AntArrow [Lexaloffle Blog Feed]https://www.lexaloffle.com/bbs/?uid=96030 Wobble <p> <table><tr><td> <a href="/bbs/?pid=0#p"> <img src="/bbs/thumbs/pico8_wobble-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=0#p"> wobble</a><br><br> by <a href="/bbs/?uid=96030"> AntArrow</a> <br><br><br> <a href="/bbs/?pid=0#p"> [Click to Play]</a> </td></tr></table> <br /> Just a little screen shift technique I was playing around with after seeing the glitch effect in <a href="https://www.lexaloffle.com/bbs/?pid=mk_sphongos-0#p">SPHONGOS</a><br /> It uses screen data in RAM to shift scanlines.</p> https://www.lexaloffle.com/bbs/?tid=148417 https://www.lexaloffle.com/bbs/?tid=148417 Mon, 14 Apr 2025 17:34:03 UTC PICO 8 Raymarching <p> <table><tr><td> <a href="/bbs/?pid=163676#p"> <img src="/bbs/thumbs/pico8_p8raymarch-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=163676#p"> p8raymarch</a><br><br> by <a href="/bbs/?uid=96030"> AntArrow</a> <br><br><br> <a href="/bbs/?pid=163676#p"> [Click to Play]</a> </td></tr></table> <br /> Here is a raymarcher I made with surprisingly not a lot of code!</p> https://www.lexaloffle.com/bbs/?tid=147788 https://www.lexaloffle.com/bbs/?tid=147788 Wed, 12 Mar 2025 17:43:34 UTC Wave Function Collapse Procedural Generation <p> <table><tr><td> <a href="/bbs/?pid=162021#p"> <img src="/bbs/thumbs/pico8_wfcdemo-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=162021#p"> wfcdemo</a><br><br> by <a href="/bbs/?uid=96030"> AntArrow</a> <br><br><br> <a href="/bbs/?pid=162021#p"> [Click to Play]</a> </td></tr></table> <br /> Here's some pipes made with wave function collapse procedural generation. Press X to generate. The basic idea is random tiles are placed and used to rule out what the tiles around them can be. I found the link below helpful to understand the concept.<br /> <a href="https://oskarstalberg.com/game/wave/wave.html">https://oskarstalberg.com/game/wave/wave.html</a><br /> If you want to use it in your own project (although I didn't really optimize) here is the devtool I made to generate the numbers at the beginning.<br /> <table><tr><td> <a href="/bbs/?pid=162021#p"> <img src="/bbs/thumbs/pico8_wfcdevtool-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=162021#p"> wfcdevtool</a><br><br> by <a href="/bbs/?uid=96030"> AntArrow</a> <br><br><br> <a href="/bbs/?pid=162021#p"> [Click to Play]</a> </td></tr></table> <br /> Copy and paste the stuff from this into a nested array for each tile.</p> https://www.lexaloffle.com/bbs/?tid=147155 https://www.lexaloffle.com/bbs/?tid=147155 Wed, 12 Feb 2025 00:32:00 UTC Marching Squares <p> <table><tr><td> <a href="/bbs/?pid=147358#p"> <img src="/bbs/thumbs/pico8_marching_squares-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=147358#p"> marching_squares</a><br><br> by <a href="/bbs/?uid=96030"> AntArrow</a> <br><br><br> <a href="/bbs/?pid=147358#p"> [Click to Play]</a> </td></tr></table> Basically, I&rsquo;m working on a digging game and am revisiting something I have worked with in the past: marching squares. I recommend looking it up, but basically the way it works in this project is for each &ldquo;tile&rdquo; a table of tables is examined and depending on whether each of the tiles coordinates are on or off the algorithm figure out which sides does the line on the square intersect. Sometime marching squares also uses linear interpolation, but since my screen is stored in binary instead of floating point values I am storing intersection points in separate nested tables. The main thing is that each square is checked, and depending on stored values a specific line might be drawn through it.</p> <p>This is a basic proof of concept editor, and next up I will probably start to face the horror of adding collisions to this bendy abomination. Also note that my code is probably poorly written so if you want to use it for something you may consider changing some of it to make it take up less valuable space.</p> <p>Controls:<br /> Directions move the cursor<br /> X implements the current mode<br /> O changes the mode<br /> 0-add points of binary<br /> 1-delete points of binary<br /> 2-edit left side intercept<br /> 3-edit top intercept</p> https://www.lexaloffle.com/bbs/?tid=141968 https://www.lexaloffle.com/bbs/?tid=141968 Fri, 26 Apr 2024 07:02:55 UTC