Dear Pico-8 Community,
The darker colour palette should be available without fiddling with memory or coming up with detour functions.
@BoneVolt @Krystman
(via YouTube and such... not dissing! You guys are great <3)
Palette switches were cute,
but this whole schebang has flopped into an inefficient knot (as far as I can tell).
...I wish that first-time-carts from total amateurs (like me) could also use "dark-brown", lol.
...And that expert carts don't all use ~double the amount of available colours.
Perhaps I don't understand the memory limitations.
And I do appreciate (and want to preserve) the elegance of "0-15"/Proof of concept/Simplicity didactics etc..
But the cats' been out of the bag for a while.
@zep could you please greenlight "night mode" [EDIT: in the UI or functions].
Maybe its impossible at this rate. Maybe it wasn't intended this way.
Dunno. Shäre ur thoughts...
Trying to be constructive. Or did I miss something?
I'm making a sexy little 16x16 sprite editor with playback and more that should rely on the D-Pad and Buttons. Doing so mainly for use on the Retroflag-GPi case, or any other handheld.
IMPORTANT!
SAVE FUNCTIONS STILL VERY BASIC
UPDATE 11.01.21
- Added Move-tool
- Added Palette-swapper
- Added Tooltips on hover (disable in menu)
- Added Save (cart overwrite? dunno?)
- Added Export Spritesheet
- Added Clear All (Default Empty Project)
- Improved usability/ button press consistency
TO DO
- Improved Menu Items / File related Functions
- Nerf the Mouse
- Subtle Sound effects
- General Debugging
Give it a go!
Any help/advice/ideas appreciated.
Controls: USE ARROW KEYS FOR SUBTLE GRAVITY.
Wanted to share my first proper pico project.
About having only one cigarette left (or not...? what?!)
I used this to make a music video for my band (see youtube embed). DISCLAIMER->GERMAN MUSIC
At the moment it's more of a demo/screensaver, but I would like to turn it into a minigame, or a system of mini games ; if there's fun in it somewhere. So i'm open to ideas :-)
Was thinking of the trope of an "alien brood mother" spitting out mini enemy's. (pack -> cigarettes)
And chaotic controls like only being able to apply gravity/momentum to all objects.
The physics engine is relatively sturdy, except for the lack of Separating_Axis_Theorem, some minor tunnelling and items getting trapped in each other.
I used Chris Heckers impulse physics articles from the 90s and a dynamically subdivided "intra-frame-crawl-while-loop-thingy" to resolve collisions chronologically. and the "Pool hall lessons" article on gamasutra for early false returns (which should be followed by an S.A.T. check which I have yet to write...) So could be waaaay more efficient.
Glad to share some cleaned up functions if anyone needs them (though the code is pretty legible).
important: USES METATABLE CHANGES FOR VECTOR MATH!! (see tab 4 / --metatables--)
Shoutout to the community for the amazing and helpful threads, and specially to lazydev @Krystman for his fantastic (and very funny) youtube series (LG aus Kölle).
Hope you get a giggle out of this one.
Merry Christmas,
Phume
[youtube]youtu.be/5VA9RJf8Cro
Hallo Pico People,
Loving it here. First post!
So i'm working on a 2D physics based collision engine.
...Imagine a whole bunch of polygons flying around, wrapped in AABBs (axis aligned bounding boxes)...
And I was wondering if this was a legit/efficient way to check if Two Edges/Line-Segments Intersect.
1. Treat them as AABBs and check if those overlap, is so keep the "resulting mini rectangle".
-->otherwise abort
2. Treat them as Linear-Functions (infinite strait lines) and check if they are parallel, if NOT determine the resulting "point of intersection"
--otherwise abort
3. check if the "point of intersection" is inside the "resulting mini rectangle".
--return that point, otherwise abort
--do segments intersect? if so where? function segments(a,b) local r=overlap(to_rect(a), to_rect(b)) if(not r)return false local pt=intersection(a,b) [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=82711#p) |