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Cart #19819 | 2016-04-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Old version:

Cart #19701 | 2016-04-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Clean the skies of sector Q97-C with your trusty mining laser.
Keep an eye out for debris, not to mention Turrets and Tormentors.

Controls:
Arrow keys control roll and yaw.
X-key accelerates.
Z-key fires laser.

Tips:
Full 3D navigation can be tricky, so keep an eye on your radar at the bottom.
It can be easier to sweep the laser up over targets than to try to hit them dead on.
Watch out because the laser uses your ship's power, which only refills slowly over time.

Version Notes:
Added music by Robby Duguay
-www.robbyduguay.com
Added sound effects

P#19702 2016-04-11 01:28 ( Edited 2017-09-19 03:52)

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Cart #19522 | 2016-04-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A funny thing happened on the way to making an actual game.

I found this odd fox statue floating in between the bits and bytes. I hope it's not lonely.

-ElectricGryphon

P#19523 2016-04-01 02:05 ( Edited 2016-05-05 07:53)

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Hi All,

Has anyone built up inverse-sine and inverse-cosine functions?

Right now, we have cos(x), sin(x), and atan2(dx,dy). If all else fails, I can create a table function to look these up, but figured I'd ask around to avoid duplicating the work.

-Electric Gryphon

P#19306 2016-03-19 14:58 ( Edited 2016-03-20 20:08)

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Cart #19204 | 2016-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Manged to get 16 frames of full motion (if chunky) video compressed into here before running into the limits of the compressed cart size. Frames are stored as run-length encoded images, with only the difference between frames being noted/redrawn.

I used a custom python script and some elbow grease (file renaming and bulk resizing) to get the images converted into the string format.

-Electric Gryphon

P#19205 2016-03-13 03:56 ( Edited 2016-03-19 23:53)

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This is a first pass at trying to do something like Out of This World (or Another World depending on which side of the pond you land on).

Background is a static, shaded vector image that is rendered once at the beginning of the scene into a temporary buffer and then copied to the screen every frame.

The man is a moving vector animation that is rendered to the screen every frame.

Things aren't really structured for an actual game yet, but at least this shows that the concept could work.

P#19045 2016-03-02 02:40 ( Edited 2016-03-06 03:08)

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It's a filled polygon, smoothly tweened animation of a running cat. There's still a decent amount of space left for a program, or even more complex animation.

Thanks to Eadweard Muybridge for taking photos in the 1880's that are still useful today.

-Electric Gryphon

P#19024 2016-02-29 02:09 ( Edited 2016-03-01 01:39)

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Cart #18991 | 2016-02-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
61

Relive the joy of the 80's with some key mashing and marble gobbling. Feed those peckish pachyderms as fast as you can to win.

This is a two to four player, shoulder to shoulder kind of game.

Up Arrow: Red
Down Arrow: Yellow
Left Arrow: Blue
Right Arrow: Green

If anyone feels an urge to replace the music with something better, please be my guest.

--Electric Gryphon

P#18992 2016-02-27 17:48 ( Edited 2016-05-29 19:15)

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Here is the first pass at the Pico-8 Flight Simulator in filled and shaded 3D.

Explore an expansive, mountainous world and avoid crashing.
(Simulation might be a stretch, as nothing about the aircraft physics is actually modeled... but you have to start somewhere.)

Controls:
Left / Right Arrow: Turn
Up / Down Arrow: Increase / Decrease Pitch

I was feeling down about the frame rate, but then I looked at videos of flight simulators from the late 80's and early 90's and that made me feel better :-D.

Changes:
--Fixed movement bug

Next tasks:
--Cockpit graphics
--More varied terrain
--Some sort of goal (perhaps travel from airport to airport and land... like a real flight sim...)

-Electric Gryphon

P#18808 2016-02-13 14:39 ( Edited 2018-08-25 18:35)

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Cart #18677 | 2016-02-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

This is a stepping stone to an overly-ambitious project.

I'm looking for a better way to sort a table of triangles--currently sorting speed for around 150 triangles is preventing me from having solid filled triangles.

Does anyone have a good quicksort implementation that could sort a list of triangles, where each triangle contains 3 points and a centroid "z" value?

triangle_list={}
function    new_triangle(p1,p2,p3,z,color)
    t={}
    t.p1=p1
    t.p2=p2
    t.p3=p3
    t.z=z
    t.color=color
    add(triangle_list,t)
end

function sort_by_z()
 ...
end

That said, I actually like the way that the wire-frame looks, and backface culling almost makes hills appear opaque.

P#18678 2016-02-06 21:34 ( Edited 2016-02-23 18:37)

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Cart #18572 | 2016-02-01 | Code ▽ | Embed ▽ | No License
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I'm playing with lighting effects to create a more moody atmosphere. Frame rate just isn't quite up to snuff though.

P#18573 2016-02-01 11:36 ( Edited 2016-06-16 00:19)

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Cart #18391 | 2016-01-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
81

Old version:


Cart #18356 | 2016-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
81

Cart #18343 | 2016-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
81

Cart #18137 | 2016-01-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It's a complete game now, with a title screen and a final boss.

