I've been doing some experiments with LZW compress/decompress lately to retake some work on my Isometric engine so I could manage bigger tilesets (compress on string or memory, spr bank switching, etc). Reasonably happy on how this is working... it's a straight forward LZW with 256 dictionary size and 16 root symbols (a.k.a. 16 colour indexes). Works quite well for moderately big images but fares quite badly the moment it runs out of dictionary entries as dictionary is not optimized but generated dynamically both in compression and decompression and it potentially wastes entries with low re-usability or even foldable into later entries (f.e. long single colour runs that would do better on RLE)
Unsure if this will help anyone as there's already other compression solutions through the bbs, but here it goes in case you feel like it can be useful.
See the code for info on how to use it, the compression generates a small header (2 bytes for width/height) and the compressed string. The decompression can use pset/sset/mset or an internal pxset function that can write screen-format blocks at arbitrary memory addresses (lower performance than native funcs if you are writing to spr,map or screen though).
The cart shows 3 32x32 sprites (512b) displayed with SPR and compressed->decompressed with LZW equivs along compression ratios info.
This is my entry for LOWREZJAM 2021, still incomplete and it will be mostly a POC of a complete game.
The game is a tribute to the Natsume's SNES classic "Wild Guns" and is inspired by the gameplay in that game.
In "Golden Star Sheriff" as the new sheriff in Dodge City your duty is to chase and get rid of a big band of thieves that have taken over the city and it's sorrounding areas.
Current state of the game (JAM Version) is going to be a tweaked version of the full game as there's been not enough time to have multiple levels in place, so it will take place only in the first level, Dodge City streets, chasing for "Perro Loco", the lowest ranking bandit chief in the band. The game is tweaked so you can play several times the phase with increased odds rather than actually advancing phases...
Move with cursor keys, shoot with X and roll with Z or C while moving left or right. A gamepad is highly recommended for this game.
While pressing the fire button you will enter "free aim" mode and will hold your position while sending out a barriage of bullets!
When you find yourself in a tight spot, roll out of danger... bullets won't be able to catch you while rolling! But... be very cautions as rolling is a reflex action and you cannot control where you will be landing!
Note: The code just grew dirtier and messier the closer to the submission date... plenty of junk both in code and the cart (sprites, sound and such)... also it is my usual convoluted extreme OOP approach, you have been warned ;)
Moved Health icon from a red cross to a heart, complying to Red Cross mandates
Adjusted targetting speed, player bullet speed and power-ups bonuses to balance things up a bit
Implemented rolling coyote time to facilitate rolling/dodge activation
Fixed a bug that was not updating Z for the bandits and they ended up incorrectly sorted at drawing time, also changed the health power-up icon to comply to Red Cross restrictions prohibiting red crosses depiction for this kind of stuff, not it is a nice heart
So I decided to go for a platformer... my first in PICO8. Building it on top of my OOP game model (which maybe was not that good an idea...) so it is a code nightmare. Already at version 4 with a few discarded prototypes in the middle and for sure require some cleanup and refactoring... but kind of works and it would be great to start getting feedback.
Torches are an application of an old experiment, it's been a while I wanted to include them in some project (and for sure require fine tunning, as they are map cannot scroll as they are poke'd in place with additive blitting)
Still a very early WIP, no screen boundary control so if you fall off an edge you will fall forever :)
I am parking this for a while but I will come back to it very soon, I relly like where this is going
move with ⬅️/➡️ ⬆️/⬇️
hold ⬇️ to crawl
jump with ❎
drop from a platform with ❎ when crawling
activate action menu (currently Psalm selection) with 🅾️ (just the visuals, non-functional)
- Added Coyote time (maybe it's a bit too gracious...)
- reduced the scribe's speed to make it more reasonable (now it is like he lives at 30FPS on 60FPS world)
- var-heigt jumps
- vertical speed adjusted when hitting the ceiling
- debug cannot be toggled in anymore (still there, but key was repurposed)
- added bats (not yet fully operational, they don't "attack"
So LOWREZJAM 2020 comes to an end... I finally submitted a playable project but with a lot of unfinished features. For a start there is no AI, In the remaining time I would not have been able to add a proper "smart" AI so I prefered to leave the game as 2p game only (or for those wanting to challenge themselves balttle yourself!). Sound is totally missing... I will be welcoming sfx and track contributions... that area is not my best. You can check it also in it's itch.io page
At this resolution (mode 3, 64x64) and with the constraints in time for the JAM I "abandoned" that cart and started focusing on rewriting things on a 128x128 more organized cart (keeping all the good things in this one) so expect to keep hearing from Fantasy Tactics HD ;)
This is a simplified "tactics" game (Final Fantasy Tactics, Tactics Ogre and so many more...). There's two opposing sides, The Kingdom and The Undead and the objective is wipe out all the opposing forces. Every turn a unit can MOVE and perform an ACTION.
