Development Blog

If you'd like more info on the interesting or tricky game development stuff I've encountered while developing games, subscribe to this blog.  Also if you like game development in general, because I'll also be posting more general game development tips, and announcements of my new games.

November 17, 2017

A mini computer called "Pocket C.H.I.P." was released, which kinda fell flat on it's face - the company quickly stopped supporting it properly, and it never really was what it probably looks like in the trailer - the physical handheld version of the virtual "Pico-8 fan...

November 11, 2017

Token count

Staying under the token count was a fun challenge.  It certainly makes you find simpler ways of achieving the same thing, which is always good, though of course there is the ever present question of whether the time spent re-writing and dealing with new bugs...

November 11, 2017

If you're wondering how the levels seem to be longer than would fit in the map, that's because levels are made of "screens", which can be specified in a list in any order, and repeated. A screen is an 8x8 tiled area of the map; 8x8 tiles is what fits on the screen in 6...

November 2, 2017

This is the first in a series of posts where I'll go into the technical details of how I got this whole game to fit into Pico-8's limitations.

Initially I made this game at the standard Pico-8 resolution of 128x128 (is there another option? Yes, apparently...) We need t...

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