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Cart #racenosun_560-0 | 2019-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Looks like I finally made something with voxelspace terrain recent studies https://www.lexaloffle.com/bbs/?tid=35654

This Race The Sun partial demake is my first entry to #TweetTweetJam N°3, in Pico8 with a 560 characters limit !

The Goal

You must go as far as possible, with no sun :D


Use < / > arrow to move your ship

Ctrl + R to restart after crashing

Good luck and have fun !

P#69968 2019-11-17 14:50 ( Edited 2019-11-17 14:52)

At first, I saw a demo where a student implement a voxelspace algorithm with compute shaders. Voxelspace is a tech invented in the '90s by Kyle Freeman at Novalogic to render landscape. Games like Comanche, Deltaforce used it. It was based on heightmap and voxels, not polygon. I don't know much about shaders, but I know it is better at rendering polygons. So... I try to understand how all this work and here is the result: my voxelspace implementation on Pico 8

With freds72 optimization

Cart #voxelspace_ykk-2 | 2019-10-15 | Code ▽ | Embed ▽ | No License

first release
Cart #voxelspace_ykk-1 | 2019-10-13 | Code ▽ | Embed ▽ | No License

Here is an implementation of voxelspace rendering algorithm, with a little perlin noise map generation. Features :

  • Generate a 128x128 height map in memory,
  • Generate a color map base on height with some noise (I could also use height difference to better show cliffs and flat grounds, maybe latter),
  • colors fadding with distance
  • We can move, with player one controls, zoom map with X (or M), strafe with player 2 left and right (s,f)

I don't know where it will go, or if it will become a game, but here is my work :D Have fun tweaking or exploring !

for a more advance experience, you can check electricgryphon work https://www.lexaloffle.com/bbs/?uid=10844

P#68841 2019-10-13 19:50 ( Edited 2019-10-15 21:46)

Cart #picocyberbank_100-3 | 2019-04-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

PicoCyberbank is a cyberpunk remake of West Bank / Bank Panic by Damien Hostin, on twitter yourykiki (The Lurking Engine)

Goal :

you must help the bank collect the credchips by shooting the baddies and survive 9 days ! Beware some people are not as they seem to be at first !

Controls - keyboard or gamepad :

Use arrows to shoot left center or right
Use button 1 (x) or 2 (c) to change the doors you are looking

Behind the scene

This project was less complicated than Brutal Pico Race, I designed it to work with my kids... But actually, it was way too complicated for my little beginners, and they gave up after coding the open/close system for the doors :D It is also why there is a lot of functions in french. They came back for beta testing !

I keep some interesting parts for myself, such as the plasma doors, using the PX8 compression and a coroutine queue to load people graphics at runtime, a bunch of sprite picked up randomly to build the people, and little hidden surprises on the intro scene to reflect how far you went in the game !

Once again, great thanks to the pico 8 community !

Have fun !

P#63785 2019-04-21 21:58 ( Edited 2019-04-24 13:12)

Cart #brutalpicorace_104-0 | 2020-07-06 | Code ▽ | Embed ▽ | No License

Brutal Pico Race is a fast and raw futurist racing game on Pico8 by me, Damien Hostin, on twitter yourykiki (The Lurking Engine)

I wrote a little insight on my blog in two parts, you can find it here and here

Choose one ship out of three class, choose a track and try to finish first ! You can also challenge a friend, alone or with AI, in split-screen mode !
Brutal Pico Race features :

Single player or two players in splitscreen

  • 3 class of ships -heavy -normal -light with different speed curve
  • 6 tracks
  • 3 AI levels

Controls - keyboard or gamepad :

Use arrows to choose your ship / track / AI level
Z/C/N to start
When 2 players is selected, the second player can choose his own ship directly with S/F


Player 1

  • steering : arrow LEFT, arrow RIGHT
  • accelerate Z/C/N, break V/X/M
  • boost arrow UP

Player 2

  • steering : S, F
  • accelerate TAB/Z, brake Q
  • boost E

after race

  • up/down to see the other ships running

Great thanks to the pico 8 community (Zep, @p01, @FSouchu, @Felice_Enellen, Morgan...), all the followers who help me on the project ! And many thanks to my wife and children for the playtests and ships/tracks contribution !

If you like this game, don't hesitate to support it ! This will help me doing more ;)


1.0.4 : (with pico8 0.2.1)

  • @fsouchu subpixel polygon filling
  • slightly better drawing distance in 2 players mode, 12 road blocks instead of 9
  • drafting, stay long enough behind an opponent and get a boost
  • Satisfying HUD design :
    • formatting lap time correctly
    • reduce health, boost and speed bar to center the pilot face :)

1.0.3 :

  • We can finally die !
  • Fix live rank
  • Fix a bug where boost had not influence on centrifugal force, so now be carefull with boost spamming !
  • Add chronometer and timeboard (best race time per track and per AI skill)​
  • Add 3 tracks
  • Add a 2 channels music for single player race
  • Add controls helps
  • Adaptive difficulty on boost, AI use less often boost when you're last or 3rd
  • Change ship names
    Cart #54369 | 2018-07-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1.0.2 :

  • Increase difficulty
  • 3 kinds of bots
  • Better end screen
  • Changing camera after race
  • Other ship progress on left
  • Cooldown for ships collision damage
  • Changing track loader, room for 3 new tracks
  • Better boost visual fx
  • Fix boost sound fx in splitscreen
  • Change morgan3d heapsort with triplefox's shellsort

Cart #54182 | 2018-07-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1.0.1 :

  • first public
  • Changed rasterizer for @p01

Cart #54000 | 2018-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1.0 :

  • Initial version
P#54001 2018-07-08 04:53 ( Edited 2020-07-06 21:03)

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