32Blit roguelike: Scope and moving player

Inspired by 7DRL (7 day roguelike), I have decided to try to get a simple roguelike gaming up and running for my 32blit beta unit from Pimoroni.

Since I have never actually made a roguelike and only played a few, I know I’m not going to make a new revolutionary roguelike as my first try.

Instead, I am using this project to get a feeling for the basics of the genre, and then hopefully use this new found knowledge for other projects in the future.

In this post I will define the intended scope for the game and get player moving on the screen.

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Arduboy Memory Game #4: User Input And Cursor

It is time to add user input to my little Arduboy Memory game. And an animated cursor such that it is easy to see which game card the player is currently able to select.

You can find the source code for this dev log on GitHub.

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Arduboy Memory Game #2: Preparing Sprites

In the last dev log, I started the project for my little Arduboy Memory Game.

This time I have prepared the sprites for the game cards.

All the graphics for this game is from the ‘1-Bit Pack’ from Kenney. I used Pixen to cut out the sprites from the sprite sheet and then use this image converter to convert them into hex values.

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Arduboy Memory Game #1: Getting started

I recently rediscovered my Arduboy, and quickly decided to make a few little games for it and document the development process.

My main motivation is to have a small side project that is not too complicated (initially at least 😉 ) and to experiment with a few new coding styles/patterns. You can always find the newest public version of my source code for these projects here on GitHub.

The first game I’m making is a simple Memory Game. I’m using this game to setup the basics of my ‘engine’ and to re-familiarize myself with the Arduboy library. The public version of the source code for this Memory Game will be updated here on GitHub.

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Tales From a Voxel World, part 2: First experiment with ray marching

In April 2018, I wrote the first Tales From a Voxel World dev log. But I never got around to really start my ray marching journey because of other projects (such as nine months of constant nausea followed by a new baby, an 8-year-old, studying, making a robot for a competition… the list is long 😉 ).

But early this summer I finally implemented my first voxel ray marching algorithm!

My very first ray marched voxels

This first version is based on the algorithm in the article “A Fast Voxel Traversal Algorithm for Ray Tracing” by John Amanatides and Andres Woo.

I was super proud of my very first ray marched voxels. But if you look close at the image above, the implementation was full of bugs.

So I went on a bug hunt!

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Arduino Space Invaders Game Dev Log #2: Parts and Setup

I’m currently working on an Arduino Space Invaders Game using a 0.96″ OLED as display.

In this post you will find a list of the parts I’m using for this project. I will also show you both an illustration and the schematics for the first prototype.

If you haven’t already, you might also like to read the first dev log about the project, where I give an introduction to the project and the project scope.

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Arduino Space Invaders Game Dev Log #1: Introduction

I’m currently working on an Arduino Space Invaders Game. This is the first of several Arduino Game projects I have planned, and mainly serve as a warm-up project to get me back into Arduino and microcontroller programming again.

In this blog post you will find an introduction to the project including a section on the project scope. I’m not going to make a full detailed DIY on how you can make the game yourself, but instead write about the thoughts behind the development.

This Arduino Game Dev Log will hopefully also help others get started with similar projects by showing the process instead of only the result. Continue reading “Arduino Space Invaders Game Dev Log #1: Introduction”

Tales From a Voxel World, part 1: Introduction and editing a texture at run time

Last week I finished and released a small puzzle game called Bionic Carrots. The game is one of three little games I’ve challenged myself to make before September.

This week I’ve been taking a break from Unity and my small game challenge. Instead I’ve been looking into another voxel project.

I have implemented very basic voxel engines before, where each voxel was rendered as a cube made of triangles. This was to get an initial feeling of what voxels are and what might be interesting research further at a later time.

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