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602 results for “w84death”

  1. FLOPPINUX 0.3.0 will have persistent storage on the boot floppy!

    There is 196KB space left for files :)

  2. I've restored and updated my blog posts into a dedicated page about FLOPPINUX - An Embedded 🐧Linux on a Single 💾Floppy

    => krzysztofjankowski.com/floppin

    I'm now revisiting this and want to make an refresh update for 2025. Stay tuned.

  3. Quick video showcasing current state of the game engine capabilities.

  4. Creating initial stations added. So player can start expanding the rail network. Spawning a pod kinda added (visually). Slowly getting more game-play functionality.

    Game COM (UPX): 13131 bytes

    #PixeArt #GameDev #IndieDev #Assembly #x86 #16colors

  5. Creating initial stations added. So player can start expanding the rail network. Spawning a pod kinda added (visually). Slowly getting more game-play functionality.

    Game COM (UPX): 13131 bytes

  6. Creating initial stations added. So player can start expanding the rail network. Spawning a pod kinda added (visually). Slowly getting more game-play functionality.

    Game COM (UPX): 13131 bytes

    #PixeArt #GameDev #IndieDev #Assembly #x86 #16colors

  7. Creating initial stations added. So player can start expanding the rail network. Spawning a pod kinda added (visually). Slowly getting more game-play functionality.

    Game COM (UPX): 13131 bytes

    #PixeArt #GameDev #IndieDev #Assembly #x86 #16colors

  8. Creating initial stations added. So player can start expanding the rail network. Spawning a pod kinda added (visually). Slowly getting more game-play functionality.

    Game COM (UPX): 13131 bytes

    #PixeArt #GameDev #IndieDev #Assembly #x86 #16colors

  9. Even more small tweaks to the tileset. Tweaked cursors and added in/out arrows. Those are rendered in game only when selected. This is a mockup from Pro Motion NG.

    I'm currently implementing the arrows and switching them. Almost done.

    BTW: this image is twice as big as the game ;)

    #PixelArt #GameDev #IndieDev #16colors #MSDOS

  10. Even more small tweaks to the tileset. Tweaked cursors and added in/out arrows. Those are rendered in game only when selected. This is a mockup from Pro Motion NG.

    I'm currently implementing the arrows and switching them. Almost done.

    BTW: this image is twice as big as the game ;)

  11. Even more small tweaks to the tileset. Tweaked cursors and added in/out arrows. Those are rendered in game only when selected. This is a mockup from Pro Motion NG.

    I'm currently implementing the arrows and switching them. Almost done.

    BTW: this image is twice as big as the game ;)

    #PixelArt #GameDev #IndieDev #16colors #MSDOS

  12. Even more small tweaks to the tileset. Tweaked cursors and added in/out arrows. Those are rendered in game only when selected. This is a mockup from Pro Motion NG.

    I'm currently implementing the arrows and switching them. Almost done.

    BTW: this image is twice as big as the game ;)

    #PixelArt #GameDev #IndieDev #16colors #MSDOS

  13. Even more small tweaks to the tileset. Tweaked cursors and added in/out arrows. Those are rendered in game only when selected. This is a mockup from Pro Motion NG.

    I'm currently implementing the arrows and switching them. Almost done.

    BTW: this image is twice as big as the game ;)

    #PixelArt #GameDev #IndieDev #16colors #MSDOS

  14. Current state of the game. Short video of all the interactions I made so far. Everything is work-in-progress.

    Current build (no game-play)
    => smol.p1x.in/assembly/game12/ga

    #x86 #Assembly #GameDev #MSDOS #IndieDev #PixelArt #16colors

  15. Current state of the game. Short video of all the interactions I made so far. Everything is work-in-progress.

    Current build (no game-play)
    => smol.p1x.in/assembly/game12/ga

  16. Current state of the game. Short video of all the interactions I made so far. Everything is work-in-progress.

    Current build (no game-play)
    => smol.p1x.in/assembly/game12/ga

    #x86 #Assembly #GameDev #MSDOS #IndieDev #PixelArt #16colors

  17. Current state of the game. Short video of all the interactions I made so far. Everything is work-in-progress.

    Current build (no game-play)
    => smol.p1x.in/assembly/game12/ga

    #x86 #Assembly #GameDev #MSDOS #IndieDev #PixelArt #16colors

  18. Current state of the game. Short video of all the interactions I made so far. Everything is work-in-progress.

    Current build (no game-play)
    => smol.p1x.in/assembly/game12/ga

    #x86 #Assembly #GameDev #MSDOS #IndieDev #PixelArt #16colors

  19. My new favorite combo for vibecoding tools: C+RayLib.
    Here a nice Wave Function Collapse visualizer/generator made with Claude Opus.

    I love the results.

    #WFC #C #RayLib #ProcGen

  20. My new favorite combo for vibecoding tools: C+RayLib.
    Here a nice Wave Function Collapse visualizer/generator made with Claude Opus.

    I love the results.

  21. My new favorite combo for vibecoding tools: C+RayLib.
    Here a nice Wave Function Collapse visualizer/generator made with Claude Opus.

    I love the results.

    #WFC #C #RayLib #ProcGen

  22. My new favorite combo for vibecoding tools: C+RayLib.
    Here a nice Wave Function Collapse visualizer/generator made with Claude Opus.

    I love the results.

    #WFC #C #RayLib #ProcGen

  23. My new favorite combo for vibecoding tools: C+RayLib.
    Here a nice Wave Function Collapse visualizer/generator made with Claude Opus.

    I love the results.

    #WFC #C #RayLib #ProcGen