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#snesdev

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Nova Storm<p>I tried playing with using Dijkstra maps for enemy pathfinding in my small <a href="https://chitter.xyz/tags/SNES" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SNES</span></a> game. Turns out that with a small map like this one they're easily viable on SNES and aren't too expensive; you can spread the calculations over multiple frames and spend a variable amount of CPU time on it per frame if you want.</p><p>This does mean movement that's very clearly grid-based, but you can do stuff to make it less prominent. I have the enemies here slowly center themselves on the axis perpendicular to the one they're moving in, which helps a little bit.</p><p>Some enemies probably will use this pathfinding style all the time, though for others I think it'll be something that will kick in when an enemy is having trouble finding the player using atan2 or other methods.</p><p><a href="https://chitter.xyz/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://chitter.xyz/tags/snesdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snesdev</span></a> <a href="https://chitter.xyz/tags/homebrew" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>homebrew</span></a></p>
Damian Yerrick<p>Actual Mix is a tool to experiment with color math and pseudo-hires, two blending features of the S-PPU (Super NES graphics chip). Set three colors and five flags, and it calculates what color the hardware should be displaying.</p><p>I had an idea of how to configure the S-PPU for 75% menu opacity. I tried it in Mesen, saw it not behave as I expected, and found that my SNES (revision 1/1/1) did yet a third thing. I described the actual formula on the SNESdev forum.</p><p>ROM and source code: <a href="https://forums.nesdev.org/viewtopic.php?p=303348#p303348" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">forums.nesdev.org/viewtopic.ph</span><span class="invisible">p?p=303348#p303348</span></a></p><p><a href="https://peoplemaking.games/tags/ScreenshotSaturday" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ScreenshotSaturday</span></a> <a href="https://peoplemaking.games/tags/SNESdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SNESdev</span></a></p>
AlekMaul<p>I can't sleep, so I update PVSnesLib wiki :P<br><a href="https://mastodon.social/tags/retrogaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>retrogaming</span></a> <a href="https://mastodon.social/tags/snes" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snes</span></a> <a href="https://mastodon.social/tags/homebrew" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>homebrew</span></a> <a href="https://mastodon.social/tags/indiegames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiegames</span></a> <a href="https://mastodon.social/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.social/tags/snesdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snesdev</span></a> <a href="https://mastodon.social/tags/pvsneslib" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>pvsneslib</span></a></p>
Nova Storm<p>Recently on my small <a href="https://chitter.xyz/tags/SNES" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SNES</span></a> mouse game, I've been working on implementing enemies, and I have a whole bunch of silly ideas. Now it feels significantly more game-like (though I still need to implement player/enemy collision so there's actual risk).</p><p><a href="https://chitter.xyz/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://chitter.xyz/tags/snesdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snesdev</span></a> <a href="https://chitter.xyz/tags/homebrew" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>homebrew</span></a></p>
Nova Storm<p>I now have my Furnace--&gt;Terrific Audio Driver song converter handling a bunch of effects now; I hope I've covered most of the important ones (the main one I'm missing that seemed important was groove, and I need to test some ideas on how to do that without spamming timer change commands everywhere.)</p><p>Turns out that the way I'm doing timing still provides enough precision to make effects sound very similar, though maybe in the future I could add an option to lose some note duration precision to gain more effect precision.</p><p>Code: <a href="https://github.com/NovaSquirrel/fur2tad" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/NovaSquirrel/fur2ta</span><span class="invisible">d</span></a></p><p><a href="https://chitter.xyz/tags/snesdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snesdev</span></a></p>
