Hi, I'm Craig.
I make stuff, usually games.
A very simple game I've been making on the train to and from work.
Follow my dumbass for more goodies @ctinney94
I started playing around with marching squares on Thursday and came up with some fancy art tests I was quite happy with. Someone on twitter pointed out to me that Ludum Dare was this weekend, so I decided to hop on the bandwagon and actually try and finish a project for a change.
As the name might suggest, this is quite similar to Dig Dug 2. You're on an island with some other folks and you might to be on the biggest bit of land by then end by tactically placing bombs and separating everyone else from yourself.
It would be nice to add AI in the future for this, but that's a problem for future Craig to deal with!
Also available on itch.io;
Pico Pirates, a current work in progress which will hopefully one day become a video game. Right now this cart is a glorified tech demo but I wanted to release something before I went away on holiday to give people a taste of whats to come.
Directional keys - movement
Z - show map
Follow my dumb ass on twitter to see me tweet about this @GibletsofJesus
I've been a fan of double pendulums for a while now, they're such fascinating mechanisms to watch play out and often act in exciting, unpredictable ways. So obviously, someone needed to make one of these bad boys for pico8 and since nobody seems to have done it yet I put this cartridge together.
For best results, I highly recommend opening up this cartridge for yourself and editing the various time and initiation values as these can have a huge affect on the pendulum behaviours as time goes on.
I'm a big dummy and don't claim to know how all these bits of complex mathematics all work together, the code available here is very similar to Micael Oliveira's double pendulum example found on physicssandbox.com
This is a fairly straight forward cart for a horizontal screen transition effect inspired by this particular effect from Pokemon Fire Red
The effect itself isn't exactly spot on, the black bars move slightly faster than the 'pixel-pushing' effect created by moving the screen data around. I'm sure it's got something to do with the length of the bits of data I'm copying about but not 100% sure what the exact maths would be for a perfect implementation.
Hopefully this will come in useful for some of you :)
Oh, and here's a little challenge for you, how would you go about re-creating this effect but with vertically? How about diagonally?
It's one of those break out games! In this game the player uses the mouse to place blocks move the paddle to bounce the balls around the screen.
Press X to insert coin
Would love to know people's thoughts and suggestions for improvement :)
This is my first experiment using pico-8, a basic water simulation that hopefully is simple enough to be used in other projects.
The two main things used to make this simulation is;
1) A vertical force applied to each point on the water surface, positive if the point is below "sea level" and negative if it is above the same point.
2) Diffusion of each point relating to its neighbours, which looks like this;
local diff = dampm * ( pt(i+1) + pt(i-1) +pt(i+2) + pt(i-2) +pt(i+3) + pt(i-3) +pt(i+4) + pt(i-4) ) * (-8*points[i]) points[i] -= diff*damp*dt
Where dt is time since the last frame, diff & damp are value multipliers and pt(n) being a function that returns the values from the points array, making sure none of them encounter any index errors.
Like I said, this is my first attempt at using pico-8, so if I've made any really silly mistakes, please do let me know as it's the only way I'll ever learn!