Early version with opening doors but hardly anything else:
Much later version with sliding walls, triggers, and enemy AI being tested:
Severe performance issues in the latter.
Thank you! most likely something I learned from the PCGPE article on texture mapping back in the day. In any case nothing as elaborate as the tricks @Powersaurus has used in his much faster implementation. Actually I submitted this following a twitter thread on how doors can be generalised in order to implement pushwalls
[tweet ]
@Powersaurus main trick for the floor is to reduce resolution (every 4 pixels iirc).
You can do something similar by reducing horizontal resolution (say render every 2 pixels) but keep vertical resolution.
Unfortunately this wouldn't work for the game I had planned as it uses pressure plates as triggers to open doors / pushwalls, and they are already fairly difficult to tell apart with the current implementation. Low resolution screen and textures proved quite limiting for a 1st-person puzzle maze.
This is a typical case of cart before the bull, I carried on adding functionality without regard for performance and then it became quite difficult to isolate where it was going. A console-like development cycle (vertical slice at 10fps, optimise later) doesn't quite work in PICO-8.
Unfortunately in this case the codebase has become too large for me to manage on the embedded editor (I was working on this during my commute on a PocketCHIP). I need to find a way to do so on a bigger screen with a device I can still use on a crammed train. I tried running PICO-8 with UserLand on a Android tablet but unfortunately SDL binaries don't work with the X client. If Zep releases an Android cart player I may be able to side-edit the contents. It seems this is landing soon, I just hope it can load locally-stored carts.
hey! I was doing the same (until my pocktchip died!).
I was using a dedicated text editor (Textastic on iphone), automatically synced with pchip via ssh.
Once I was happy with code change, I swapped to vnc to see the results.
All that fully remote by connecting to the pchip wifi hotspot (eg pchip stays in the bagpack).
@Maca see my github for the proper wifi setup: https://github.com/freds72/pocketchip
@zlg: a raycaster is a great place to start! I'm happy to help explaining the code, @Powersaurus write-ups make for a great reference ( @Powersaurus">https://medium.com/ @Powersaurus) and Fabien Sanglard's Game Engine Black Book is also really useful (http://fabiensanglard.net/gebbwolf3d/index.html).
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