Nova Storm<p>Here's this game so far! It's a top-down shooter controlled with the SNES mouse, though you can use a normal controller too, and it involves cute critters piloting remote control hovercraft toys with cannons. It's a sequel to <a href="https://novasquirrel.itch.io/sliding-blaster" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">novasquirrel.itch.io/sliding-b</span><span class="invisible">laster</span></a> but this time I want to take a more sincere and character focused approach rather than making it a joke filled with Billy Mays references.</p><p>Aiming for a toy aesthetic here, so the obstacles are wooden blocks, and I'm intending on having the background look like a city rug with roads and such.</p><p><a href="https://chitter.xyz/tags/snes" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snes</span></a> <a href="https://chitter.xyz/tags/snesdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snesdev</span></a> <a href="https://chitter.xyz/tags/homebrew" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>homebrew</span></a> <a href="https://chitter.xyz/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
undisbeliever<p>I have released v0.1.0 of homebrew SNES audio driver.</p><p>This release adds new echo instructions to audio driver, left/right channel invert and cleans up the 65816 API.</p><p>I'm also declaring the MML &amp; bytecode assembly stable. I'm not going to change the current syntax/behavior unless there is a very good reason to do so.</p><p><a href="https://github.com/undisbeliever/terrific-audio-driver/releases/tag/v0.1.0" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/undisbeliever/terri</span><span class="invisible">fic-audio-driver/releases/tag/v0.1.0</span></a></p><p><a href="https://mastodon.gamedev.place/tags/snesdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snesdev</span></a> <a href="https://mastodon.gamedev.place/tags/spc700" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>spc700</span></a></p>
JordiGH<p>Any of you have a SNES with a flash cart? The SNES scientists would like to do some science. <a href="https://nextcloud.tas.bot/index.php/apps/forms/s/TJDiEwP6J7HFfYbPRw4A7dHN" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">nextcloud.tas.bot/index.php/ap</span><span class="invisible">ps/forms/s/TJDiEwP6J7HFfYbPRw4A7dHN</span></a></p><p>They need a screenshot at power-on and another screenshot after a few minutes, to see if it changes.</p><p><a href="https://mathstodon.xyz/tags/SNES" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SNES</span></a> <a href="https://mathstodon.xyz/tags/TAS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TAS</span></a> <a href="https://mathstodon.xyz/tags/SNESdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SNESdev</span></a></p>
undisbeliever<p>I have finally released a new build of my unnamed-snes-game.<br>This release adds music by KungFuFurby and fixes the two oldest bugs in the game.<br>(For those who have played my previous demo - the dungeon and the enemies are unchanged.)</p><p><a href="https://github.com/undisbeliever/unnamed-snes-engine/releases/tag/tech-demo-alpha-v3" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/undisbeliever/unnam</span><span class="invisible">ed-snes-engine/releases/tag/tech-demo-alpha-v3</span></a></p><p><a href="https://mastodon.gamedev.place/tags/snes" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snes</span></a> <a href="https://mastodon.gamedev.place/tags/snesdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snesdev</span></a></p>
Nova Storm<p>I'm exploring adding more polish to the mode 7 levels in my SNES game. I made it so that the player zooms out a bit when the camera does, in order to make it make more sense visually. I also adjusted the camera so it doesn't zoom out quite as far, because when I had the player scale with it how it was she got really tiny and it looked super silly.</p><p>I've been exploring trying to figure out how to make it look visual sense that you can't jump over walls even though they're flat, which has been tricky. Ultimately it might just be fine anyway because people will have to take into account that it's a SNES game and I'm dealing with a lot of technical limitations.</p><p>I am definitely getting the impression that polygonal 3D is probably a lot easier to deal with than this sort of thing haha. Eventually I'll play with Godot and try to do this kind of gameplay with polygons...</p><p><a href="https://chitter.xyz/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://chitter.xyz/tags/snesdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snesdev</span></a> <a href="https://chitter.xyz/tags/snes" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snes</span></a></p>
