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Yesbox Studios

@yesboxstudios

Recreating childhood pixel by pixel. Developing Metropolis 1998. https://linktr.ee/yesboxstudios

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Latest posts by Yesbox Studios @yesboxstudios

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Updated the night time graphics when the moon is obscured by clouds. Im making a city builder, Metropolis 1998.

Wishlist my game on Steam: store.steampowered.com/app/2287430/

12.03.2026 02:14 πŸ‘ 16 πŸ” 6 πŸ’¬ 0 πŸ“Œ 0
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Happy with the results so far :)

04.03.2026 18:08 πŸ‘ 13 πŸ” 1 πŸ’¬ 2 πŸ“Œ 0

Nope, just some depth comparisons. It's just a texture that's placed on the map

23.02.2026 17:02 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Added vehicle lights. (WIP)

23.02.2026 14:37 πŸ‘ 14 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0
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Added a tool to output trees and street lights on roads. Quick city beautification πŸŒ³πŸ™οΈ

21.02.2026 18:14 πŸ‘ 13 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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This is what abandoned buildings will look like in my game.

19.02.2026 21:10 πŸ‘ 15 πŸ” 4 πŸ’¬ 1 πŸ“Œ 0
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Hardware costs are increasing 😰. Is Metropolis 1998 future proof?

I placed the largest building until 1 GB of RAM.
✴️Empty map: 450 MB (RAM)
✴️96 Huge Buildings: 550 MB (RAM)
✴️Save file size: 10 MB
✴️Base game size: 40 MB

10.02.2026 16:25 πŸ‘ 9 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Bluesky is changing the volume of my videos :(. @bsky.app Can you stop this? The volume is now VERY loud

31.01.2026 17:07 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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It's 3:00 AM. Businesses can now be open 24 hours.
Was a teensy bit of work implementing workers shifts!

31.01.2026 15:42 πŸ‘ 12 πŸ” 3 πŸ’¬ 1 πŸ“Œ 0
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First look at municipal utilities: Electricity Substation

26.01.2026 17:33 πŸ‘ 13 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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A small sample of new assets added to my game :)

21.01.2026 23:03 πŸ‘ 14 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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Units will now use the public spaces of apartment buildings/all buildings. Before, they only stayed in their apartments or went outside.

14.01.2026 16:04 πŸ‘ 13 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Added tool to recolor items in-game.

15.12.2025 15:57 πŸ‘ 8 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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🏚️🏠🏑 As land value goes up, so does the building quality. I've got these changes working in game now :) This video shows the transition from lowest to highest.

11.12.2025 13:08 πŸ‘ 9 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

Thank you for all this feedback! Universally no one likes level 5 πŸ˜…. I'll make this feature optional (both globally and on an individual building level).

02.12.2025 15:27 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Early sketch. Starting to work on building levels. 🏘️
Building levels will be mostly determined by biz/service availability (proxy for land value)
Thoughts? Ideas?

01.12.2025 22:52 πŸ‘ 11 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0
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You can customize the optional tilt-shift blur how you like. That wraps up this fun side-project :'-(

30.11.2025 17:31 πŸ‘ 17 πŸ” 4 πŸ’¬ 1 πŸ“Œ 0
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I've added a new tool to help design cities faster. Building Copy & Place
Today is #screenshotsaturday too!

29.11.2025 22:09 πŸ‘ 17 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0
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Added street lights that mostly work in "3D" space, despite being a 2D game.

26.11.2025 00:45 πŸ‘ 16 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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The angle can be changed. Gonna let the user choose there own in the end

24.11.2025 23:03 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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I want my tilt-shift camera blur to be right.

Since my game is 2D, it's not so easy. But I figured it out a way. Red is closest to camera, then blue, then even more blue. Will post final results soon

24.11.2025 21:17 πŸ‘ 6 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0
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I had a fun Saturday and added a tilt shift camera effect.

22.11.2025 21:29 πŸ‘ 16 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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⚑️More municipal electricity progress⚑️
Substations (the steel building, temp art) will be needed to transform electricity the buildings can use. If there are not enough, the buildings furthest away will lose power.

24.10.2025 21:38 πŸ‘ 10 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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I've got the power ⚑️(early WIP) :)

23.10.2025 13:45 πŸ‘ 5 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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High rise + construction

21.10.2025 16:34 πŸ‘ 30 πŸ” 6 πŸ’¬ 1 πŸ“Œ 1
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Working on municipal simulation !

10.10.2025 21:25 πŸ‘ 12 πŸ” 3 πŸ’¬ 1 πŸ“Œ 0
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Terrain manipulation is now in game! πŸ—»

25.07.2025 18:05 πŸ‘ 26 πŸ” 4 πŸ’¬ 2 πŸ“Œ 0

Rendering 100K units requires a lot of CPU cycles, so the second half of the video shows the setup running at (a bit unstable) > 60 FPS!

03.07.2025 14:18 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

So I spent a few days tinkering with the containers the indoor pathing code relied on and boosted the numbers to 400-600 per frame (normal case: 2K to 3K), then distributed the load throughout multiple frames if needed.

03.07.2025 14:18 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Typically 2%-6% of the population (when awake) will change their activity per in game minute. Thus every ~2,000 population ate up a frame. In a real city, this number is probably closer to ~10,000 (i.e. 500 processed units per frame).

03.07.2025 14:18 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0