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GibletsofJesus

Hi, I'm Craig.

I make stuff, usually games.

http://craigtinney.co.uk

Pico Pirates!
by

Cart #procmapmaker-0 | 2023-05-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
29

A simple 1-bit procedural map generator with coastlines, rivers, mountains and forests.

Controls

⬆️⬇️⬅️➡️ - Move camera
❎🅾️ - Zoom in an out
TAB - Enter forge, create a new world

This started life as a tweet cart and creeped in scope a bit until it became what you see now.

There's a UI to play with the numbers, if you'd like to modify these values outside the boundaries I've set, check out the vals object array near the start of the file.

The world is created from a vornoi diagram, mountains are placed along cell boundaries and forest in cell centre points.

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5 comments



Cart #59287 | 2018-11-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A very simple game I've been making on the train to and from work.

Follow my dumbass for more goodies @ctinney94

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1 comment





Hello!

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!

Have fun!

Also available on itch.io;
https://gibletsofjesus.itch.io/craigs-ld42-entry

LD page;
https://ldjam.com/events/ludum-dare/42/$111878

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Cart #pico_pirates_v1-0 | 2019-09-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Pico Pirates is an open world adventure game featuring deadly monsters, rival pirates and beautiful sandy beaches!

You set out on your quest to find The Pirate King and claim the crown for yourself. To do this, you'll need to find the 4 compass pieces scattered around the vast, procedurally generated world and keep your crews spirits high throughout (pirates lovely treasure and a good fight!).

Art, programming, design

Craig Tinney

Music

Chris Donnelly
@Gruber_music

Special thanks

Daniel Caaz for their excellent font compression solution (https://8bit-caaz.tumblr.com/post/171492623783/rendering-a-font-from-a-layered-sprite-sheet-in)
Josh Richter for the constant testing and excellent ideas
Alex Wall <3

Follow me on Twitter for more Pico 8 goodies @ctinney94

Previous versions

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Cart #49163 | 2018-02-11 | Code ▽ | Embed ▽ | No License
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Cart #49162 | 2018-02-11 | Code ▽ | Embed ▽ | No License
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Cart #49016 | 2018-02-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Howdy!
This is a fairly straight forward cart for a horizontal screen transition effect inspired by this particular effect from Pokemon Fire Red
https://youtu.be/LnAoD7hgDxw?t=4m23s

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?

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Cart #48180 | 2018-01-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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 :)

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6 comments





Hello!

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

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