Activate a unit with ❎ and it's move area will be displayed in RED. That area is calculated based on the MOVE trait of the unit but considering units cannot go trhough other units, rocks or trees, that you cannot end your move in water (but you can jump across 1 tile of water) and that you cannot jump up more than a height difference of 2. Press ❎ again to select where you want to move or 🅾️ to cancel the action and release the unit.
Press ❎ on an empty tile to get the TURN MENU that helps you find units that have not yet moved and allows also to end the turn inmediately
After moving, the ACTION MENU will show up with the available actions. After selecting ATTACK or to cast a SPELL a TARGETTING AREA will be displayed in GREEN. Any potential target in the area is tracked and you can iterate through them with the cursor keys to pick the target you want. If the unit is carrying POTIONS and it has lost some HIT POINTS it can drink one of them to restore up to 3HP. SUPPORT spells automatically succeed and apply to the targetted unit. You can cancel your orders with 🅾️.
ATTACK and OFFENSIVE spells initiate a combat roll. Combat is DICE based. The attacking and the defending units roll a number of dice and depending on the results the combat is resolved.
- BASIC ATTACK: The roll is ATTACK vs DEFENSE traits. HIT symbol is SWORD, DEF symbol is SHIELD
- SPELL ATTACK: The roll is "SPELL LEVEL" vs DEFENSE trait. HIT symbol depends on the spell, DEF symbol is SHIELD
The combat result is the defending unit looses as many HIT POINTS as the count of HIT minus DEF symbols
Archers: Fast moving, attack at a distance, carry a potion
Halberdiers: Sturdy and with a long reach, carry a potion
Axemen: Strong attack, carry a potion
Priests: Weak attack, SUPPORT spell HEAL (+4HP)
Wizards: Weak attack and defense, OFFENSIVE spell FIREBALL (LV 4, HIT symbol FIREBALL)
Lancers: Avg attack, low defense, long reach
Swordmen: Avg attack and defense
Reapers: Strong attack, low defense
Necromancer: Low attack and defense, SUPPORT spell MEND (+4HP)
Lych: Sturdy wraith with strong attack and defense, OFFENSIVE spell MIASMA (LV 4, HIT symbol SKULL)
I am working on a project for URL LOWREZJAM 2020 and I think it is time to present it here to get some comments maybe.
The cart is quite far from being playable but as there's been some expectation around it I've dediced to keep the wip cart here so ppl can comment and try it. Don't expect too much out of it, still very early
Updated with a bugfix... using potions broke unit release
It's going to be a "tactics" like game (tactics ogre, final fantasy tactics...). Still plenty of work to do and not sure if I will be able to put everything up for the Jam but for sure I am gonna keep working on this to a point it becomes a playable game. For now working on 2 carts... the game itself and the editor and probably I will release the editor/isometric renderer on it's own cart in case someone wants to experiment with it once it's kind of "complete"
Project is in MODE 3 as the jam is 64x64 and I am using some odd sizes around (my general sprite/object box is 10x16) even though I am adding full support to custom sprite sizes for the renderer itself.
At the current version it moves 20x20 tiles at 85-90% cpu at 60FPS but I think I can bring that down a bit... There's a few optimizations like truncate tile rendering when outside the clipping boundaries (some hidden blitting is already in place but need to push that a bit further)
Some images on how it has evolved to the current state:
Hope you like the idea, comments appreciated.
I've tried to upload several times a new version for a cart but seems something breaks that cart in particular... everything runs fine locally (windows machine) but the uploade version gives a syntax error in an odd place (inside one px9 generated string)
I saved the cart a few times but results are the same... any idea on the reason and a potential fix?
Probably everyone has one of these... sharing in case you don't and need a quick wrapper around the mouse support.
The library implements an OOP like MOUSE object that supports 2 buttons and provides the following methods:
- enable() : Enables mouse suport
- disable() : Disables mouse support
- pressed(<num>) : true/false if button number <num> is pressed in current frame
- clicked(<num>) : true/false if button number <num> is pressed in current frame but was not in the previous
- released(<num>) : true/false if button number <num> is not pressed but was in the previous frame
- inside(minx,miny,maxx,maxy) : true/false if mouse is inside the defined rect boundaries
Would be quite easy to extend, mouse cursor can be set to any spritesheet index and would be easy to handle animated cursors, bigger cursors and such...
