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
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!
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.
- add more complex shapes: polygons, complex sprites, ovals
- include fill states
- add layer adjustment
(this previous version is 0.1)
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.
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.
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