy or the Lowres Jam. Thank you
This is so cool keep up the great work
0:30 I got scared for a sec.
gottem
I've been working on a metroidvania for about half a year now, and this game is already more polished than mine 😅
Well, I definitely cut some corners and simplified a lot of backend stuff to get this out, so I wouldn't be so sure!
Really cool, Impressed what people can do to push the limitation of hardware
I love the playdate
Such a fun system
Man I don’t really comment much, but your videos inspired me to start working on my own rhythm game for playdate. Love this game you made though
Thanks for commenting! Good luck on your game
I love how the playdate has its own fanbase to keep it alive for years
It really is an inspiring little console. We haven't really had a portable console with a unique control scheme or idea since the DSI (at which point we had touch screen, camera, interface buttons, and microphone). So seeing a console with a crank is like being a kid again with all the possibilities you are unsure of.
nice. youre games will make me buy a playdate
Absolutely beautiful
Love the content !
Thanks!
I despreately need to get a playdate just to play this!!!
you are a playdate master already!.. I think it would be fun if the character could have some kind of temporal facial expression when something happens during the quest
I will forever be the one to remember just "Squid"
My rebellious phase
Another game to try when mine finally shows up.
Patiently waiting for this :)
Bro you killed it
Sir you are a genius 🌟
please somebody give an award for this guy for naming and classifying a whole new game genre
Is it a new name? I just assumed it was probably a thing since it rolled off the tongue so well.
@@SquidGodDev well i googled it and it seems like that this game was just used as the name of a game that someone making, but i think you're the first one to use this term to refer to a genre i might be wrong but sick game anyway
You should make a powerup where you can use the crank to control your running speed
This is pretty neat!
The game looks great
Great insights, thanks! Really interested in the Playdate but didn't get my hands on one yet unfortunately. Love the "microvania" approach!
i would love to see you turn this into a full sized game, if you do i would play it
That would be cool - I'm working on a tutorial so maybe someone else can take the idea and run with it
I did not know the Playdate existed until today Jan 10 909PM
Surprise! It's a thing :)
your "pick up Cheese" looks kinda like a slice of Pizza :D
spider looks like parasite from adventure time movie)
Okay, I'm gonna try to tell what I want without using google translate or something like that.
I love watching videogame development videos mostly from indies. I like seeing all the process, the explanations of how to solve a problem, etc
I also studied digital animation so I know the basics of coding but I'd never like the teachers from my country 'cause they never teach a thing and I also get sick of my career...so I left it...yep
What I'm trying to say is that this video inspires to keep working on my projects.
I don't want to be a professional, I just want to have fun making video games
Just thanks and keep making your stuff
Thank you for the wonderful comment! Glad that I could inspire you to keep working on your projects. Good luck on your game dev journey :)
Awesome video !
Whoa
I love metroid and your Game looks awesome. I'm working on a top down exploration game in the backrooms and you motivated me to keep working on my game and I'm only 15. Thank you so much!
Good luck! You got this
@@SquidGodDev Thank you. I will
Algorithm commentttttttttttt. Also, very cool stuff. I was thinking about how the playdate would struggle with the particle system I had set up lol
I haven't messed around too too much with simulating particles - it might be ok if you optimize it correctly.
@@SquidGodDev I'd probably be fine but it makes more sense to use that when it's simple atmospheric particles rather than anytime the player performs a dash.
Freaking cool man
Wow! I love this video!
The editing is so fun and great, the pacing is perfect, and the game you made is awesome too!
I wish more people made videos like this!
Hope your game does well :D
Thank you!!
Hey, I’ve been watching your content for a while now and they’re really great. I really love devlogs because they show the interesting processes of creating a video game. May I suggest trying out the game called Fancade? It is a fantasy console with its own visual scripting language, it uses pixels or voxels too so I thought you might like it.
Is that the one on the phone? Seems pretty interesting. Probably won't be able to get to it since there's so much other content on my plate, but thanks for the suggestion!
Wait, you made ascend?? Fantastic job, it's a really cool one!
No I didn't make it 😅Johan Peitz made it. I was just inspired by it
@@SquidGodDev ah, gotcha 😅 tho yours looks really neat too!
Well.. Now I really want a Playdate..
