{"id":9143,"date":"2024-01-30T14:00:25","date_gmt":"2024-01-30T14:00:25","guid":{"rendered":"https:\/\/www.gamelab.ch\/?p=9143"},"modified":"2024-02-03T10:56:56","modified_gmt":"2024-02-03T10:56:56","slug":"lovebyte-2024-demosceneseize-coding-in-action-9-11-february","status":"publish","type":"post","link":"https:\/\/www.gamelab.ch\/?p=9143","title":{"rendered":"lovebyte 2024 &#8211; demoscene+seize coding in action &#8211; 9.-11. february"},"content":{"rendered":"\n<p>Es ist wieder Zeit f\u00fcr Demos- und Games in m\u00f6glichst wenige Bytes zu pressen. F\u00fcr Gamedesigner der Ort, wie mache ich ein Spiel in 256Bytes etwa in Pico8. Eine doppelte Herausforderung: Wie verkleinere ich eine Gamemechanik aufs Minimalste und wie programmiere ich das? Oder muss ich eine eigne Gamemechanik erfinden, damit es \u00fcberhaupt in 256 Bytes reinpasst? <\/p>\n\n\n\n<p>Der Wettbewerb dazu heisst nanogames.<br><a href=\"https:\/\/lovebyte.party\">https:\/\/lovebyte.party<\/a><\/p>\n\n\n\n<p>Der letztj\u00e4hrige 3te Platz ein Breakout mit Maussteuerung und Grafik in 256Bytes (Lua, Pico8) kam aus der Schweiz.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img decoding=\"async\" loading=\"lazy\" src=\"https:\/\/www.gamelab.ch\/wp-content\/uploads\/2024\/01\/screen.gif\" alt=\"\" class=\"wp-image-9145\" width=\"460\" height=\"460\"\/><\/figure>\n\n\n\n<p>Die Webseite mit allen Infos: <\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1024\" height=\"978\" src=\"https:\/\/www.gamelab.ch\/wp-content\/uploads\/2024\/01\/Bildschirmfoto-2024-01-30-um-14.50.50-1024x978.png\" alt=\"\" class=\"wp-image-9144\" srcset=\"https:\/\/www.gamelab.ch\/wp-content\/uploads\/2024\/01\/Bildschirmfoto-2024-01-30-um-14.50.50-1024x978.png 1024w, https:\/\/www.gamelab.ch\/wp-content\/uploads\/2024\/01\/Bildschirmfoto-2024-01-30-um-14.50.50-300x286.png 300w, https:\/\/www.gamelab.ch\/wp-content\/uploads\/2024\/01\/Bildschirmfoto-2024-01-30-um-14.50.50-768x733.png 768w, https:\/\/www.gamelab.ch\/wp-content\/uploads\/2024\/01\/Bildschirmfoto-2024-01-30-um-14.50.50.png 1454w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Es ist wieder Zeit f\u00fcr Demos- und Games in m\u00f6glichst wenige Bytes zu pressen. F\u00fcr Gamedesigner der Ort, wie mache ich ein Spiel in 256Bytes etwa in Pico8. Eine doppelte Herausforderung: Wie verkleinere ich eine Gamemechanik aufs Minimalste und wie &hellip; <a href=\"https:\/\/www.gamelab.ch\/?p=9143\">Weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[1],"tags":[],"_links":{"self":[{"href":"https:\/\/www.gamelab.ch\/index.php?rest_route=\/wp\/v2\/posts\/9143"}],"collection":[{"href":"https:\/\/www.gamelab.ch\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.gamelab.ch\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.gamelab.ch\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.gamelab.ch\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=9143"}],"version-history":[{"count":2,"href":"https:\/\/www.gamelab.ch\/index.php?rest_route=\/wp\/v2\/posts\/9143\/revisions"}],"predecessor-version":[{"id":9178,"href":"https:\/\/www.gamelab.ch\/index.php?rest_route=\/wp\/v2\/posts\/9143\/revisions\/9178"}],"wp:attachment":[{"href":"https:\/\/www.gamelab.ch\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=9143"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.gamelab.ch\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=9143"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.gamelab.ch\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=9143"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}