{"type":"rich","version":"1.0","provider_name":"Transistor","provider_url":"https://transistor.fm","author_name":"hypermedia radio","title":"How I built the htmx 4 Gameboy game","html":"<iframe width=\"100%\" height=\"180\" frameborder=\"no\" scrolling=\"no\" seamless src=\"https://share.transistor.fm/e/08d9b7bf\"></iframe>","width":"100%","height":180,"duration":4208,"description":"With Stephen Mitchell\nStephen Mitchell on X: https://x.com/scumitchell\nThe game:\nhttps://swag.htmx.org/en-usd/products...\nGB Studio: https://www.gbstudio.dev/\n00:00 - Trailer\n01:19 - How Stephen made this\n04:44 - Htmx Lore\n08:42 - Gameboy hardware\n10:15 - htmx memes\n12:09 - Djangocon 2025 & Withered technology\n15:29 - Jerason Banes & gameboy cartridges\n17:06 - \"It would have only happened in person, it planted a seed\"\n18:15 - Big plans\n19:30 - 16k limitations\n22:10 - How is AI being used?\n22:55 - GB Studio scene layout\n27:25 - writing custom code for GB Studio\n30:05 - Gameboy engine code\n32:03 - AI was not that helpful\n36:09 - Sprites & animation\n42:48 - Writing \"final\" code\n48:09 - Creating gameboy music\n52:43 - Is there a secret level?\n54:24 - The slop factory\n59:03 - Why people don't get it's real\n60:26 - How did you fit htmx source code?\n66:50 - Going against the flow and having fun\nModretro: https://x.com/modretro","thumbnail_url":"https://img.transistorcdn.com/Bc51-M2gwgh9cogU1xObkxmWZJcaobShS8DzatILEv8/rs:fill:0:0:1/w:400/h:400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS8zODky/NmIzMTliMTkwODc4/YjlmYjk5ZWU1OTUw/NTM5My5qcGc.webp","thumbnail_width":300,"thumbnail_height":300}