This is dope
I'm currently working with a small team on a Metroidvania with an Anime visual style (HLSL and custom shading models in Unreal are hard) in 2.5D
Sounds cool
Now make doom
Like 3D
Like old one
I have plans for a doom-like game. Hopefully Q1 this year?
@@SquidGodDev noooice
Imagine 8-bit playdate
Or playdate color
I’ll gladly make music for you
i had a little bit of bug in the kings dungeon but it was fine
In my humble opinion I think the playdate is amazing, if the value of it here in Brazil was not so high I would buy, um, 200 dollars in Brazil is equivalent to 900 reais very high value, in addition to the freight and rate of the Brazilian customs It's extremely abusive, but someday I'll still have one.
Yeah it's pretty awesome. Really unfortunate about the pricing and shipping costs for sure
Hmmm yes as a wise man once said wow that was really cool (Dani)
You should make a roguelike next
I want to make one at some point :)
Hey man, I'm loving everything you've been doing and I'm trying to become a gamedev as well, could you please tell me which tools you're using other than LDtk, Aseprite and Pixel FX designer to make your stuff? I'd love to have more input on great tools that I can use to make my life easier as an aspiring gamedev. Thanks a lot, much love!
Honestly, not that many more tools. Extra audio stuff is Audacity and sfxr.me/ sometimes. The creator of Pixel FX Designer packaged it into another tool called Spritemancer, so I use that now instead. VSCode for coding environment. A couple other things that are specific to Playdate development. Everything else is just coding things directly.
Warning @ 1:50
We have spaghetti code that only consists of if, else and elseif
No please... Don't look 😅
Metroidvanias are cool but, now you got to do a Zeldroidvania.
Nice.
it's more performance intensive to simulate simple particles, than it is to animate an idk 40+ frame puff? That is just bizarre.
1-bit images are super lightweight (only 1 bit per pixel, as the name suggests) and the images are pre-loaded into memory, so displaying them is super fast. For particles, you would first need to do some math calculations every frame to get the position and size that add some overhead, and on top of that you have to dynamically draw each individual particle, instead of drawing one single image. Single image draws are pretty optimized because of how it can easily get copied into the draw buffer.
it (needlesly) bothers me that the water line is a thinner pixel than the rest
The cheese looks more like Pizza
It seems so - like 2 or 3 other people have commented the same 😅
The cheese 🧀 looks like pizza 🍕
I know 😭 at least there's cheese on pizza so maybe it works
@@SquidGodDev 😂 both is great
I have an idea how about making a sonic game on the playdate that would be cool
I think I saw someone working on a Sonic-like game for the Playdate. The demo looked pretty cool.
yes!!!
I liked your approach a lot. And the end game looked amazing. It made me wonder. I did read stuff about the playdate from the panic inc blog and podcast, but I did not have seen the SDK yet. But would anything prevent anybody of try to make a 30-hour-long game if they wish? I mean I think it may have a size limit or something about how it loads a game that might not let you partially load/unload parts of the map or game state but I'm not sure. Did you think about it or try to hit its limit?
Yeah only theoretical limit is on device storage, which is about 4GB, but you can fit a lot in that. Thing that takes the most space is actually audio, but if you generate audio instead you could theoretically have a super large game. Sky is the limit.
you should combine the last app you where programing with this one
Like with the level editor and data transmission? That would be cool for sure. Level editor is possible but a lot of work. Data transmission would be too slow though probably.
make a sprite for the dialogue box =p
The water doesnt seem to fit well with the look of the waterfalls. The line for the water is too thin, I think. The game overall looks great though!
I watched this at a hundred views at school and I would have commented but they have workplace restrictions.
Honestly, with the cheese and the sound effects combined, I really hope you make the player character a rat or something. I think it would also be thematically relevant considering the location. Haha.
I like this idea haha
@@SquidGodDev Would love to see you implement it, ngl. I wouldn't even ask you to credit me for the idea. lol
There was one called minitroid but Nintendo ninjas took care of that right quick
Also all the best metroidvanias take long to playthrough but that's just my opinion
I hate ones that you can beat in an hour
i can beat super metroid in about an hour 🗿
You are crazy!
Not crazy enough
@@SquidGodDev Then create a 3D render with playdate :P
I love seeing Latin, especially since I am a Latin student
Whats the programming language for playdate? It is pretty fun to make simple games without a game engine
The language is Lua. You also have the option to use C.