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zeta0134

@zeta0134

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Programmer, musician, 6502-tickler and all around NES enthusiast

Joined January 2023
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@zeta0134
zeta0134
1 month
Two new items added to Tactus this weekend:."Dingbat": Sound a chime when hidden secrets are near."Interrogation Beam": Reveal the true contents of chests. Also, timed chests, and perfectly normal chests! Nothing suspicious at all, no sir! #gamedev #nes #screenshotsaturday
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@zeta0134
zeta0134
2 months
New to Tactus, I present: The Charge-a-Bulb™! This contraption harvests latent energy from the very monsters giving you trouble. #gamedev #nes . That brings this weekend's total up to 9 new in-game items, all hooked up and working. Not too shabby!
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@zeta0134
zeta0134
2 months
Finally wrapped up work on a fancy new enemy type for Tactus. These guys teleport around and cast the forbidden shapes, yes! Try not to get caught in the blast. Also, they glow in the dark! #gamedev #nes
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@zeta0134
zeta0134
3 months
Finally got my newest enemy type working properly! Lots of fiddly polish details here, especially regarding deferred effects aligned to the start of some future beat. Worth it, I think. #gamedev #nes
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@zeta0134
zeta0134
3 months
Oh dear. I appear to have set my title screen on 🔥FIRE!. #pixelart #gamedev #nes
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@zeta0134
zeta0134
3 months
I've been learning #tokipona and decided to use that as my first localization target for Tactus. Check it out! (I'm maybe a month into my studies, be gentle. Translation not final, etc) #gamedev
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@zeta0134
zeta0134
4 months
In order: "Peony", "Petunia", "Passion", "Protea" and "Periwinkle." As these are Player Palette Personalization Preferences, it is important that they all start with "P". I named them after real-world flowers for fun. 💐.
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@zeta0134
zeta0134
4 months
Mad props to @provolonecinco for working with my weird hardware palette constraints. This title screen splash art turned out great, and I'm able to draw it on NES hardware with the player's custom palette choices. Here "you" are, rendered with all current presets. #pixelart
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@zeta0134
zeta0134
4 months
Finally, the last #accessibility option is programmed! The rhythm assist feature can flash the separator bar or the player sprite in time with the actual music, helping to "see" how on-tempo your inputs are when audio is otherwise unavailable. #gamedev #nes
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@zeta0134
zeta0134
4 months
One of my #accessibility options is "dot matrix mode", retro styled and fully monochrome, for anyone with any vision ability. Normally I'd cycle the enemy color in warp zones, but I don't have color, so here I'm cycling the luminence instead. Works just as well! #nes #gamedev
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@zeta0134
zeta0134
4 months
Hrm. here's a different approach: Earth and Air are mechanically opposed, so I put them on opposite ends of the strong hue axis. Ice and Fire are also opposed, so they get to be light and dark instead. More readable at a glance? #accessibility #pixelart
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@zeta0134
zeta0134
4 months
In this game there are "Earth", "Ice", "Air" and "Fire" enemies, which are meant to be distinguished by color. For hardware reasons I don't have the ability to vary graphics tiles for each enemy, so I need the palette alone to communicate the difference.
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@zeta0134
zeta0134
4 months
I'm working on #accessibility modes for my NES game Tactus:. TopLeft: Tricolor.TopRight: Protanopia / Deuteranopia.BottomLeft: Tritanopia.BottomRight: Monochrome. I'm told simulators can be unreliable. Can anyone with these conditions spot check my attempt? #nes #pixelart
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@zeta0134
zeta0134
4 months
Working on a tabbed interface for the options screen, as it's grown taller than a single screen and I don't want to implement real scrolling. How obvious are these icons? I know what they are because I drew them. Do you? #pixelart #nes
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@zeta0134
zeta0134
5 months
Progress on Tactus is slow (I'm distracted by a more complex project) but I did manage to rework the palette system. Here it is doing a smooth-ish fade between adjacent chambers. (Slowed to 50% so you can see the effect more clearly.) #nes #gamedev
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@zeta0134
zeta0134
6 months
After quite a bit of slow plodding blocking work, I can finally put warp zones in the game! This is all placeholder content of course, but the main mechanics (warp stability and hidden elements) are working great. #gamedev #nes
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@zeta0134
zeta0134
6 months
Progress is slow this month, but I'm slowly chipping away at blocking out the game's structure. Here I'm experimenting with warp zones, snuck into the otherwise "empty" space around a normal map. They're mildly non-euclidian too. #gamedev
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@zeta0134
zeta0134
6 months
I'm working on blocking out the major content areas for Tactus, and that means I need a debug hub to teleport between the (. one, two, th. ) . 76 (!) floors planned for the final game so far. Good grief! #gamedev #programming
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@zeta0134
zeta0134
6 months
RT @SomethinNerdy: If you happen to be at #MAGFest2025 , come over to the Indie Retro area and meet the creators of Former Dawn! We'll be….
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@zeta0134
zeta0134
7 months
This song's base tempo of 150 BPM is already brisk, so after I got that working I had to see if the engine can handle doubletime. It can, at 300 BPM, on a real NES! (The player, meanwhile. ) #gamedev #nes
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