Alex Rose
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alexrosegames.bsky.social
Alex Rose
@alexrosegames.bsky.social
Indie dev, made Super Rude Bear Resurrection

10 time medallist in Ludum Dare

Console porter (Recompile, SWOTS, Passing By, Cluedo, Ticket to Ride)

Physicist, lectured dynamics at Technikum Wien

My 40 jam games: alexrose.itch.io
Site: alexrosegames.com
just won my tenth ludum dare medal ayyy
October 25, 2025 at 7:33 AM
I am generally offline nowadays but IT'S LUDUM DARE THIS WEEK, THIS IS NOW A LUDUM DARE ACCOUNT

post your picks
September 30, 2025 at 9:00 AM
September 6, 2025 at 11:15 AM
July 24, 2025 at 6:20 PM
btw, just a little explanational code block to save you from trawling the docs
April 24, 2025 at 10:29 AM
unforch I realised. oncollisionenter2d and oncollisionstay2d create gc and every once in a while you'll get a frame of unacceptable spike like 35ms

apparently.. you can just query contacts in fixedupdate and create your own non allocating collision methods...

dangerously close to doing it
April 23, 2025 at 10:54 PM
when I gutted unity's input system it changed my entire outlook on the universe lol. just pressing the analogue stick there used 11.5 MILLISECONDS

rewrote it to use native calls.. 0.03 milliseconds
April 23, 2025 at 10:39 PM
the most impresive thing of all is.. the actual highest use of CPU, more than the character controller, the physics, the rendering.. is the built in unity "Development Build" watermark
April 23, 2025 at 10:35 PM
so, I decided to go ham on rude bear for a few weeks and make the best switch port ever because it was running at like.. 40fps and I didn't want it to ever get drop below 60

it's now running at like 200fps even on dev builds with deep profiling on
April 23, 2025 at 10:09 PM
finally just got hit by a 9 year old curse from my past self
April 22, 2025 at 9:57 PM
that's actually hilarious that they're still selling horse armour
April 22, 2025 at 3:29 PM
making my Ludum Dare game where you descend into hell on a tour bus

tentative names: Strafe to Hell, Eternal Tour-ment, Tourist Trap
April 7, 2025 at 10:22 AM
April 3, 2025 at 8:57 PM
want to see something beautiful?

screenshot A, those highlighted blue bits show every time I touched the stick in unity's new input system it added 12 MILLISECONDS OF COMPUTE. 3/4 OF THE FRAME BUDGET ON INPUT

screenshot b, 0.03ms on input. beautiful. perfect
April 1, 2025 at 1:01 AM
haha I got my best results ever 2 jams ago and now I don't think I'm ever going to be satisfied again until I come first
March 31, 2025 at 2:27 PM
if it were depth I'd agree but I'm definitely about to play 100 games that look exactly like this if it wins
March 31, 2025 at 1:54 PM
anyway, long story short, it's finally fucking done, one click PNG list to fonts

you'd think this technology would just exist and be a simple function in any font editor right? you'd think there's just an automator for this

well apparently not

(also please don't tell me if there is or I will cry)
March 16, 2025 at 2:36 PM
and finally! after all these hours, it was done!

oh wait no I lied

I realised I had traced the nodes between the CENTRES of the pixels instead of AROUND the pixels so the shapes were all deformed
March 16, 2025 at 2:32 PM
(still unsure if it's possible to get them to 64x64 but whatever)

then in unity I had to set up the internals so it would actually render like a pixel font at the right size instead of a blurry mess
March 16, 2025 at 2:31 PM
then I had to write a python script inside font forge which would take each svg, parse out the unicode letter and convert them into glyphs

but then I realised that the em was 1000 so the glyph sizes were (n-1)*1000/64, so then I had to account for that to add the kerning space so it's pixel perfect
March 16, 2025 at 2:31 PM
then I lower case j and i have multiple perimeters so I had to rewrite the file format to have store each shape as 1 perimeter and multiple destructive interior perimeters and then rewrite the svg parser for the third time
March 16, 2025 at 2:29 PM
then the number 8 was broken because it only did the first hole. so I had to rewrite it to cache multiple destructive perimeters

then the second hole didn't work because it was hugging the bottom, so I had to adjust it to use the top left corner or it made a little square
March 16, 2025 at 2:28 PM
then I had to write a script that would take all this stuff and output it into svg format rather than just a list of nodes
March 16, 2025 at 2:27 PM
and that.. went wrong a LOT. so to detect the interior lines properly I ended up having to do a flood-fill algorithm to check if there was a closed loop inside the perimeter, and then it could march around the insides (here's some fails)
March 16, 2025 at 2:26 PM
then I had to write a destructive nodes function to cut out the centres of the letters too
March 16, 2025 at 2:26 PM