--Arrow keys to move
--Z-key to fire
--X-key to strafe

Defeat the Star Beast on level three!
You start in the elevator. Use the Z key at the console to go up one floor, provided you have destroyed all robots and collected the keycard, which is hidden in the level.

--This is inspired by AfBu's 3D experiment, as well as Lode's Computer Graphics Tutorial on ray-casting, which uses a different stepping method than AfBu. (http://lodev.org/cgtutor/raycasting.html)
--Horizontal distortion effect borrowed from qbicfeet

P#18138 2016-01-04 01:07 ( Edited 2016-06-01 02:52)

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Cart #picokart2_082-0 | 2019-09-23 | Code ▽ | Embed ▽ | No License
93

Old versions:

Cart #17953 | 2015-12-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #17738 | 2015-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
93

Compete in a 3D, high-speed go-cart race against computer-controlled mouse opponents in three challenging tracks.

New Features:
--Improved screen size and resolution
--Music from Gruber

P#17739 2015-12-12 21:56 ( Edited 2019-09-23 05:17)

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This is a first attempt to render textured height maps in something close to real time. I guess these would be considered voxels?

I am casting rays from the screen and checking intersect with the floor plane to get an x,z coordinate. Then I load a pixel from the map for the color and a pixel from the map at an offset location to get a height value.

A neat feature is that shadows could be baked into the texture.

Code is ugly, buggy, and poorly optimized...

Issues:
--In order to keep the frame rate up while moving, I had to double pixel size.
--Looking up a pixel on the map is very slow, but I want to be able to handle 512x512 height maps and this is the best way I can think of. (512x512 color map and 512x512 height map)
--tall vertical walls jump in and out of existence, especially when at a distance. Actually, this happens with all pixels. Rounding errors perhaps?

I'm going to look at Zep's Raycast demo and see if there is anything in there that I can borrow.

-ElectricGryphon

P#17537 2015-12-05 20:19 ( Edited 2016-02-02 20:18)

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Cart #17113 | 2015-11-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Old version:

Cart #17074 | 2015-11-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It's a confetti factory simulation! (This is shamelessly inspired by an old AfterDark screensaver that I recall.)

Hit 'Z' to open or close valves.
Hit 'X' to change direction of conveyors.
Try to get the confetti into the correctly colored out bin in order to advance to the next level. Mixed confetti will reduce your score because it's really hard to sort after the fact.

-Electric Gryphon

P#17075 2015-11-26 15:08 ( Edited 2015-11-28 00:50)

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Cart #17015 | 2015-11-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Old version:



Cart #17008 | 2015-11-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #16914 | 2015-11-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I was inspired to start playing with wave physics.

-Electric Gryphon

P#16915 2015-11-23 10:55 ( Edited 2015-11-29 08:49)

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Cart #16895 | 2015-11-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Hit Z to change the scene. Don't forget to mop up afterwards.

-Electric Gryphon

P#16896 2015-11-22 19:13 ( Edited 2015-11-23 00:13)

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the scent of wet fur
huddled close in the dark storm
fine red umbrella

-Electric Gryphon

P#16887 2015-11-22 13:42 ( Edited 2017-09-13 19:29)

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Cart #16380 | 2015-11-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Well, it's a 3D kinda week on the pico8.

This is a demo of an SNES-style mode-7 engine that renders a perspective view of the map, like the old Final Fantasy games.

Right now, drawing the map is using about 70% of the CPU cycle, so it could definitely use some optimization to leave space for other things like billboard sprites and the like. Reach goal would be to add MIP mapping so that closer scenery would have more detail and further away scenery would be less prone to sparkle.

-Electric Gryphon

P#16381 2015-11-07 19:07 ( Edited 2015-11-11 03:58)

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Cart #16020 | 2015-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It was a pleasant Sunday morning drive in the mountains until a volcanic eruption happened to ruin everything.
Race home along the winding roads, swerving to avoid the slow and the doomed, just seconds ahead of a molten stream of lava.
Maybe if you can drive through the night and into the next day, you will be safe.

Keep the hammer down to avoid a fiery death, but don't skid out on curves or crash into the other motorists.

Up: Drive
Down: Break

v 1.0
This cartridge is feature complete, though it could use some better sound and, of course, some music.

-Electric Gryphon

P#15719 2015-10-22 10:59 ( Edited 2015-10-31 04:48)

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Cart #15569 | 2015-10-19 | Code ▽ | Embed ▽ | No License
8

This is a random assortment of drawings that I have made as a proof of concept.

Hit Z to see the next picture.

Images are stored as strings, as saved by the Canvas Drawing Program.
I will follow up with a post on how to export images from one to the other.

Code by itself is 1892/8192 tokens.
Data for scenes will count against Program Chars and Compressed size.
For 6 scenes, Program chars: 21530/32768, Compressed size 11931/15360

Please feel free to use the code here for your own use.

-ElectricGryphon

P#15573 2015-10-19 02:37 ( Edited 2015-10-19 17:54)

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