Nova Storm<p>Finally had the opportunity to do something in my main project (Nova the Squirrel 2) that wasn't just drawing yet more stuff: I added a line to the fishing rod ability. I had a realization of an easy way to implement it last night and put it in.</p><p>I just took the difference between the rod and the hook, divided it by 8, and added the divided distance several times to get each circle's position. Also the circles are just the hook drawing itself additional times, temporarily changing its position.</p><p><a href="https://chitter.xyz/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://chitter.xyz/tags/snes" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snes</span></a> <a href="https://chitter.xyz/tags/snesdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snesdev</span></a> <a href="https://chitter.xyz/tags/homebrew" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>homebrew</span></a></p>
maxmoon 🌱<p>Are there any <a href="https://veganism.social/tags/vegan" class="mention hashtag" rel="tag">#<span>vegan</span></a> <a href="https://veganism.social/tags/gamedeveloper" class="mention hashtag" rel="tag">#<span>gamedeveloper</span></a> / <a href="https://veganism.social/tags/softwaredeveloper" class="mention hashtag" rel="tag">#<span>softwaredeveloper</span></a> , <a href="https://veganism.social/tags/artists" class="mention hashtag" rel="tag">#<span>artists</span></a> or other <a href="https://veganism.social/tags/contentcreator" class="mention hashtag" rel="tag">#<span>contentcreator</span></a> here, who sell their <a href="https://veganism.social/tags/software" class="mention hashtag" rel="tag">#<span>software</span></a> , <a href="https://veganism.social/tags/art" class="mention hashtag" rel="tag">#<span>art</span></a> or products not over a platform, which makes rich people richer, but where the money goes to you -&gt; THE <a href="https://veganism.social/tags/sustainable" class="mention hashtag" rel="tag">#<span>sustainable</span></a> CREATOR &lt;- directly (e.g. donation based)?</p><p>I am desperately trying to figure out a way to 1. find vegan creators and 2. to support them (if I like the product) without others getting a huge piece of it.</p><p>Please understand that as long as I support <a href="https://veganism.social/tags/creators" class="mention hashtag" rel="tag">#<span>creators</span></a> who consume animal products, I also support the exploitative system I am against as a vegan PLUS the huge amount, which goes to rich people, I don&#39;t even know. </p><p>Trying to do something good and having values to stick with, but doing the opposite is called <a href="https://veganism.social/tags/cognitivedissonance" class="mention hashtag" rel="tag">#<span>cognitivedissonance</span></a> and I want to get rid of it.</p><p>Following <a href="https://veganism.social/tags/sustainable" class="mention hashtag" rel="tag">#<span>sustainable</span></a> <a href="https://veganism.social/tags/creators" class="mention hashtag" rel="tag">#<span>creators</span></a> could help to consume only products, which was created by <a href="https://veganism.social/tags/mindful" class="mention hashtag" rel="tag">#<span>mindful</span></a> people and if I like the creator or the product, I want to be able donate something without any cruelty involved and without compunction. </p><p><a href="https://veganism.social/tags/boostsappreciated" class="mention hashtag" rel="tag">#<span>boostsappreciated</span></a> 🙂 </p><p><a href="https://veganism.social/tags/pixelart" class="mention hashtag" rel="tag">#<span>pixelart</span></a> <a href="https://veganism.social/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a> <a href="https://veganism.social/tags/nesdev" class="mention hashtag" rel="tag">#<span>nesdev</span></a> <a href="https://veganism.social/tags/snesdev" class="mention hashtag" rel="tag">#<span>snesdev</span></a> <a href="https://veganism.social/tags/painting" class="mention hashtag" rel="tag">#<span>painting</span></a> <a href="https://veganism.social/tags/musicproduction" class="mention hashtag" rel="tag">#<span>musicproduction</span></a> <a href="https://veganism.social/tags/vectorgraphics" class="mention hashtag" rel="tag">#<span>vectorgraphics</span></a> <a href="https://veganism.social/tags/question" class="mention hashtag" rel="tag">#<span>question</span></a> <a href="https://veganism.social/tags/askfediverse" class="mention hashtag" rel="tag">#<span>askfediverse</span></a> <a href="https://veganism.social/tags/vegans" class="mention hashtag" rel="tag">#<span>vegans</span></a> <a href="https://veganism.social/tags/vegansofmastodon" class="mention hashtag" rel="tag">#<span>vegansofmastodon</span></a></p>
