Picollo is a fully automated abstract painter. Sit back and relax as you watch it finish it's masterpiece. Sound can be turned off using the menu (it resets when you reset the cart).
Press X to let Picollo make you a new painting.
The method I have been using to make stuff move in circles doesn't quiete work with spirals because the change in angle stays the same while the circumference gets bigger.
This causes the object to accellerate as it moves outwards.
Is there any way around this?
I tried changing the amound by which "t" changes each frame to act as a speed correction but I get weird results, because it either goes below zero and changes direction or I run into the fixed point limit because all values are so small. Not that any values I tried to dercrease "spd" by each frame actually fixed the accellaration issue before acting up in the first place.
This gets even worse at 60 fps of course.
I don't feel like I am coming at it from the right angle.
Am I missing some completely different way to make spirals?
out=10 t=0 spd=0.01 function _draw() cls() out+=.2 spd-=.0001 t+=spd circfill(sin(t)*out+64,cos(t)*out+64,1,5) print(t) print(spd) end
Negative space is a series of (by default) black and white animations based on the same twirly setup. However the function parameters are randomized, so the exact outcome of each animation can be a surprise.
You can rerandomize the animation by pressing O/Z.
You can also randomize the colors by pressing X.
You can turn on the second hidden color via the pause menu.
If you see an animation you like, you can turn it into a GIF and post it here.
I also plan to add more types of animations in the future, so this cart might become an album of small, slightly randomized experiments.
Marley has great idea's for games. If you want one, press X.
After having to think very hard, marley is too tired to do it again.
is it possible to make circular hitboxes?
I need the bullets to be deleted when they touch the white circle.
So I need to be able to detect when they are inside the circle.
My first idea was to have a buch of thin rectangular hitboxes next to eachother that are higher near the center of the circle to approximate the shape, but I am struggling with the math to make it work.
PS Is there a way to make the cart show it's actual title on the BBS rather then it's ID. having title an ID match is not always possible.
There are fewer snake clones then I expected on this platform, so I made another one.
I remember some snake games I played on this platform felt sluggish in their controls.
I tried to make this game feel as responsive as possible. Let me know if I succeeded.
Use the arrow keys to move your hand towards the kitty.
I might release a more cleaned up version of this cart in the future.
Right now the code is a bit of a mess, but it more or less works.
Probably just the start of some graphical experiments.
Improvements to the animation could still be made, but it's a start.
The code is also still messy and could use some cleanup.
This works like a slit animation.
Now with twice the pages, twice the controversy and three times the relevance. Get your newspaper today at the BBS.
It picks 3 lines from 3 different lists and combines them based on a seed so you get randomized headlines.
You can flip pages with the arrow keys.
It was a challenge to make something both randomized and internally consistent.
The art for the images has been a bit of a struggle.
They need to be readable enough to feel like they mean something, but ambiguous enough to fit almost any context.
I feel like I didn't completely succeed with the images, so I might end up changing the art later.
If you know a good joke that fits the template, feel free to put some lines in. Just insert them into the lists on tab1. The lists don't have to be the same length. If you add a lot of entries (like say 15 or so) you should probable make it pick from a bigger random number in the for loop that generates the seeds (right after the "end" of the draw funciton).
Because of the way the images are picked, occasionally you see the right edge of the sprite sheet. This didn't bother me that much, so for now i left it like that.
PS is there some sort of modulo function in pico8? I think lua has one in its math library, but I couldn't immediately it in pico8. I ended up writing my own modulo function to convert bigger seeds into smaller ones so the arrays don't return "nil" when te seed is bigger then the length of the array.
This is the first playable result of following the basic shmup tutorial by Lazydevs.
It is not fully finished yet, but it is at a point where it's reasonably fun to play around with.
Shooting spawns more enemies, this was origingally a placehoder to test enemy collisions, but I think I will keep it like this in the game.
I might end up making a normal version too at some point.
I risked writing the music myself despite not being a musician. I hope it turned out OK.
Procedural cloud generator using a lot of circles and fill patterns.
I tried to comment the code as well as possible and make it as readable as I could.
It's not a very complicated piece of code, but I know by now that trying to decipher someone else's code isn't always easy.
Implementing these improvements would probably cost more tokens though.
I am not sure if I should finish this game.
If feel like the code is rather messy and as a result I needed to take a step back.
At this moment I don't feel like coming back to it, but I might in the future.
I do like how the art turned out. That is the main reason I put it here (although the animations are still very buggy).
For anyone playing, the guy on the right will take the pot when the plant is grown. You can then go and grab a new pot from the guy on the left.
the idea was to grow as many plants as the time allows, but that hasn't been implemented yet.
It also still needs some kind of extra chalenge like something you need to avoid. Right now not much is happening.
When it rains on the desert every drop counts.
Catch raindrops to grow plants.
This is not a fully functional game yet, though catching drops and running around already work.
feedback and technical support is always welcome.
This game is very similar to one I already made, which makes it a good environment to test things I haven't done before without getting overwhelmed, like my first proper running animation and some extra game mechanics.
I also wanted a more general theme so the game isn't stuck to any particular holiday.
Grab as many colorfull eggs as you can this easter.
It is possible to both catch an egg and break one at the same time if the egg hits the basket in the same frame as it hits the ground. The same is true for clocks.
Because it is relatively rare and not really gamebreaking, I left it in for now.
Consider it extra bonus point when it happens.
procedurally animated rainy day at the pond
Finally got a different colorpallet to work for clear days.
Press X to change the weather
Press the up key to change the time
Press O to toggle text on or off
I am not sure what else to add to this other then maybe some colorpallet tweaks.
This cart uses 899 tokens, so it probably has some room for optimization too.
trying to get nighttime and daytime colors.
Press the up arrow to change the time and X to change the weather.
I want a seperate nighttime/evening colorpallet for clear weather, but I couldn't get that to work yet.
When you change the time in clear weather weird things happen.
Arrowkeys to move.
If this code looks like it was written by a first time programmer, that's because it is.
This simple, probably very inefficiently written game, wil hopefully continue to evolve a bit as i learn the basics.
So far tutorials by BitesNbits and Lazy Devs have been very helpfull.
and yes I am also making a shmup