Old enough to have known the golden age of Amstrad and Amiga ;)
Still own a few Tilt and Joystick magazine (yeah, I am french).
Professional software architect, hobbyist gamedev.
Game & experiments repo: https://github.com/freds72
Twitter account: https://twitter.com/FSouchu
tline3d misses sub-pixel precision and generate incorrect samples at borders.
note: tline3d adheres to the (correct) rule of filling [x0//1;x1//1[
how to reproduce:
- run attached cart
- left: per pixel
- right: tline3d
- notice border artifacts & texture wobbling
version: 0.1e
Os: Windows 10
How to reproduce:
- run following code
a=vec(1,2,3) b=vec(1,2,3) print(0.5*(a+b)) |
- picotron crashes to deskop with:
Exception thrown at 0x004A231E in picotron.exe: 0xC0000005: Access violation reading location 0x00000000.
Workaround #1:
a=vec(1,2,3) b=vec(1,2,3) print((a+b):mul(0.5)) |
Workaround #2:
a=vec(1,2,3) b=vec(1,2,3) print((a+b) * 0.5) |
Version: 0.1e
Host: Windows 10
How to reproduce:
- in the terminal type:
memmap(0x8000) |
- Picotron crashes
related: how to un-memmap???
How to reproduce:
- use tline3d with "w" parameters
- draw a tline where the starting point crosses the screen border
- notice that result gets skewed
demo cart:
- arrows to move square
- see what happens when moving left :)
unrelated: tline3d doc needs some carriage returns!
how to reproduce:
- create a lua file in a long path
say:
/apps/mygame/program.p64/library/maths/matrix/code.lua - see how syntax errors message get truncated:
how to reproduce:
- select "dizzy.p64" as screensaver
- let it run for some minutes
- rotation/effect speed increases over time
Rationale:
- sfx buttons would make more sense with a hidden mouse
- a couple of projects of mine :)
Symptoms:
- platform: Windows / Mac?
- printh from a program yields nothing in the program output window
How to reproduce:
- copy following code in main.lua
printh("bob") |
precision: confirmed to work on Linux, text is directed to the console that launched picotron
Symptom:
- a program that loops (intentionnaly or not!) will not produce any print before _update or program exits.
How to reproduce:
- paste following code in main.lua
for i=1,10 do print(string.format("hi world %ith",i)) end while true do end |
Note: game must be played from splore - this page doesn't support mouse lock
Note: global leaderboard not yet available
Take the cursed dagger, use its power to dispatch the horrors from this hellish place, score the best time!
Note: this is not an official Devils Daggers port for PICO8 but a fan game using Sorath's game universe.
How to play
- Default controls: ESDF + mouse
- Fire: left mouse button
- Jump: space
Local stats icons:
- number of jewels collected
- number of daggers fired
- hit ratio
- obituary message
- session time
Configuration & Settings
Go to Settings , adjust and accept to save your changes.
Online Leaderboard
Game uses Newgrounds leaderboard for competitive play.
Play from until scoresub is available:
https://freds72.itch.io/demi-daggers
https://www.newgrounds.com/portal/view/905300
Click on online - connect button on title screen to login (or create) with your NG account.
Online ladder can be disabled from settings menu.
Editor How to
Game ships with a built-in editor.
Design your own voxel enemies and share your creations on #demidaggers!
(see workaround below for middle click)
Editor 101
*All commands have a tooltip, hover the mouse on the icon and a sliding text will appear:
Mouse bindings:
- left click: draw voxel
- middle click (hold): rotate view
- right click: pick color from cursor
- green line: represents the drawing plane (switches dynamically)
- mouse wheel: moves drawing plane back&forth (slices)
In case you want to revert to original models, hit P (for pause) and select reset all (needs confirmation).
Saving & Sharing
play command saves the models, generates images and goes back to title
copy copies the current model to the clipboard, easy to share a single model. Don't forget to post the corresponding gif!
Paste the text on the target model to use it.
export saves all models for sharing
When running standalone (binaries or PICO8 desktop), file is located under
%APPDATA%\pico-8\appdata\freds72_daggers\export.p8l |
When running on web, use browser dev tools to extract the "freds72_daggers_asssets.p8l" file.
Drag&drop an export.p8l file over an open editor to replace your current voxel collection.
Credits
- Sorath: original game!
- Ridgek: (awesome) music & sound design
- Artyom Brullov: additional gfx (thanks!)
- Heracleum: cover art
- Werxyz, Miss Mouse: beta testers
- Zep and the #pico8 discord folks!
