“I’ve built everything from scratch. The benefit is that I understand how each pixel is displayed. I know why an item is

Author : vzakaria.elkarmou
Publish Date : 2021-01-07 02:40:39


“I’ve built everything from scratch. The benefit is that I understand how each pixel is displayed. I know why an item is

His first two games are two quick yet-estimable demakes (ie. partial remakes) of well known 2D games: Thunder Blade and Nuclear Throne (renamed Nuklear Klone). Fred is not very talkative about them. “The graphics are a sensitive topic for me. I am pretty bad at it. This is why I prefer 3D, and thanks to the pretty and well balanced colors from the Pico-8 palette, I can go beyond my limited designer skill.”

Seeing Fred being frustrated by some of Pico-8’s shortcomings and taking more liberty with the original content, it would be natural to think that he is taking a path that would lead him to become an independent game developer. “As a game creator, I am pretty bad actually” he said humbly, then reflecting on what made him hesitate to become professional: “Of course, the economical risk is a huge factor also. Honestly I don’t know. I wouldn’t actively seek it. People making that change are able to take a leap of faith I am not willing to take right now. I could spend 10 years trying with a mediocre result at the end. But it would be a dream for sure: who would refuse to live out of his passion?”

The most emblematic game is Celeste for Pico-8. It was created within 4 days by Maddy Thorson and Noel Berry during a game jam. It is now a best-selling game with 1 million copies, available on pretty any gaming devices.

1972 — Born in Laon (02) 1981 — Moved to Le Mans 1992 — Enter Université Paris Dauphine 2017 — Thunder Blade 2018 — Nuklear Klone, The Attack of the Death Star 2019 — Tiny Sim (collab with Yellowbaron), Snow! 2020 — Virtua Racing, Poom (in progress, collab with Paranoid Cactus)

Visually the frame rate is flawless, the game is colorful and of course pretty fun to play. Thanks to the algorithm that generates the slopes, Snow! has 3 difficulty levels and a fresh experience with each session. Also, letting the computer randomly generate the content is the only way to circumvent the official size limitation of the Pico-8.

A limitation that Fred decides to overcome for Virtua Racing Demake, a very accurate porting from the Sega Genesis considering the Pico-8 visual capacities. The frame rate can be a bit choppy from the helicopter view, but it’s as close as you can get and the gameplay is convincing, even in the driver’s seat mode. The Formula 1 is the only car available, but Fred has imported the 3 original circuits from the game, making the content way too big to fit the virtual cartridge official size and therefore excludes Virtua Racing from the Pico-8 game listing interface. “It makes it less accessible for sure, but it is still totally playable within a web page or as a standalone binary, or even downloading it on a Raspberry. My priority was to be able to add content to my game even if it means losing exposure”.

Indeed, the recent tweets showing off the engine are absolutely stunning and the duo is quite promising. Fred handles the 3D engine while Simon deals with the graphics and the level design. “We decided at the very beginning that we didn’t want to use the original levels. Performance-wise, we weren’t sure of the outcome, but also, it wasn’t very interesting to us. We know that we won’t do better than the real Doom, but it is our chance to show what we can do.” Fred is very enthusiastic about the upcoming release even though something will be missing due to the actual console capacities: “It’s too bad Pico-8 doesn’t provide a proper LAN [local network] multiplayer solution.”

The most emblematic game is Celeste for Pico-8. It was created within 4 days by Maddy Thorson and Noel Berry during a game jam. It is now a best-selling game with 1 million copies, available on pretty any gaming devices.

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ll be required to break down your data science projects into steps. Business stakeholders care about progress and they want to see how a project is improving over time rather than waiting 5 months for the final result. Thus, you have a responsibility to communicate your progress as well as your outcome(s).

With The Attack of the Death Star, a demake of an X-Wing simulator released exclusively in Japan in 1991, Fred already shows some serious ability even though the 3D is mostly wireframe and visually as dull as the original video game was designed. He then helps Thomas Cueni (aka Yellowbaron) — a pilot in real life — to add the 3D view to Tiny Sim, a Flight Simulator for Pico-8.

That danger might also come from Bethesda (recently acquired by Microsoft), since Fred teamed up with Simon Hulsinga (aka Paranoid Cactus) to port Doom under the name Poom. “The code is 100% homemade, and Cactus redrew all the artworks from scratch. He did a colossal job!”, he said, impressed by Simon’s skills. “He’s one the few capable of creating really good games but also with an interesting artistic sensibility. So I started the foundation of my 3D engine in March and sent it to him as an invitation for a collaboration. He sent me back a first screen and I was like: damned!”

Pico-8 is a fantasy console created by Joseph White (aka Zep) from Lexatoffle. The creative suite is only $14.99 and includes code, sprite, level, music and sound effect editor.

The Virtua Racing Demake drew a lot of attention and not only in the Pico-8 community. Which is good, but Fred hopes that Sega will not claim a copyright infringement for his port. “It’s the first time I told myself: what’s going to happen now? So far so good. I keep my fingers crossed. I mean the game is playable online for free, or you can download it via a pay-as-you-want model. My revenues for that game are barely €80 as of today! Why would they sue me?”

Snow! is Fred’s first original game, a ski simulator. Being an original concept, this is the first time that Fred had to think about his gameplay and realized the importance of “playtesting,” leveraging the Pico-8 forum. Playtesting means basically collecting players’ feedback during the development to improve a game. He removed his first game (Thunder Blade) from his itch.io page (a marketplace for independent video game creators) because “the game is too short and the gameplay lacks balance” and adds “this is something I wasn’t aware of when I started 3 years ago. I want my games to be fun, therefore they need to be tested by other players. Otherwise it’s just a technical demo. It might seem candid to professional game developers, but playtesting is key.”

Each year, the tech industry evolves at a fast pace. Different trends emerge based on popularity and their comprehensiveness. A technology trend that sprang up last year may not even exist this year. Therefore, when we deal with such a rapidly changing ecosystem, it is vital to know the industry trends.



Category : general

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