> 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.
YOYOZO: How I made a Playdate game in 39 KiB
41–50 of 64 posts
Re: YOYOZO: How I made a Playdate game in 39 KiB
#42Earlier quoted context omitted.
Interesting, because it was OK (as I typed it for submission) for a while and then ...changed... not just the capitalisation but also removing words and changing the units from 39KB to 39k. The original correct title is preserved in automated posts on social media at the moment it hit the top. Anyway, I think it's far too late for me to edit it now. :)
This is unfortunate. I find "39k" to be a lot less clear than "39KB" I first thought the title meant you had a strict budget of $39,000
Re: YOYOZO: How I made a Playdate game in 39 KiB
#43The goal with Micro Mages was to get a full-featured game into the same footprint of the original, "Black Box" NES releases for the North American launch, where a fair number of games fit in 40KB of ROM or less.
Video, but it's a good summary: https://www.youtube.com/watch?v=ZWQ0591PAxM
Morphcat has done other great NES games as well, such as Space Gulls and Bobl.
Re: YOYOZO: How I made a Playdate game in 39 KiB
#44A similarly interesting story is regarding the NES homebrew game, Micro Mages. The goal with Micro Mages was to get a full-featured game into the same footprint of the original, "Black Box" NES releases for the North American launch, where a fair number of games fit in 40KB of ROM or less. Video, but it's a good summary: https://www.youtube.com/watch?v=ZWQ0591PAxM Morphcat has done other great NES games as well, such…
Re: YOYOZO: How I made a Playdate game in 39 KiB
#45I'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
#46Earlier quoted context omitted.
How much money can one make from selling a playdate game?
Of course, it depends. Here's one take: https://www.reddit.com/r/PlaydateConsole/comments/17p8pdp/co...
It doesn’t seem like $30k is much, and unless you’re cranking out at least one or two of these every year (at minimum) — and that’s assuming the Playdate maintains its current momentum — it seems like you might need something else to augment the income you get from Playdate games.
Of course, it could depend on your expectations and what you need to earn a living.
Again, just curious, as I once considered/attempted to earn a living off of a side-gif, but there was no way it would’ve been enough, nor would it have sustained even if it reached enough in a single year.
Re: YOYOZO: How I made a Playdate game in 39 KiB
#47Earlier quoted context omitted.
Interesting, because it was OK (as I typed it for submission) for a while and then ...changed... not just the capitalisation but also removing words and changing the units from 39KB to 39k. The original correct title is preserved in automated posts on social media at the moment it hit the top. Anyway, I think it's far too late for me to edit it now. :)
This is unfortunate. I find "39k" to be a lot less clear than "39KB" I first thought the title meant you had a strict budget of $39,000
Re: YOYOZO: How I made a Playdate game in 39 KiB
#48Re: YOYOZO: How I made a Playdate game in 39 KiB
#49Earlier quoted context omitted.
Of course, it depends. Here's one take: https://www.reddit.com/r/PlaydateConsole/comments/17p8pdp/co...
Curious if you’re expecting to make a living solely off making Playdate games? It doesn’t seem like $30k is much, and unless you’re cranking out at least one or two of these every year (at minimum) — and that’s assuming the Playdate maintains its current momentum — it seems like you might need something else to augment the income you get from Playdate games. Of course, it could depend on your expectations and what yo…
Anyway, I've been making Playdate stuff, on and off, for a few years at this point. And since April this year I've averaged one game every month or two. It's not my side-gig but my only gig, total focus.
YOYOZO took me 3 weeks, and was waiting in the release queue for a longer period than it took me to develop it. You can read it's development timeline: https://discord.com/channels/675983554655551509/114934947132...
My next game releases on 5th December. Here's a blog post about how I created that in a week: https://blog.gingerbeardman.com/2023/06/26/ball-und-panzer-g...
Re: YOYOZO: How I made a Playdate game in 39 KiB
#50Earlier quoted context omitted.
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.
Interesting, because it was OK (as I typed it for submission) for a while and then ...changed... not just the capitalisation but also removing words and changing the units from 39KB to 39k. The original correct title is preserved in automated posts on social media at the moment it hit the top. Anyway, I think it's far too late for me to edit it now. :)