Eike
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zet23t.bsky.social
Eike
@zet23t.bsky.social
Game dev / game artist
Favorite tools: C, Aseprite, Blender

Working on: 8-bitBot, a programming puzzle game

Wishlist 8-bitBot: https://store.steampowered.com/app/3959370/8bitBot/

Twitter: @zet23t
Blog: https://quakatoo.com
Well. In the end, I had to go back in time and take the faulty commit apart.
I still don't know why _exactly_ it broke everything, but at this point, I am ready to take the win and leave this ugly place without researching what these strange noise are that are coming out of the basement.
November 14, 2025 at 11:24 PM
Yeah, there are some traps, but managing multiple shader versions is also painful. And these can still work differently on different platforms, too 🫠

So far it works! 🤞
November 14, 2025 at 1:24 PM
Well, the geometry emerging from this memory bug is 3D 😅

Apart from that - it is mostly fine. So far I had no real deal breaking issues. It got much simpler after using only a single shader version variant:

#version 300 es
precision highp float;

... works both on desktop and in webGL.
November 14, 2025 at 11:54 AM
You have a better explanation of a working theory than I do 😅
November 14, 2025 at 10:43 AM
I released last Sunday the demo to my upcoming game #8-bitBot, a programming puzzlegame, on itch, running in browser: bsky.app/profile/zet2...

#cozygame #puzzlegame #programminggame
November 13, 2025 at 5:51 PM
Well done, it looks really good 👍
November 9, 2025 at 10:24 PM
Why do they look so tasty?!?

And how did you render those?
November 9, 2025 at 10:00 PM
Brilliant idea 😂

Now I am tempted to make bot skins - but I have some more important tasks to do for the moment 🥲
November 9, 2025 at 3:06 PM
I am more thinking about how to have a version that increments automatically. Like when triggering a Web build or a desktop build, that it increments a number in a file. Nothing big, just something that helps me identifying the last build/version quickly...
November 9, 2025 at 12:37 PM
Yeah, it needs polishing. I got a bit distracted by preparing the itch.io upload and fixing the safari url open issues. There's no end to stuff that needs to get done 🙃
November 8, 2025 at 8:29 PM
The technical challenge to integrate such a library is in my view more complicated than the problem itself. I spent over an hour trying to do it the "right" way by using a standard format.
Yes, it gives more peace of mind to use an established well working library, but it isn't cost free either...
November 8, 2025 at 5:09 PM
So I wrote a "deflate" tool that recurses into the data file, concatenates all the data into a single file with a header per file (filename + size), compress it and apply a trivial encryption on top of it.
100 lines of code.
The download/unpack is another 50 lines of code...
Half an hour of time.
November 8, 2025 at 5:09 PM