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Cart #watertechdemo-0 | 2020-08-09 | Code ▽ | Embed ▽ | No License
13

Hello!

I thought I would upload this tech demo I've been working on. It is based on the 'Kingdom' series. I am going to hopefully build a game around it but it might take some time. Hope you enjoy!

Use arrow keys to move.

P#80537 2020-08-09 09:33 ( Edited 2020-08-10 09:50)

It looks beautiful. :)

Have you played around with slightly offsetting the mirrored lines, or rendering the reflection patterns as slightly offset image data?
I have no idea if this would look good or would be feasable from a cpu perspective, but I "think" it could look nice.

And, I once again realize that I kinda get only "good ideas" when looking at stuff from people that are really creative :( Kinda sucks.

P#80543 2020-08-09 11:55

Oh, that is a very cool look and works really well! I haven't been keeping up with PICO-8 news to see the second screen palette trick - it looks terrific in the reflection!

P#80571 2020-08-09 20:56

@packbat Thank you very much! I saw the second screen palette in a post and I haven't seen anyone use it, so I gave it a try!

@spellcaster Thank you. I have offset each line of the top part of the screen, It isnt too obvious unless you look for it. In development i had it so the offset would change so the water would appear to move, but it just wasnt looking right

P#80592 2020-08-10 09:49
1

OMG!!!! This is the first cart I've seen use one of the high-color modes!

I have some optimizations for you:

  1. The poke to 0x5F2C isn't mandatory anymore since 0.2.1 was released. You can now change screen transformation modes without having to do an add or bitwise-OR to keep high-color enabled.
  2. The secondary palette can be set through pal() now. The ID that's 0 (for draw) or 1 (for screen) would be 2 in this case.
  3. While this 3rd optimization isn't directly related to high-color, you could use memset() instead of a for-loop to fill a range of memory with a single byte value. Also, your loop ends up poking 1 byte past the scanline-mask region, into the 1st GPIO pin. EDIT: This J loop is also nested within the I loop that sets the secondary palette, so you're ending up running the J loop 16 times.
P#80594 2020-08-10 12:54 ( Edited 2020-08-12 14:06)

@BoneVolt, please update your BBS post about the high-color modes to reflect these new optimizations for 0.2.1.

P#80598 2020-08-10 14:55
1

@StinkerB06 Updated, thanks!

P#80630 2020-08-11 13:01
1

Woah! It looks so good!

P#82391 2020-09-27 20:56
2

My God, this remembers me kingdom new lands

P#82395 2020-09-27 21:16

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