Replying to @visitplayground
Here's the same effect with the fade mask set as white pixels. So it's 3 sprites. In order of drawing, they are the background walls, then the player, then the mask. That's all there is to it. 😁
Richard Jordan retweeted
"I spent a year working on my game, but because it has the AI label, no-one is buying it." 😭
Then presents game trailer that looks like incongruous garbage!
It ain't the AI tag that's putting folks off fella!
Anyway, here's some more from Beep's Escape (where no AI was used)
Replying to @GlockVR
Yeh maybe. I haven't got the timings sorted yet. It's one of those things where I come back to it the following day for a fresh look. Also, this video is running at 40% speed, which kinda skews things. 🙂
Replying to @visitplayground
It's one big dithered bitmap that covers everything, including the sprites. This is a Playdate project, so all graphics are 1-bit, greys aren't an option. 😁
Replying to @visitplayground
A full screen prerendered bayer matrix dithered bitmap (from transparent to black) is drawn on top of everything else and moves from the bottom of the screen to the top as time passes. Eventually, everything is fully obscured by it.
Trying out a trapdoor fade effect in Melkhior's Tower, for when a level is completed in time trial mode. The fade will help with a smooth transition to the result screen.
bitglint.itch.io/melkhiors-t…
#melkhiorstower #playdate #gamedev #indiedev #pixelart
Richard Jordan retweeted
I found a GIF of the animation. Color clash made this a real challenge, to keep the yellow center following a smooth arc.
Replying to @AmazonHelp
It's a common delivery experience. Allow proper feedback on deliveries, then you'll know exactly who the culprits are, then you can take action. Until Amazon does that, nothing will change.
Replying to @ScubaChris72 @AmazonUK
I feel your pain. Same thing happens here. They don't bother ringing the bell, and just leave it by the door, or by the side gate. Winds me up.
Richard Jordan retweeted
Here's the full launch trailer for Beep's Escape, featuring the waterfall animation, jumping fireballs and explosions, and a genuine loading screen, all fully ZX Spectrum compliant.
Enjoy!
Replying to @Ciralindae @MartiansGame
That the graphics are designed to adhere to the restrictions of the ZX Spectrum screen layout because it's what the developer enjoys doing.
Replying to @MartiansGame
Just do your own thing. At work I use AI extensively, so I'm not anti-AI, but my own game projects are for enjoying the coding process. Wood workers don't give up what they enjoy doing just because furniture is mass produced. They carry on, because it's the thing they love doing.
Richard Jordan retweeted
Me: "I don't like the output of generative AI, and here are some ways I think it negatively impacts us."
Them: "LOSER! LUDDITE! GET WITH THE TIMES OR DIE! SNOWFLAKE!"
Triggered much? 🤣
Anyway, here's some more Beep's Escape to brighten up your timeline. 😍
Replying to @nostalgicrealms
Well deserved, your project is looking fantastic. Every indie success story is a boost for all indie devs. Looks like you're well on the way to being that next story. 😎
Richard Jordan retweeted
Wandering around castle Knight Lore. #zxspectrum #retrogaming #retrogames #retrodev #madewithgodot #indiedev
Replying to @SpectrumNez
So everything is AI generated? The web front end and the machine code that the editor produces?
Replying to @SpectrumNez
Wow! You're a dark horse, I didn't even know you were a coder. This looks brilliant.😀
Richard Jordan retweeted
In celebration of Crash Live 2026, I’m launching SpecForge… TODAY! 😎🎉🥳
spectrumnez.com/?launch








