Keeping to Myself

May 14, 2024

I have always been one to keep to myself, and stay very cryptic about the games I’m making and other projects I’m working on. I don’t tend to share WIP screenshots or show what I’m working on until it’s done. I think this is because I don’t want to disappoint people if I don’t finish something, or if it doesn’t turn out the way I wanted it to. I also don’t want to spoil the surprise of what I’m working on. I like to keep things a secret until they’re ready to be shown off. I think this has come back to bite me for the worse.

Read More =>

2023 Year-In Review

December 31, 2023

This was one of my busiest years in terms of releases. In this post I want to reflect on each project I released as well as a few prototypes and unreleased projects I worked on.

Read More =>

S&box's New Horizons

November 30, 2023

In my last little blog post I talked about Facepunch’s upcoming game/engine S&box and how much I loved it. A lot has developed in the short amount of time that’s passed since writing that (and I just want to talk about my personal experiences).

Read More =>

Thoughts on S&box (2 Years In)

June 12, 2023

I’ve had access to Facepunch’s upcoming game-turned-engine S&box for about 2 years now (❤️ trundler), and I’ve been pretty quiet about it. I’ve been trying really hard to learn it, learn what I want to make with it, and adapt with it through the several “pain days” (updates that include massive api changes) it’s gone through. This post is going to be me looking back at the past 2 years I’ve spent with S&box and giving my thoughts on both things I’ve made with it, and the engine itself.

Read More =>

Being Accessible Online

May 31, 2023

Originally this website was meant to be a casual blog I could post stories, tutorials, streams of conscious (very akin to garry newman’s blog). But the blog portion of the website has been largely neglected for a while, so I’m going to change that moving forward. Mostly because I have a love/hate relationship with social media right now: I love to browse it, but I am weary to post to it because I don’t want to be seen as easily-accessible.

Read More =>

PICO-8 Spritesheet Shenanigans

December 26, 2021

One of the most common problems that I encounter when working with PICO-8 is that I have more sprites than the spritesheet will allow me to fit. This has caused me a lot of headache in the past when attempting to chop sprites into smaller pieces and drawing each one properly in code. In the past few months I’ve found multiple ways to circumvent this (all at the cost of some performance) and thought I would outline my findings here.

Read More =>