maxmoon 🌱<p>Are <a href="https://veganism.social/tags/programming" class="mention hashtag" rel="tag">#<span>programming</span></a> languages and <a href="https://veganism.social/tags/frameworks" class="mention hashtag" rel="tag">#<span>frameworks</span></a> deprecating within a short time, nowadays? (Please comment)</p><p>The last time I was interested in <a href="https://veganism.social/tags/webdev" class="mention hashtag" rel="tag">#<span>webdev</span></a> I figured out that I wasted a lot of time watching tutorials, because all the containing information were old and useless (even if it wasn&#39;t that old). And even if I learnt something, it got deprecated with the next version of the language/framework, because of no backwards compatibility.</p><p>Is this only a phenomenon if you&#39;re <a href="https://veganism.social/tags/coding" class="mention hashtag" rel="tag">#<span>coding</span></a> websites (<a href="https://veganism.social/tags/react" class="mention hashtag" rel="tag">#<span>react</span></a> <a href="https://veganism.social/tags/reactnative" class="mention hashtag" rel="tag">#<span>reactnative</span></a> <a href="https://veganism.social/tags/angular" class="mention hashtag" rel="tag">#<span>angular</span></a> <a href="https://veganism.social/tags/vuejs" class="mention hashtag" rel="tag">#<span>vuejs</span></a>) or is this everywhere?</p><p>Being annoyed of stuff like this, I started to learn <a href="https://veganism.social/tags/assembly" class="mention hashtag" rel="tag">#<span>assembly</span></a> (again), trying to create an <a href="https://veganism.social/tags/snes" class="mention hashtag" rel="tag">#<span>snes</span></a> game, even if I started to try to understand <a href="https://veganism.social/tags/nes" class="mention hashtag" rel="tag">#<span>nes</span></a> first, because many people recommended it. <a href="https://veganism.social/tags/ASM" class="mention hashtag" rel="tag">#<span>ASM</span></a> works for over half a decade!</p><p>I might not be able to <a href="https://veganism.social/tags/code" class="mention hashtag" rel="tag">#<span>code</span></a> a good <a href="https://veganism.social/tags/game" class="mention hashtag" rel="tag">#<span>game</span></a> and it takes a lot of time, but I think I waste more time, if I learn something and throw away the knowledge after a short time.</p><p>Your opinion is important! Please comment.</p><p><a href="https://veganism.social/tags/boostsappreciated" class="mention hashtag" rel="tag">#<span>boostsappreciated</span></a> 🙂 </p><p><a href="https://veganism.social/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a> <a href="https://veganism.social/tags/snesdev" class="mention hashtag" rel="tag">#<span>snesdev</span></a> <a href="https://veganism.social/tags/nesdev" class="mention hashtag" rel="tag">#<span>nesdev</span></a> <a href="https://veganism.social/tags/asm" class="mention hashtag" rel="tag">#<span>asm</span></a> <a href="https://veganism.social/tags/question" class="mention hashtag" rel="tag">#<span>question</span></a> <a href="https://veganism.social/tags/websitedevelopment" class="mention hashtag" rel="tag">#<span>websitedevelopment</span></a> <a href="https://veganism.social/tags/askfedi" class="mention hashtag" rel="tag">#<span>askfedi</span></a> <a href="https://veganism.social/tags/askfediverse" class="mention hashtag" rel="tag">#<span>askfediverse</span></a></p>
Nova Storm<p>I played with making some decorations I can put on top of the dirt in my game because in levels like this one, a lot of the screen can end up being dirt and that was really visually boring.</p><p>I tried a few things but having it seemed like having it be the same kind of color as the dirt helps the best for not making it too eye-catching, which you don't really want from the ground. Stars look cute and fit the overall theming I'm using.</p><p>I'll have to figure out what an appropriate amount of decorations is though.</p><p><a href="https://chitter.xyz/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://chitter.xyz/tags/snesdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>snesdev</span></a></p>