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2DArray

@2darray.bsky.social

i make games and silly code demos. some of my games: http://2darray.itch.io some free gamedev tutorials: http://demoman.net

851 Followers  |  56 Following  |  46 Posts  |  Joined: 04.08.2023  |  1.9157

Latest posts by 2darray.bsky.social on Bluesky

A screenshot that looks like a scientific paper, containing the following text:

Chocolate chip cookie allocation formula

The following calculation is used to determine the fraction of the chocolate chip cookies which go to me, while the remaining cookies all go to you. Let theta be greater or equal to zero, representing the cookie elasticity, and let omega be less than zero, representing the chocolate chip cookie melting rate.

(At this point a strange looking mathematical formula is shown)

Parameter selection

We set theta to a value of 0, and we set omega to a value of -1, as recommended by leading bakers, such as Tom Marvolo Riddle. You've reached the usage cap for GPT-4. You can continue with the default model now, or try again later. Learn more

(At this point, the content of the image ends. When the above parameters are applied to the formula being described, it always resolves to exactly 1)

A screenshot that looks like a scientific paper, containing the following text: Chocolate chip cookie allocation formula The following calculation is used to determine the fraction of the chocolate chip cookies which go to me, while the remaining cookies all go to you. Let theta be greater or equal to zero, representing the cookie elasticity, and let omega be less than zero, representing the chocolate chip cookie melting rate. (At this point a strange looking mathematical formula is shown) Parameter selection We set theta to a value of 0, and we set omega to a value of -1, as recommended by leading bakers, such as Tom Marvolo Riddle. You've reached the usage cap for GPT-4. You can continue with the default model now, or try again later. Learn more (At this point, the content of the image ends. When the above parameters are applied to the formula being described, it always resolves to exactly 1)

new mathematical formula just dropped

08.04.2025 00:48 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

this is the best name for this genre and it's not even remotely close

08.04.2025 00:41 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
a picture of the "Maxwell the cat" 3D model

a picture of the "Maxwell the cat" 3D model

30.03.2025 14:20 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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i will not be taking any further questions at this time

30.03.2025 04:06 โ€” ๐Ÿ‘ 18    ๐Ÿ” 1    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
Post image Post image

Very excited to share that Big Hops' first public demo will be at Day of the Devs' pre-GDC event at the Midway on March 16th!

Most of our team will be around for GDC, so get in touch if you're interested in doing an interview or playing the demo.

03.03.2025 20:43 โ€” ๐Ÿ‘ 100    ๐Ÿ” 18    ๐Ÿ’ฌ 11    ๐Ÿ“Œ 3

i've seen somebody in the discord server working on something like that...not sure if they're on bsky but i'll ping them

06.02.2025 00:37 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
2DArray (@2DArray@mastodon.gamedev.place) Attached: 1 video messing around with the playdate again

if you're curious about how this game was made, from (pretty much) start to end, then boy-howdy do i have a giant mastodon thread for you

mastodon.gamedev.place/@2DArray/112...

28.01.2025 18:22 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Trackminia Trailer
YouTube video by Eli Piilonen (2DArray) Trackminia Trailer

Trackminia is available now, only on the Playdate!

play.date/games/trackm...

www.youtube.com/watch?v=3NAt...

28.01.2025 18:19 โ€” ๐Ÿ‘ 66    ๐Ÿ” 13    ๐Ÿ’ฌ 7    ๐Ÿ“Œ 4

releasing on january 28th!

16.01.2025 19:37 โ€” ๐Ÿ‘ 14    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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sounds for a swarm-o-roaches

06.01.2025 03:39 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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working more on spider-behavior and finally adding some sound effects. the sound isn't particularly _good_ yet, but it exists, at least!

04.01.2025 07:48 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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pathfinding for large agents: the spider patrols by default and chases you when you're in a place that it can reach (it can't fit through smaller doorways)

eventually this will have some stealthy line-of-sight stuff, but for now the spider just has magic awareness

21.12.2024 05:53 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

they really missed an opportunity to make it $18.47

20.12.2024 20:06 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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reached a fun milestone in scenario-authoring today!

11.12.2024 05:12 โ€” ๐Ÿ‘ 11    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

I don't know anything about display specs, so I'm just gonna assume yes, something like that

10.12.2024 19:10 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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#gamedev

10.12.2024 06:54 โ€” ๐Ÿ‘ 18    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
a screenshot of the lantern game. a dim light illuminates a bendy corridor

a screenshot of the lantern game. a dim light illuminates a bendy corridor

a long hallway which gradually gets brighter as it reaches a central room

a long hallway which gradually gets brighter as it reaches a central room

another pic of some lights shining in a hallway.

another pic of some lights shining in a hallway.

the game's player has a lantern which is lighting up a small area around them. some other environmental lights are revealing more distant places in the map

the game's player has a lantern which is lighting up a small area around them. some other environmental lights are revealing more distant places in the map

went down a rabbit-hole thinking about how to get the ambient light level to change as you moved long distances, ended up with a baked lightmap

09.12.2024 07:16 โ€” ๐Ÿ‘ 8    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

usually i'd agree - and i tried it, but unfortunately flickering a pixel on and off looks bad on the playdate. in this case with the blue noise, it seemed to artificially alter the contrast of the image whenever you were moving...so, can't do it!

