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notnullnotvoid

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A member registered Feb 25, 2018 · View creator page →

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Months later, this game still keeps popping up in my head every so often... apparently I'm still not done thinking about it.

I pre-populated a spritesheet with all 242 unique pure-black-and-white transformations of the sprites allowed by the rules. Then each frame, I compare each 8x8-pixel region in the source image against all 242 sprites to find the best fit. For the "best fit" heuristic, I sum `f0 += src - dst` and `f1 += abs(src - dest)` for each pixel, add `abs(f0) + f1` to get the error, and pick the sprite with the lowest error value.

Managore has some good small fonts as well: https://managore.itch.io/m3x6 and https://managore.itch.io/m5x7

One more question that just occurred to me: If we release on multiple platforms (e.g. mac+win+nix), I'm guessing it needs to be within the size limit on all of them?

To be clear, .jar files (greenlit in another thread) already do this. The contents of the .jar are compressed, and the java runtime uncompresses them on startup.

How about storing assets in a compressed blob and uncompressing them on startup? Is that allowed?

FloppyJam community · Created a new topic Compression?

If the zip file containing all my game's assets including the executable is smaller than 1.44MB, but becomes larger than 1.44MB once unzipped, will it count?