The demo cart shows how it behaves... pressing buttons changes background color, clicking and releasing draw some points on the screen (in green hues for btn 1, blue hues for btn 2.. brighter for click, darker for release)
Took me a while to debug and identify why this was happening...
I was taking advantage of RESET to clear clipping and palette and as a side-effect RND() started to misbehave returning always the exact same number. I guess that RESET also sets a fixed srand seed and that's why the pseudo-randoms go stale... Probably worth documenting that RESET also does that or if this was unintentional fix it...
Will post here my experiments with particle effects...
Experiment 1: Fireworks... basic explosions
version 1: very basic approach
version 2: added gravity pull and callback update/draw for particles to operate multiple particle types (f.e. rocket and spark in the test)
Experiment 2: Additive blit particle fire
version 2: Supporting sprite-based blendop palettes (for now only partial additive palette included), next goal blit optimization
version 3: PEEK/POKE BLIT without great results... per-pixel blendops still kill it, updated color and added some toying controls
While starting work on my little deflektor project I decided to have classic 7 segment led style numbers, my first iteration (the one currently in the game...) is based on sprites but I wanted something a bit more versatile. This is a basic line drawing small library to handle 7 segment led like any digit length display. It should be fairly easy to define a text set and draw 7 segment text desplays (just need a table with the segment mapping for every letter and put up a wrapping function that receives a text and not a number)
It supports background displaying of segments ("off" segments), color configuration and segment width configuration. The cart includes the library and a very basic demo on what it can do
I might be working on reducing token size a bit (library itself is around 300 tokens) and I think there's some salvageable space there, but don't count on it for now
Hope it helps someone out needing a 7 segment style display
I've invested some time working on a demake for one of my favourite games from the 8-bit era, Deflektor (by Costa Panayi). Your goal is to guide a laser to the receiver on each of the levels, access to it is blocked until you destroy all pods on the level. Laser overloads when it hits mines or if the emitter gets feedback.
HOW TO PLAY (you can go through this tutorial in the game itself)
- 1 MORE LEVEL (now totalling 8)
- 1 MORE LEVELS (now totalling 7)
- 2 MORE LEVELS (now totalling 6)
- ADDED safety pre-check so levels don't start on full-reflection or overload status
- FIXED tutorial can be run multiple times
- FIXED bug duplicating player cursor entity...
- FIXEX tutorial scrambled if you play before running it
- Massive rewrite (almost 80% of it is new...)
- ADDED a few more levels
- REMOVED editor mode... it is now it's own cart... was too big
- ADDED Tutorial, Intro screen, proper game over and End Game sequence
- FIXED a few nasty reflection bugs for the laser beam
- FIXED bug with negative angle reflections not causing overload
- ADDED some more basic FX
- EDITOR MODE early version (reqs. mouse)
- ADDED laser loading phase at start level/new live
- ADDED end level scoring
- WIP bgmusic (in the cart but not playing, unsure if it will stay)
- FIXED bug in map loading that made optical fiber to crash (main reason to re-release)
- ADDED some basic SFX
- FIXED optical fiber pair coloring
- some minor token salvaging and code clean-up
- FIXED extra greediness in beam capture at mirror centers causing odd reflexions
- FIXED color error on initial rise for the overload meter
- MASSIVE spr sorting to allow for a reasonable leveldata format
- Level is loaded from data (level info will live in 0x1000 to 0x1FFF unused shared map/spr space)
- Crude leveldata persister as a prototype for leveleditor mode (unsure if editor will be a separate cart)
- Optical fiber interaction
- Laser grid scatter interaction
- Level can be completed
- Interaction with the receiver (connected status to end level)
- Removed displaying laser point debugging
- FIXED metal wall reflexion failing for some situations
- Basic intro page
- Beam generation and reflection
- Player movement
- Mirror interaction and auto-rotation
- Beam interaction with mirrors, walls, mines and pods
- Full HUD control
- Crude live / energy / overload management
- Hardcoded level mapping
- MUSIC: title music from the original and maybe a bg loop while playing
- SOUNDS: laser connection sound
- VISUALS & GAMEPLAY:
- live lost sequence
- level transition
- extra detail in end game sequence
- gremlins from the original game... unsure if I will be adding those
- a few more levels... the plan is get around 20-30 levels in place
- CODING: even if I refactored a lot, there's still quite some junk... could be I do some more