@tommulgrew.itch.io
Yeah, I'd like to make something like Pyxel but with inputs that I'm used to, like right-click to select an existing colour.
The cube looks cool. I bought an RG 35XX+ last year - it's nice, but I'm feeling the lack of thumbsticks, and the screen is a bit small for my aging eyeballs..
The cube looks cool. I bought an RG 35XX+ last year - it's nice, but I'm feeling the lack of thumbsticks, and the screen is a bit small for my aging eyeballs..
November 5, 2025 at 9:27 AM
Yeah, I'd like to make something like Pyxel but with inputs that I'm used to, like right-click to select an existing colour.
The cube looks cool. I bought an RG 35XX+ last year - it's nice, but I'm feeling the lack of thumbsticks, and the screen is a bit small for my aging eyeballs..
The cube looks cool. I bought an RG 35XX+ last year - it's nice, but I'm feeling the lack of thumbsticks, and the screen is a bit small for my aging eyeballs..
Those parallax clouds are gorgeous.👍
November 3, 2025 at 2:23 AM
Those parallax clouds are gorgeous.👍
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
Had a cup of tea probably, why?
October 27, 2025 at 1:39 AM
Had a cup of tea probably, why?
I've decided this is done enough to release.
Although I'm probably make a few more improvements (particularly to the title menu graphics).
tommulgrew.itch.io/mots-grand-p...
Although I'm probably make a few more improvements (particularly to the title menu graphics).
tommulgrew.itch.io/mots-grand-p...
Mot's Grand Prix Remastered by Tom Mulgrew
Retro pseudo-3D Formula 1 racing
tommulgrew.itch.io
October 10, 2025 at 9:28 AM
I've decided this is done enough to release.
Although I'm probably make a few more improvements (particularly to the title menu graphics).
tommulgrew.itch.io/mots-grand-p...
Although I'm probably make a few more improvements (particularly to the title menu graphics).
tommulgrew.itch.io/mots-grand-p...
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 :-)
Thanks. It's using the Pico-8 colour palette (with a couple of "secret palette" colours).
September 20, 2025 at 10:14 PM
Thanks. It's using the Pico-8 colour palette (with a couple of "secret palette" colours).
Yes.
I'm kinda happy you can spot that, given the limitations of the renderer.
I'm kinda happy you can spot that, given the limitations of the renderer.
September 20, 2025 at 10:09 PM
Yes.
I'm kinda happy you can spot that, given the limitations of the renderer.
I'm kinda happy you can spot that, given the limitations of the renderer.
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.
Doesn't show for me either, although I get the previous and next post.
Can't see any obvious reason..
Can't see any obvious reason..
September 17, 2025 at 8:05 AM
Doesn't show for me either, although I get the previous and next post.
Can't see any obvious reason..
Can't see any obvious reason..
I might do that. It's mostly just changing some variables and reallocating the screen buffer.
Although the text would be smaller (could scale it up i guess)
Although the text would be smaller (could scale it up i guess)
September 17, 2025 at 3:22 AM
I might do that. It's mostly just changing some variables and reallocating the screen buffer.
Although the text would be smaller (could scale it up i guess)
Although the text would be smaller (could scale it up i guess)
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.
MotC is my little C-language for making retro games. (Think low-res, colour index graphics etc).
It's bundled up as a Visual Studio Code extension.
tommulgrew.itch.io/motc
marketplace.visualstudio.com/items?itemNa...
It's bundled up as a Visual Studio Code extension.
tommulgrew.itch.io/motc
marketplace.visualstudio.com/items?itemNa...
MotC by Tom Mulgrew
Retro game development tool
tommulgrew.itch.io
September 15, 2025 at 3:28 AM
MotC is my little C-language for making retro games. (Think low-res, colour index graphics etc).
It's bundled up as a Visual Studio Code extension.
tommulgrew.itch.io/motc
marketplace.visualstudio.com/items?itemNa...
It's bundled up as a Visual Studio Code extension.
tommulgrew.itch.io/motc
marketplace.visualstudio.com/items?itemNa...