@tommulgrew.itch.io
The very basic beginnings of a simple tile editor.
I'd like to make something where you can draw pixels directly on the tilemap itself, and the editor makes the corresponding updates to the spritesheet.
Plus some logic to track tile connectivity.
#motc
I'd like to make something where you can draw pixels directly on the tilemap itself, and the editor makes the corresponding updates to the spritesheet.
Plus some logic to track tile connectivity.
#motc
November 1, 2025 at 1:28 AM
The very basic beginnings of a simple tile editor.
I'd like to make something where you can draw pixels directly on the tilemap itself, and the editor makes the corresponding updates to the spritesheet.
Plus some logic to track tile connectivity.
#motc
I'd like to make something where you can draw pixels directly on the tilemap itself, and the editor makes the corresponding updates to the spritesheet.
Plus some logic to track tile connectivity.
#motc
For no particular reason I've been working on a little immediate mode GUI framework in #motc. So far supports nested scrollable regions, popup dialogs and drop down lists.
I might use it to make a little tiled pixel art editor.
I might use it to make a little tiled pixel art editor.
October 26, 2025 at 3:17 AM
For no particular reason I've been working on a little immediate mode GUI framework in #motc. So far supports nested scrollable regions, popup dialogs and drop down lists.
I might use it to make a little tiled pixel art editor.
I might use it to make a little tiled pixel art editor.
Something I couldn't quite squeeze into the pico8 version was a qualification lap. Implemented as a single lap race where the cars can't see or collide with each other (you can't see them either in the proper version). This ensures realistic AI car qualification times.
October 4, 2025 at 11:45 AM
Something I couldn't quite squeeze into the pico8 version was a qualification lap. Implemented as a single lap race where the cars can't see or collide with each other (you can't see them either in the proper version). This ensures realistic AI car qualification times.
It's disgusting the amount of advertising that is creeping into games these days..
September 26, 2025 at 9:43 AM
It's disgusting the amount of advertising that is creeping into games these days..
Updating the pixel art to take advantage of the extra resolution.
(Perhaps went a bit overboard with the aseprite dithered gradient fill :-)
(Perhaps went a bit overboard with the aseprite dithered gradient fill :-)
September 25, 2025 at 10:08 AM
Updating the pixel art to take advantage of the extra resolution.
(Perhaps went a bit overboard with the aseprite dithered gradient fill :-)
(Perhaps went a bit overboard with the aseprite dithered gradient fill :-)
Analogue game controller input is one of the main new features, compared to the original Pico-8 version.
September 19, 2025 at 8:18 AM
Analogue game controller input is one of the main new features, compared to the original Pico-8 version.
The car AI and gameplay is pretty much all there now.
September 16, 2025 at 11:49 AM
The car AI and gameplay is pretty much all there now.
AI car rendering has been implemented. They just run on rails for now - reimplementing the AI driving code will be the next step.
September 13, 2025 at 11:13 PM
AI car rendering has been implemented. They just run on rails for now - reimplementing the AI driving code will be the next step.
Sound, racing line and game controller input is working now.
I had to add a "setpitch" command to MotC to set the pitch of the looped engine sound effect without restarting it.
I think I'll stick with 320x240. It feels about right for this style of game.
I had to add a "setpitch" command to MotC to set the pitch of the looped engine sound effect without restarting it.
I think I'll stick with 320x240. It feels about right for this style of game.
September 12, 2025 at 10:23 PM
Sound, racing line and game controller input is working now.
I had to add a "setpitch" command to MotC to set the pitch of the looped engine sound effect without restarting it.
I think I'll stick with 320x240. It feels about right for this style of game.
I had to add a "setpitch" command to MotC to set the pitch of the looped engine sound effect without restarting it.
I think I'll stick with 320x240. It feels about right for this style of game.
The port looks very close to the original now.
September 12, 2025 at 12:26 AM
The port looks very close to the original now.
Ported the driving code.
Still deciding whether to target 320x240 or 640x480.
Still deciding whether to target 320x240 or 640x480.
September 10, 2025 at 7:36 AM
Ported the driving code.
Still deciding whether to target 320x240 or 640x480.
Still deciding whether to target 320x240 or 640x480.
The basic rendering logic has been ported.
I had to add support for clip regions to MotC - will release a new version soonish.
I think the approach will be to convert the game more-or-less as is, then look at enhancing the textures and any qol improvements.
I had to add support for clip regions to MotC - will release a new version soonish.
I think the approach will be to convert the game more-or-less as is, then look at enhancing the textures and any qol improvements.
September 8, 2025 at 9:14 AM
The basic rendering logic has been ported.
I had to add support for clip regions to MotC - will release a new version soonish.
I think the approach will be to convert the game more-or-less as is, then look at enhancing the textures and any qol improvements.
I had to add support for clip regions to MotC - will release a new version soonish.
I think the approach will be to convert the game more-or-less as is, then look at enhancing the textures and any qol improvements.
Could the rumours be true?
A MotC port of Mot's Grand Prix?
A MotC port of Mot's Grand Prix?
September 8, 2025 at 4:56 AM
Could the rumours be true?
A MotC port of Mot's Grand Prix?
A MotC port of Mot's Grand Prix?
I've been farting around with DosBox cycles to try to approximate hardware I used to own.
I've realised that "Init DOOM refresh daemon" was the first PC performance benchmark.
I've realised that "Init DOOM refresh daemon" was the first PC performance benchmark.
August 3, 2025 at 12:39 AM
I've been farting around with DosBox cycles to try to approximate hardware I used to own.
I've realised that "Init DOOM refresh daemon" was the first PC performance benchmark.
I've realised that "Init DOOM refresh daemon" was the first PC performance benchmark.
Digging through some old DOS stuff and found a mouse sensitivity TSR I wrote some 30 years ago.
Still works (in DosBox).
Still works (in DosBox).
August 1, 2025 at 5:12 AM
Digging through some old DOS stuff and found a mouse sensitivity TSR I wrote some 30 years ago.
Still works (in DosBox).
Still works (in DosBox).
Playing with voxels and simplex noise.
July 18, 2025 at 11:20 PM
Playing with voxels and simplex noise.
Basic voxel sphere is working.
(Albeit with a hole.)
(Albeit with a hole.)
July 7, 2025 at 8:28 AM
Basic voxel sphere is working.
(Albeit with a hole.)
(Albeit with a hole.)
I have accidentally created the infinite multiverse..
July 6, 2025 at 10:31 AM
I have accidentally created the infinite multiverse..
Holy pickled meatballs, it's actually working.
July 5, 2025 at 12:28 AM
Holy pickled meatballs, it's actually working.
Debugging glsl shaders without tools is not trivial...
July 4, 2025 at 11:36 PM
Debugging glsl shaders without tools is not trivial...
Somehow it doesn't translate to sales though 😄.
June 12, 2025 at 2:35 AM
Somehow it doesn't translate to sales though 😄.
Air Pico is going crazy on itch, and I don't really know why.
(Normally my games get about 20-50 views per day.)
(Normally my games get about 20-50 views per day.)
June 11, 2025 at 9:07 PM
Air Pico is going crazy on itch, and I don't really know why.
(Normally my games get about 20-50 views per day.)
(Normally my games get about 20-50 views per day.)