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I just wrote a wall of text full of questions but then I found the answers in this forum, devlog, devmap, twitter etc, and decided to erase the whole post! Now I am hyped for 0.4 and have only one question: will the renderer be completely detached from the engine? I'm sure it is already under the hood, but, detached as in can I write my own renderer? Could I output voxatron to an LED grid? or to a shader running inside Unity? or export all visual data to morse code? or feed voxatron visual data through a neural network designed to identify birds in pictures?

I need Voxatron in VR (I already made a post about that) and custom renderers is the way to go it seems. Volumetric displays are great but I won't have one in the foreseeable future.

P#54958 2018-08-11 13:25 ( Edited 2018-08-11 17:25)

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Cart #49847 | 2018-03-02 | Code ▽ | Embed ▽ | No License
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Update:
All rightey. Missing music and some sounds but I'm good calling this finished.

Original post:
Still need to add gamey things like life, combo level, money and a store. I'm quite positive I won't actually finish this! But it was fun to procrastinate doing this instead of working.

I might make the game a little easier by removing the lower set of holes. Right now, even with a very low spawn rate I find it very hard to coordinate myself.

My "inspiration" (not to call it blatant ripoff) is not directly from plain whack-a-mole but from another game called Tontie by Eyemaze. It's a 2004 game from that era where flash games were all the rage. You can still play it online here. I really like this one. I owe my numeric keypad dexterity entirely to this game lol.

I won't copy it completely though. Mostly because I don't want levels or bosses. But a store and money are feasible. The ultimate goal is just survive as long as possible and make as many points as possible. Not super exciting but feasible for a quick procrastination project.

Anyway, let me know what you guys thing! =)

P#49760 2018-02-27 16:32 ( Edited 2018-03-02 00:40)

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I found a 2015 thread suggesting this already but didn't want to necro it. But I am curious to know if any more thought has been given to this yet.

I got my oculus last week and I have been playing everything I can get my hands on, and one of the most surprising things I discovered is that VR works surprisingly well for non FPS games as well. 3D platformers feel like they were made for it, actually! The lack of depth perception was always an issue to me.

Anyway, I would really love to play Voxatron in VR. Maybe inside an environment that simulates playing voxatron on a holographic display.

P#47060 2017-12-04 16:59 ( Edited 2017-12-16 16:02)

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Seemed like a good idea. This is what I have so far:

I have no idea how collision will be handled yet.

The game design itself is more or less defined in my head. Let's see how much it changes as I playtest it :P You fly around, trying to not hit the walls and obstacles. Every now and then the pattern changes (curves, colors, types of obstacles etc). Speed increases proportionally to your progress. You can take some powerups which could increase your life or decrease speed. Something like that.

P#15521 2015-10-18 03:17 ( Edited 2015-10-22 19:16)

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Cart #15259 | 2015-10-11 | Code ▽ | Embed ▽ | No License
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Cart #15256 | 2015-10-11 | Code ▽ | Embed ▽ | No License
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Decided to make a very quick game. So there it is. Made in two hours, unimaginative and boring. Absolutely horrible code, but apparently without bugs (I hope).

So test your memory on SUPER DUPER SIMON!

There are still things I'm trying to understand about Pico8, also I'm not used to define low level stuff myself. I find these small projects help me.

edit: updated with a bug fix

P#15257 2015-10-11 02:53 ( Edited 2015-10-19 23:28)

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Someone make this happen :D

I was looking at that compohub.net for a jam I could use pico8 but surprisingly there is nothing left this year (except a game a month but an entire month is too long for me to participate).

P#15186 2015-10-09 12:16 ( Edited 2015-11-13 19:51)

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Hi all

I was just wondering about that. What can you do with those? I didn't know they existed until I noticed those weird sprites loosely resembled some maps. Is it just a thing that means you can use that space for either extra sprites or extra maps or does it have some use I'm not seeing?

P#14993 2015-10-05 05:03 ( Edited 2015-10-07 19:36)

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Cart #14948 | 2015-10-04 | Code ▽ | Embed ▽ | No License
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Hi all

I made this just to get acquainted with Pico 8. It's a 2D gravitation simulation in a closed domain (the planets bounce off the walls). You can add planets, toggle lines and watch trajectories.

Fun fact: for 2 dimensions, the power law of gravity is actually 1/r. So you won't see closed orbits even with only two bodies.

P#14947 2015-10-03 20:46 ( Edited 2015-10-06 23:27)

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