frenchie14's comments

frenchie14 | 1 year ago | on: I Created 175 Fonts Using Rust

I also took a look and couldn't find any info. If you want to take a leap of faith, once you buy the assets there's metadata files including individual glyph sizes and kerning info so you could find all the ones that fit your project

frenchie14 | 2 years ago | on: Show HN: Driftmania – an open source PICO-8 racing game

I took a look at what's a part of my car controller[1] if you want some inspiration. A lot of these wouldn't make sense in an F-Zero type game

- Wheel modifiers (which wheels are on road, grass, boost tiles, etc)

- Control loss when airborne

- Slow turning when at low speed (a bit different from yours since the impact drops to zero very quickly)

- Speed / accel penalty when hitting a wall

- Visually rotating the car (this is what happens when a player presses the turn key but the actual velocity rotation is handled separately)

- Boost handling

- Nudge the car to the side a little if it's trying to turn but is blocked by a wall

- Acceleration, friction, breaking, and drift-breaking

- Corrective side force (basically an extra friction perpendicular to velocity like you have)

- Artificial speed limit (alternatively, you can include a drag component which applies a force proportional to the square of speed, but I've found it hard to get this feeling good in the past)

- Velocity rotation to align velocity direction and visual direction. This is a minor effect - it's mostly handled by the other physics

- Gravity

- Out of bounds checks

I think you've got the main pieces already. What's more important is understanding what you want your game to feel like and continuously tweaking until you get there

[1] https://github.com/maxbize/PICO-8/blob/master/Driftmania/dri...

frenchie14 | 2 years ago | on: My $500M Mars rover mistake

I worked at JPL for two years in college and helped with flight hardware testing a few times (probably in the same clean room this story took place in, albeit several years later). I can definitely see how a mistake like this could get made. A few stories I remember hearing from those days:

1. Bending pins from trying to insert a connector incorrectly 2. Running a full day of testing but forgetting to set up data recording 3. Accidentally leaving a screwdriver next to the hardware inside a thermal vac chamber in an overnight test

Fun times!

frenchie14 | 2 years ago | on: Publishing my first game using PICO-8

PICO-8 is really fun! I've released two games with it and I'm working on my third. For the third one I'm trying to push the edge of what the limitations permit, which adds quite a bit of complexity to an otherwise straightforward engine. You are only allowed a certain amount of tokens (~2k lines of code), characters, and compressed cart space. Maximizing the use of these limits requires a lot of tricks!

frenchie14 | 3 years ago | on: Stealing My Own Games

I've posted a shorter version of this story before. Now that I finally got the time to set up my blog and work past the sitelock I'm hoping a few more people will get a laugh out of this!

frenchie14 | 3 years ago | on: Ask HN: Any solo game developers here?

I've been making games (mostly solo) as a hobby for a little over ten years. It's been fun! I'm currently working on a blog post to document every single project I've started

frenchie14 | 3 years ago | on: RTEMS Real Time Operating System

I was an intern at JPL 10 years ago. We used RTEMS + SPARC on the mission I worked on (GRACE FO - Earth science satellite). Unfortunately, I have no memory of how much it was used in other missions

frenchie14 | 3 years ago | on: “This game has been shamelessly stolen ”

I posted this little story to Reddit and I thought the HN crowd might get a smile out of it as well. I'm sure I'm not the only one who was overly protective of their work at a younger age. The good news is that I was able to remove the sitelock by decompiling the SWF.

frenchie14 | 3 years ago | on: Unreal vs. Unity Opinion

If you haven't seen them yet, Factorio has a few Friday Facts that talk about (and show!) their automated tests. It's quite impressive! One advantage they have in this area is that the game is a fully deterministic simulation, so testing is just a matter of setting up initial state and validating output

frenchie14 | 4 years ago | on: Sony to buy video game maker Bungie in $3.6B deal

That's a pretty reasonable assessment.

Honestly, I wonder how much of this has to do with how much things have changed in the last 25 years. Games have gotten so much more complex and shifted their focus to multiplayer. It feels like it's no longer possible for a single developer to have so much impact. Rare developed multiple iconic games _per year_! Nowadays, developers can barely release one game every few years.

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