First up:
This was a big project! if you want to help me out plz see my patreon orko-fi <3
What:
- Veditor is a vector graphics editor that lets you work on multiple, layered vector sprites
- vgfx.lua is a script you can include in your own projects to display said vector sprites (and other things)
How:
- To get Veditor:
load #veditor
and save a local copy. -
There is an extensive help included! (press F1 or click the '?' icon)
- To get vgfx.lua, select "Copy vgfx.lua to RAM" from the Veditor menu.
Why:
- Vector graphics usually take up little space compared to bitmaps
- Vector graphics don't degrade when scaled or rotated
There's probably more for me to say but my brain is fried rn! I'll hopefully record a video going over everything soon (though I don't know yet if I'll make it patron-exclusive or a timed-exclusive or what).
Edit: Knew I forgot something: Huge thanks to folk in the discord for the feedback!
Changelog:
"The image translators work for the construct program - but there's way too much information to decode the Matrix.
You get used to it. I don't even see the code - all I see is blonde, brunette, redhead..."
(click for different demos)
I want to make a game using vector animations so I got started on a way for drawing that.
Main tips for speedy drawing:
- Scaling/rotating is slower
- More vector sprites is slower
- Bigger vector sprites is slower
- More triangles is MUCH slower
code here:
The largest part of this work is based on pancelor's api explorer
It has some improvements like sub-tables being sorted, and not printing text above/below the screen.
Also I made some style changes to try and get it to gel with the OS as a windowed app.
I'd like to have it so clicking on a function shows you what parameters it expects, but honestly I have no idea if that's a thing you can even query in lua.
I may hard-code stuff so it gives an authored explanation of each item and how to use it, but right now it just lists the stuff and nothing else.
anyway I'm still very much learning picotron (which is why I wanted a nice API list I can quickly check in the GUI) so things might not be ideal.
An animated wallpaper using graphics from Dusk Child.
Made just to learn picotron a little bit, and it was fun!
Hi! It's been a while since I have finished a pico-8 game to be able to share it here, but this is one!
The controls are Z/C to Jump, and X/V = Shoot (or respawn if you become a slimepire)
~ Story: ~
Years after the horde have claimed Earth's surface, they find their way into Bunker 4103 - the last bastion of humanity. You awake in a remote part of the underground shelter, and if you want to remain human you must reach the bunker's deepest point: the safe room.
~ Extras ~
You can tip $3 or more on itch.io for access to extra goodies: illustrated & pixel maps, a comprehensive manual, and also a 2 hour video of me talking through the game project and its code.
~ Links: ~
Return of the SLIMEPIRES! on itch.io
My Patreon - supports things like this <3
Development thread on twitter
Originally made for Ludum Dare 40, then upgraded a bunch for my patrons, now available for everyone! <3
The vector drawing/animation on the title screen is based on Gabriel Crowe's systems found >here<.
~ Links: ~
Curse of Greed on itch.io
My Patreon - supports things like this ;)
~ Changelog: ~
Curse of Greed - Ludum Dare Release
Ultimate 1.0 - New levels, difficulties, fixes & improvements, title effects
It's a platformer, a difficult one!
I made this in 3 days for my patrons as a Halloween gift, then took an extra day to polish it up and include some spooOOooky music by Tim Monks. Now it's available for everyone, hooray!
Good luck, little pumpkin!
~ Links: ~
Pumpking on itch.io
My Patreon - supports things like this ;)
~ Changelog: ~
1.0 Patreon release
1.1 first public release (Game improvements, added music by Tim Monks, extra boss stages)
1.1a Commented all code for learners, made small background improvements, better cartridge label.
~ Story: ~
Oh no! Zaks the evil wizard has once again captured Dizzy's girlfriend, Daisy! And the other yolkfolk need help too, looks like another adventure for Dizzy!
~
~ Controls: ~
[ Left ]/[ Right ] - Move
[ Z ] - Jump
[ Down ] - Drop from ledge
[ Up ] - Cycle through inventory
[ X ] - Interact/pick up item/drop item
~
~ Music: ~
Huge thanks to @gruber_music for making a brilliant pico-8 version of the Amiga Magicland Dizzy theme :D
~
~ About: ~
I wanted there to be a Dizzy game for Pico-8, so now there is! Heads up though; I've tried to be faithful to the classic Dizzy games - that means limited lives, rubbish platforming, cheesy dialogue and a kidnapped damsel.
Obviously this is a fan project and not an official dizzy game, they don't make those anymore :(
~
~ Changelog: ~
beta1: First Release
beta2: Added music & minor fixes
1.0: Animated water
Controls:
Z - Examine/Pick-up/Drop
X - (not used until later in the game)
Up - Jump
Down - Duck/Crawl
Left/Right - Move
Story:
You have been drawn to a mysterious place, what secrets does it hold, and what will they mean for you?
Help:
When not carrying an item, you can examine things. If you're stuck, try examining signs and other objects.
When you have explored far enough into the western temple, you can use the 'X' button.
I'm calling this "done" though there are a few things I might touch up in the future. Right now though, I've spent too long working on this already and need to get back to work on things that stand a chance of making some money :P
1.4: fixed map initialisation corrupting some sprites
1.3: fixed a bug & added some minor text
1.2: fixed special effects rendering wrong in newer pico-8 builds
1.1: fixed a couple of bugs
1.0: first version