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Cart #wip_ma_20200807-0 | 2020-08-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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No gameplay yet, but the main menu and stuff looks
pretty much complete for now.
You can access the cheat menu with cheat code
"< > < > O X O X" when the "MR.GOOBER" screen comes up.
There's no gameplay once the intro cutscene and dialogs play.

I'm really superstitious about showing off my work to people prematurely
because it could chance me not finishing this, but I felt like doing it
because I thought it looked cool.

I went for a 4-color style game with changeable palettes in the options
menu. I want to not use the START menu because it breaks immersion.

I'm already halfway at the token limit so I'm going to need to find some
optimizations in the code later on, I'm sure. I'm already out of sound
space, and I was really hoping to make more music for the game.

Anyway, hope you all like it.

  • Goober
P#80445 2020-08-07 07:29 ( Edited 2020-08-07 07:30)

I relly like the use of colors.
And, for some reason, it seems like the screen is larger than it really is - which means an impressive amount of artistry at work here.

And I just adore the pixel effect on the logo. If you could find the same to write something about that, that ould be really appreciated.

P#80518 2020-08-08 19:19

I like it so far!
I woulden't be worried about making a game just to "look cool". People make pico-8 carts for a bunch of different reasons.
If you do make this into a full game to play it!

P#80525 2020-08-08 22:20

@spellcaster

So basically I'm using particles and the CIRCFILL command.
These particles are spawned below the sigil and rise upwards.
Screen clearing is turned off for this to "trail" the particles.
Below is the mask of the sigil which is drawn on top of these particles.

[0x0]

There's also some special code for reading pixels and then writing
to them in terms of a color ramp. The game uses only colors 0,2,9,7.
When it reads the pixel, it then writes back to it with the next lowest
value (7 -> 9 -> 2 -> 0). This operation is done multiple times in this
rectangular region (where the sigil is) per tick to "spray" the
region with subtractive pixels, giving the desired effect.

P#80556 2020-08-09 16:15 ( Edited 2020-08-09 16:15)

Thanks . I will give this a try. Do you think it might work as a sprite effect? This could be a very cool mystical aura thing...
I'll have to dig deeper into this. Your explanation makes it sound pretty straight forward, but I suspect that the are several dark coding secrets hidden within.

But maybe, I only have this impression because of the way it looks :)

P#80557 2020-08-09 16:45

@spellsword

Without the mask and subtractive pixels, this is what it currently looks like.
There's no need to draw outside of this boundary, so I'm using CLIP() to make
it a little less CPU intensive.

There is a bit of code going on to implement subtractive pixels, which look
like this:

-- inside of the draw event
for i=1,100 do
 local xx = rand(48,80)
 local yy = rand(48,80)
 local c  = ptor(xx,yy)
 pset(xx,yy,rtoc(c-1))
end

-- additional functions used

function rtoc(c)
 c = clamp(c,1,4)
 local u={0,2,9,7}
 return u[c]
end

function ptor(x,y)
 if inrect(x,y,0,0,128,128) then
  local u = pget(x,y)
  if u==0 then u=1
  elseif u==2 then u=2
  elseif u==9 then u=3
  elseif u==7 then u=4
  end
  return u
 end
 return -1
end

Looking at this code now, it's a bit crude and probably could use optimizing.

P#80561 2020-08-09 19:23

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