> If you don’t own a Playdate, well, what are you waiting for? Waiting for them to start shipping to my country, actually :( They're shipping to three neighboring countries though.
YOYOZO: How I made a Playdate game in 39 KiB
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Re: YOYOZO: How I made a Playdate game in 39 KiB
#12gosh seeing the gameplay unlocked an ancient memory ( read: 2007 ) of playing an indie game called xWUNG that had the same yoyo-ing effect. https://www.tigsource.com/2007/09/24/xwung/ https://www.mobygames.com/game/30068/xwung/
Oh, nice! I'd not heard of that one, but judging by the first TIGSource link xWUNG takes inspiration from the same game I did: Japanese cult classic Pendulumania (2000, CANO-Lab) https://www.mobygames.com/game/17800/pendulumania/ with both of those being mouse controlled. One of the challenges I had to "solve" was how to move from analog to digital control.
Re: YOYOZO: How I made a Playdate game in 39 KiB
#13I'm loving everything I see about the Playdate. This is how gaming should "feel". Keep up the good work.
You might also enjoy PICO-8, a virtual console in glorious 128x128 16-color graphics, with bleepy sounds, and chiptune music. The community is lovely and pretty active.
Re: YOYOZO: How I made a Playdate game in 39 KiB
#14Just a friendly note to the editors to mention that the game title is YOYOZO, all caps. The reason is aesthetics: it visually echoes the audible repetition you get when saying the word. A single capital Y and lowercase rest of the word ...just doesn't hit the same way. Fun fact: YOYOZO is a word I invented, a portmanteau of the words yo-yo (as in the toy) and yozora (a Japanese word meaning "night sky"). So new I got…
A workaround is to edit the title after submitting it, which will not be automatically be corrected.
Re: YOYOZO: How I made a Playdate game in 39 KiB
#15> If you don’t own a Playdate, well, what are you waiting for? Waiting for them to start shipping to my country, actually :( They're shipping to three neighboring countries though.
It's also not clear if they're actually in stock. "Shipping Late 2023" it says.
Re: YOYOZO: How I made a Playdate game in 39 KiB
#16Just a friendly note to the editors to mention that the game title is YOYOZO, all caps. The reason is aesthetics: it visually echoes the audible repetition you get when saying the word. A single capital Y and lowercase rest of the word ...just doesn't hit the same way. Fun fact: YOYOZO is a word I invented, a portmanteau of the words yo-yo (as in the toy) and yozora (a Japanese word meaning "night sky"). So new I got…
Hacker News submissions automatically title case all-caps and sometimes all-lowercase in submissions by default, particularly if it's the first word in the title (e.g. when you submit a post about the graphics library ggplot2, HN corrects it to "Ggplot2" which is definitely wrong: https://hn.algolia.com/?q=ggplot2 ) A workaround is to edit the title after submitting it, which will not be automatically be corrected.
Re: YOYOZO: How I made a Playdate game in 39 KiB
#17Re: YOYOZO: How I made a Playdate game in 39 KiB
#18I went with one of these: https://www.reddit.com/r/SBCGaming
Re: YOYOZO: How I made a Playdate game in 39 KiB
#19Re: YOYOZO: How I made a Playdate game in 39 KiB
#20Waiting for Panic to actually support something longer than a millisecond. Panic is small time Google - you can’t trust anything they create to be supported.
I would put a lot of money on them dropping PlayDate support before they fulfill any of their promises.