Going off of http://adrianb.io/2014/08/09/perlinnoise.html
I created a Perlin noise generator from scratch. Then I assigned the value range to some colors + lattices to simulate an archipelago!
Reload to get a new one. Download + press Z to save a particularly cute set of vectors that generate that island (will save under proc_map_vectors.json.p8l)
Pretty proud of how this turned out. I didn't port the code, per se, rather I wrote it from 0 with just the algorithm logic. Hope it's educational!
I forgot I had this!
Here's a faux 3D of Yoshi's Island for the SNES.
Instead of making a 3D engine, I've defined sprites within a cylinder's (angle, distance from center, and height) and made it revolve all together.
It was a fun experience and a different way of making 3D.
MAKING YOUR OWN!
This cartridge comes with an editor to make your own revolving scenario. Do this:
- Download the cartridge
- Wherever you intend to run it, create a file called yoshis_island.p8l, and write on it preloaded_objects={}
- To activate edit mode, change l.30 on the cartridge from prod = true to prod = false
(optional) - Change the sprites to the ones you want and update their coordinates in the ss object un l.32-53
Description
Old project that I decided finishing: It slices the screen (vertically and horizontally) as many times as requested. The slices then recursively slice, with some randomness to their dimensions.
Additionally, graphics mode can be changed. Hold the regeneration button for some trippiness.
And hey, if you like it, check out more trippy stuff on twitter :)
Controls
z,x: regenerate
up,down: change screen mode
left,right: change amount of slices (1 to 6)
Enjoyed Gamasutra's article on text reveals (http://ubm.io/2FsMjmn) and decided to implement the closest thing in #pico8 ! Lowest I could bring it to was 195 tokens. You could use clip() to further smoothen the text reveal, but I considered this version a good size/effect compromise.