Post-mortem & Technical Details
See: https://freds72.itch.io/demi-daggers/devlog/638738/journey-to-demi-daggers
Changelog
V1.3 (15064e3)
changed: removed multi-spritesheet exploit with new Pico 0.2.6 version
changed: covert art by Heracleum
V1.2 (8f696d9)
changed: improved egg model (re-generate via editor)
changed: squid spawn no longer invicible before spewing
changed: reduced shotgun duration (3 frames)
changed: reduced worm difficulty
changed: Increase spawn & chatter spider sfx loudness
changed: lower streak wait time
changed: high level shotgun fire over several frames
changed: large centipede health
changed: increased skull gravity
fixed: improved shotgun cpu usage
fixed: prevent chatter from not playing back after Ctrl+R reload
changed: reduced skulls upward speed
changed: improved squid hitbox
added: auto gif option for best score>30s
changed: attract cooldown for shotgun
changed: build version in settings menu
fixed: crash in editor for bad colors
fixed: high cpu switching menu in title
fixed: skulls fountain on title
fixed: removed invalid color in editor
V1.1 (164e498)
changed: shotgun on "long" click
change: upward move on squid spawns
fixed: smooth "coyotte" move
fixed: jump on press
fixed: removed browser mouse acceleration
fixed: editor not going back to title
fixed: editor crash on last color
How to reproduce:
- save a zero length pico8 file
cstore(0,0,0,"blah.p8") |
- reload() file from another cart
reload(0x0,0x0,0x4300,"blah.p8") |
surprise! 0x0 -- 0x42ff was been wiped out clean even if "blah.p8" doesn't contain any data :/
Symptoms: the mouse drifts right on Firefox (only)
How to reproduce:
- export demo cart as an html page
- publish page on itch.io (or equivalent)
- run game on Firefox (MacOS or Windows - Linux is fine)
- notice mouse x-drifting
Note: does not occur when game is run locally
Note: does not occur when game is run fullscreen using the Pico8 button
Wild guess: suspect a Firefox bug regarding mouse coordinates and iframes?
Test cart:
- https://freds72.itch.io/mouse-lock-test
- password: mouse
Code:
function _init() poke(0x5f2d,0x5) end _x,_y=0,0 function _update() _x=mid(_x+stat(38),0,127) _y=mid(_y+stat(39),0,127) end function _draw() cls() print(_x.."/".._y,2,2,7) circfill(_x,_y,4,8) end |
How to reproduce
- execute code:
print("a") (nil or print)("b") |
- outputs:
A runtime error line 1 tab 0 print("a") attempt to call a number value at line 1 (tab 0) |
note that print("a") is correctly executed regardless of the error being reported on that line!
Workaround
print("a") local fn=nil or print fn("b") |
Expected:
-- save to p8.rom format cstore(0,0,0x4300,"test.p8.rom") |
Outcome (bug): test.p8.rom is actually a png file!!
The _env (lower case) keyword is no longer supported:
example cart: https://www.lexaloffle.com/bbs/?tid=48907
likely a general bugs on upper/lower case remapping.
Marking as resolved - this is a "feature" of printh to stop at \0.
Solution to export p8scii to clipboard is given here: https://www.lexaloffle.com/bbs/?tid=38692
Repro cart:
Outcome:
- p8scii correctly copies bytes on screen
- bug: clipboard gets only a truncated command (should be 612 chars)
Note: works as expected if background is not 0
The new poke to set map start cannot be applied to 0x20.
eg:
— does nothing :[ poke(0x5f56, 0x24) |
for small maps, the 0x2000 ‘hardware’ map area cannot be reached in full:
— hw map poke(0x5f56, 0x20) — say tiles are starting after a large 32x32 map — set width poke(0x5f57, 2) — yikes, cannot set y offset (>256) poke(0x5f3b, 32*32\2) |
Holiday season, stuck at home waiting to open presents?
Despair snow more, a play of totally accurate bowling will enjoy the day!
Devlog
Codebase expands from Ghost Rally, no longer limited to a single dynamic/static response.
Collision hulls are limited to solid rectangles to benefit from simplified overlapping tests and clipping maths.
The whole engine could be plugged into any 3d engine if you don't mind the staggering token cost :/
Sources are available at: https://github.com/freds72/chamboultout
The game went through multiple iterations (initial idea was a "chamboultout"), including odd things like:
or a "Santa Bombers"!
Changelog
1.1 fixed: invalid "spare" message when producing a strike
Credits:
- Physic code & articles by Randy Gaul: qu3e
- Physic articles & talks from Dirk Gregorious: Contacts Talk
- Radix sort by James Edge ( @jimmi)
- Secret Discord team ( @Jusiv, @markgammed...)
BBS Edition to celebrate year 1 of POOM release!
(limited to 1 level - sorry!)
Enjoy full game at: https://freds72.itch.io/poom
Controls
Alternate scheme (select from controls menu):
Devlog
Game is "multi-cart", using 0x8000 region filled with raw data from 2 carts (poom_0+poom_1).
Engine details: https://freds72.itch.io/poom/devlog/241700/journey-to-poom
Credits
Art+Design+Music: @paranoidcactus
Code: @freds72
Changes
- added: Jelpi Spotter credit :)
See repro cart - unless I am totally wrong on my software tline, pico8 tline ("hw tline") is not correctly rendering lines with arbitrary slopes.
Software version eventually converge toward correct pattern, tline does not.
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