Green Donut Girl
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greendonutgirl.bsky.social
Green Donut Girl
@greendonutgirl.bsky.social
Programmersaurus Rex
I have no font and I must scream. #gamedev #indiedev #unrealengine
August 25, 2025 at 5:05 AM
Slight change to the controller code to support 2P. "char_in_use" was set up earlier to let me skip rendering and other logic for empty player/enemy slots. #nes #gamedev #indiedev
January 12, 2025 at 6:54 AM
Player 2 has joined the game. Put on your flesh colored hat and go punch people. #nes #gamedev #indiedev
January 12, 2025 at 6:51 AM
Special ability in and working! If this is starting to look familiar then hello fellow nerd. #nes #gamedev #indiedev
January 8, 2025 at 12:50 AM
Switched back to 8x16 sprite mode now that the character art is shaping up. It wasn't as big a hit to the tile set as I thought it would be (9 duplicates added). If you're making a "tall" game 8x16 is the way to go. #nes #gamedev #indiedev
January 7, 2025 at 1:23 AM
First pass done on the walk and punch attack w/combo. I definitely want to redo the uppercut at some point. Now for the kick attack & special ability sprites! #nes #gamedev #indiedev
January 6, 2025 at 1:53 AM
The Alpaca of Happiness wishes you a good new year. <3 #alpaca
January 5, 2025 at 1:27 AM
New character sprites! Sorry Bad Dude, I wasn't planning on keeping you forever. I had to do a bit of overlapping on the head to get all of the colors. Going to get his walking, fighting, and "special ability" ones done before making Player 2 to see how much I can optimize. #nes #gamedev #indiedev
January 5, 2025 at 1:25 AM
Always make sure your loops exit correctly or you'll cowabunga through your RAM and punch a hole in the space-time continuum. #nes #gamedev #indiedev
December 18, 2024 at 8:16 AM
Yeah that works. From 20 down to 7 now under 2 scanlines (less than 1 if nothing's being cleared) by storing the previous sprite count for the clearing code. On to AI! #nes #gamedev #indiedev
December 16, 2024 at 1:30 AM
Sprite emptying optimization! Unused ones just need their Y position set to FF, not all properties. Down from 20 scanlines to 7. Going to go further and keep track of the # of sprites from the prev frame and only erase to that point. No need to empty to the end of the array. #nes #gamedev #indiedev
December 15, 2024 at 7:19 AM
Wouldn't be goats if they didn't. <3 #goats
December 14, 2024 at 12:59 AM
One final tweak to the level buffering code for now. The dots on the event viewer before/after are every time it grabs data from the level file, so I spread it out over several frames to have time for AI and other stuff. #nes #gamedev #indiedev
December 13, 2024 at 10:15 PM
You ever have a one line bug screw up so hard it starts raining ninjas? (had cmp when it should have been cpy) #nes #gamedev #indiedev
December 13, 2024 at 12:39 AM
5 screens of level data would normally be 5120 bytes. Using metatiles that's down to 2224. Combined and compressed, 1448. The 1024 byte metatile could be used across all levels meaning each additional level would only add about half a kb. Noice. #nes #gamedev #indiedev
December 12, 2024 at 2:15 AM
And the compressed level data. On the left is the metatile data, and the right is five screens of level data. The test level is a bit simple so the final data will be longer, but dat's some nice compression. #nes #gamedev #indiedev
December 12, 2024 at 2:12 AM
The column buffering code for compressed level data. It should work for up to 16 screen width levels. Some of it would have to do some 16 bit math to go past that. The buffer is two columns of tiles (one metatile width) using 64 bytes of memory. #nes #gamedev #indiedev
December 12, 2024 at 2:08 AM
Compressed multi-screen level data working! I have it drawing columns behind the player as the level scrolls since there won't be any backtracking. #nes #gamedev #indiedev
December 12, 2024 at 2:02 AM
When your code gives you increasingly hilarious results with each iteration. #nes #gamedev #indiedev
December 10, 2024 at 1:03 AM
Size comparisons of uncompressed, compressed (run-length encoding), metatile, and metatile compressed level data. The last two have a file the size of the first pic as overhead, but it'll be fun to compare a full level's worth of data here soon. #nes #gamedev #indiedev
December 8, 2024 at 1:23 AM
Updated code for the compressed metatile world loading. Now to stumble across a video where someone does it in 10 lines, then walk into traffic. #nes #gamedev #indiedev
December 8, 2024 at 1:19 AM
Bumblegoat #goats
December 8, 2024 at 12:34 AM
ALL GLORY TO THE HYPNOGOAT #goats
December 7, 2024 at 12:40 AM
Got the metatiles working! One screen is only around 120 bytes vs 1024 for uncompressed plain tile indices. Next step is to lay out an entire level, maybe 6 screens? And get the rest of the scrolling code finished. #nes #gamedev
December 7, 2024 at 12:37 AM
Most problem solving notes in programming end up looking like conspiracy theories about where on Mars the underground pyramids are buried. #gamedev #nes
December 7, 2024 at 12:32 AM