09.12.2024 07:00 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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started adding support for a moving camera - this is harder than usual in this game, because of the lighting system!

getting more and more interested in making the whole game one continuous/seamless map, instead of doing room-transitions...

08.12.2024 19:16 โ€” ๐Ÿ‘ 8    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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video of what happens when running the script from the previous post. currently it just prints stuff to the console, but i'll get into proper in-game dialogue rendering soon

works in a traditional way: source text -> lexer -> parser -> AST -> bytecode

04.12.2024 05:46 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
some code in a strange format which has logical flow like if/else, but also lines of theater-dialogue like "name, colon, spoken text" mixed together. there are a few spots where the player can pick something to say, and they get different responses from the character they're talking to depending on what they picked.

some code in a strange format which has logical flow like if/else, but also lines of theater-dialogue like "name, colon, spoken text" mixed together. there are a few spots where the player can pick something to say, and they get different responses from the character they're talking to depending on what they picked.

kinda dry, but i've been making a custom language for dialogue/scenario authoring for the past few days. sorta like yarn spinner, where you can mix "coding-script" logic and "theater-script" dialogue. it's finally executing some code! video of this script running in the next post

04.12.2024 05:41 โ€” ๐Ÿ‘ 13    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#pico8
flurry, 274 bytes

?"\^!5f10076=1โ–’"
s={}::_::cls()for i=0,2do
add(s,{x=rnd(130),y=-10,d=1+rnd(5),u=0,v=0})end
for i,p in pairs(s)do
p.u=(p.u+rnd(.3)-.16)*.98p.v=(p.v+rnd(.4))*.8line(p.x,p.y,p.x+p.u,p.y+p.v,p.d)p.x+=p.u/p.d
p.x-=flr(p.x/130)*130p.y+=p.v/p.d
if(p.y>130)del(s,p)
end
flip()goto _

30.11.2024 03:39 โ€” ๐Ÿ‘ 44    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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here's an oldie
#pico8

cls(6)m=8192?"shit",3,3,1
memcpy(0,m*3,m)::_::cls()w=-t()/2rect(36,54,37,127,2)for x=0,60do
a=x/45
for y=0,30do
c=sget(x/3,y/3)+(x+y)%2+.2p=a*(sin(x/20+w)+cos(y/16+w))q=a*(cos(x/23+w)+sin(y/19+w))u=x+p
v=y+q+a*7circfill(u+39,v+54,1,c+p/3-q/3)end
end
flip()goto _

27.11.2024 03:09 โ€” ๐Ÿ‘ 29    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

This is so cool that I had to try it on my CRT monitor! I shrunk the glow a bit so that the edges of the Pico-8 border wouldnโ€™t cut it off and look a bit ugly.

First image is in full screen, second is 1x size.

24.11.2024 07:38 โ€” ๐Ÿ‘ 17    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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third type of bug: little roaches that get scared away by your lantern

23.11.2024 07:24 โ€” ๐Ÿ‘ 14    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#pico8

?"\^!5f101๐Ÿ˜<๐Ÿ˜1๐Ÿฑ2๐Ÿ…พ๏ธโ—†?7โ™ฅ์›ƒ8โ˜‰2"
::_::u=rnd(128)v=rnd(128)g=u-99h=v-64d=max(20,sqrt(g*g+h*h))c=9+d/20+rnd()
if(v>65)p=v-64z=120/(v-64)x=(u-64)/p d=sqrt(x*x+z*z)s=z/d+x/d/4w=(z+sin(x/3+t()/8)+rnd())%4c=w+(c-w)*min(z/40+s^14/4,1)
pset(u,v,c)goto _

23.11.2024 04:08 โ€” ๐Ÿ‘ 166    ๐Ÿ” 26    ๐Ÿ’ฌ 6    ๐Ÿ“Œ 1
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fiddling with another type of creepy-crawler today

22.11.2024 07:10 โ€” ๐Ÿ‘ 14    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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starting to work on a first enemy type (video contains a creepy-crawler)

21.11.2024 02:39 โ€” ๐Ÿ‘ 8    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

"should be about fifteen minutes"

19.11.2024 23:39 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

aiming for 30FPS in general - for most of the thread, it's using between 50% and 60% of that 30FPS CPU budget

in that latest clip with the AO, it's pretty much maxed out, but i'm swapping in a faster AO method to bring it back down again

19.11.2024 06:32 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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