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hey, check out my work in StepManiaX, coming to a gym near you!
(note: you will have to play Dual, Full, or Team bc that's all im charting)

i'm in kind of a jam, pun intended.

i've made some hardware for my team's pico game for the portland indie game squad summer slow jam which concludes this evening. the issue is, it's an 8-player game requiring 8 controllers. i assumed (which is of course why i'm here) that i could configure one joystick for multiple players since they need only three buttons each, but that doesn't seem to be an option supported in any way by pico-8 or otherwise.

worst case scenario i can disassemble one of my other controllers and change the button usage in the program to get six players on but that's a much rougher road than i had hoped for.

any bright ideas would be deeply appreciated. thanks in advance

P#66025 2019-07-22 13:48

Cart #54761 | 2018-08-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

In composing scenes made of polygons and shapes, I needed a way to lay out a scene and then retrieve the coordinates of the individual shapes. Now you can retrieve the shapes themselves!

Controls:
mouse: move cursor
click: place line point
up/down: cycle colors/sprites
left/right: cycle through drawn shapes/cursor
X (p1 X): cancel shape/delete selected shape
SEDF (p2 directionals): adjust cursor/shape/point position
Q (p2 X): toggle hud/cursor
tab (p2 O): toggle fg
Z (p1 O): hold for secondary functions:
+drawing line: lock to 90-degree angles
+drawing rect: lock to square
+up/down: cycle shape types
+left/right: cycle through selected shape's points
+tab (p2 O): copy selected shape/cursor coordinates to clipboard
+Q (p2 X): copy all shapes to clipboard

The foreground elements I was using, as they were relevant only to my concurrent project, I commented out. You can add your own foreground draw commands in the labeled segment of the _DRAW() function.

When copying your shapes to the clipboard, the data will be formatted for pico's built-in draw functions. To change the name of the draw functions exported, modify the strings in the PREFIXES table at the top of the _INIT() function. To change the separator between each shape when copying all shapes change the SHAPELISTBREAK string.

Todo:

  • add more complex shapes: polygons, complex sprites, ovals
  • include fill states
  • add layer adjustment

(this previous version is 0.1)

Cart #54543 | 2018-07-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

P#54544 2018-07-31 03:08 ( Edited 2018-08-06 06:09)

Cart #51076 | 2018-03-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

i set up traffic studies to pay the bills. its a mildly strenuous job.
as often happens i was out on the road, rather unrested, and hungry waiting for a good opportunity to take lunch. my mind was wandering.
i recalled a meme. four panels in sequence wherein a grim-looking bart simpson says 'im dying.' krumping marge asks 'is it blissful?' bart replies 'it's like a dream' and marge responds 'i want to dream.'
vividly i could picture these characters, and moreso, ageless elemental spirits they represent; a tragic mortal face to face with a creature wild and eternal, chaos in her eyes as she fervently krumps.
a wave of nihilism consumed me, the urge to create unbound.
once home i painted the majority of the sprite sheet for this game.

P#51081 2018-03-30 19:48 ( Edited 2018-04-01 00:10)

Cart #51029 | 2018-03-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

They call me Doctor Worm. Good morning how are you I'm Doctor Worm.

for now, just to test functions:
[O]=shrink
[X]=grow

P#51031 2018-03-30 05:07 ( Edited 2018-03-30 20:33)

Cart #50952 | 2018-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

beat-em-up with some platforming. finally successfully implemented some collision ideas i had ages ago. still want to get ramps working. need to come back to this, i've got some cool boss fights planned.

P#50953 2018-03-29 03:42 ( Edited 2018-03-30 06:48)

Cart #50949 | 2018-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

a bonsai growing game. was still learning basics when i made this. got distracted making a cool moon window

P#50951 2018-03-29 03:35 ( Edited 2018-03-30 09:00)

Cart #50947 | 2018-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Made a test to see how using map data to reference other map data worked out; specifically, drawing a mini map wherein the sprite numbers are used to pull rooms from the rest of the map. Works good.

things got spooky after that.

<v^> = move
O = show minimap

P#50948 2018-03-29 03:31 ( Edited 2018-03-29 07:31)

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