Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

I know next to nothing about writing raycasters and demo that comes with Pico is too obfuscated for me. Could someone create a raycaster that can take vector data (sorta like DOOM does) and can render both ceilings and floors? Obviously making it flatshaded since with pico's palette textures wouldn't look good, not to mention texturemapping would be a performance killer for Pico.

0 comments


I discovered that the pipeline character ("|") renders as a colon (":").

Is this intentional or just a copy/paste bug in the font?

1
4 comments


I've seen many approaches to combat the limited accuracy of the maths functions, time() due to the fixed point number size limit of 32,768

Given that all of this must have been solved during the 8-bit era are there any best practices or recommended solutions we should know about?

4 comments


Think of the possibilities! And it could be as simple as adding the following function:

freq frequency [channel]
sets channel's frequency to frequency hz. If no channel is provided, 0 is assumed. 0 or negative frequencies mutes it (no sound). Frequency is also reset when sound or music plays on a given channel.

2 comments


Cart #21939 | 2016-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

9 patterns/6 song slots (a bit inefficient because 3/4 time collides rather unhappily with the tracker's design assumptions), never uses the last track so that's safe for sound effects.

a song to use! you like? I can make more! Though I dearly, DEARLY wish the audio popping issues in the engine will be addressed. :'(

I have more (high-fidelity) game music here: https://github.com/0xabad1dea/glorytales/

3
7 comments


I just submitted this to the Wiki, but figured it might be more visible here.

Here is how I handled text centering in some recent code. Any improvements are welcome.

textlabel="this is some cool text!!!"

function hcenter(s)
	-- string length times the 
	-- pixels in a char's width
	-- cut in half and rounded down
	return 64-flr((#s*4)/2)
end

function vcenter(s)
	-- string char's height
	-- cut in half and rounded down
	return 64-flr(5/2)
end

function _draw()
	rectfill(0,0,128,128,0)
	print(textlabel,hcenter(textlabel),vcenter(textlabel),8)
end
1 comment


Cart #21913 | 2016-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

After debugging some physics issues in PICORACER-2048 I decided to make a little area to play around with improving the physics and collisions.

I'm using the "Separating Axis Theorem" to find collisions, and clipping to find the contact points.

Lots of work to do still, many optimisations can be made.

Known issues: contact points are sometimes broken, collision response is not always right.

Optimisations to make:

  • cache AABB
  • cache world polygons
  • don't check AABBs that are not in the same area
  • don't check equivalent axes more than once
  • remember the previous axis since it's likely to be the same or next to it on the next iteration.
12
5 comments


Hi everyone,

From some time I wanted to put this project together:
PICO-8 running on Pocket PiGRRL.

Check it out and let me know what do you think in comments below.

All the best,
petri

2
4 comments


I'm playing with P8 again and for my next game I'd need to get a pixel-perfect collision. Anyone got any samples of that?

6 comments


This one drove me nuts for a while today: it appears that if a runtime error occurs during a coroutine, coresume returns false and no runtime error is reported. This is indistinguishable from the coroutine finishing normally when using the return value of coresume for this information.

Example:

x=4
y=4
cor = nil

function anim()
  printh('x start='..x)
  for i=4,124,4 do
    x=i
    y=i
    yield()
  end
end

function _update()
  if btnp(5) then
    cor = cocreate(anim)
  end
  if cor and not coresume(cor) then
    cor = nil
  end
end

function _draw()
  cls()
  circfill(x, y, 4, 7)
end

This waits for a press of btn 5, then moves the circle across the screen once. Now introduce a runtime error inside anim(), such as by replacing "'x start='..x" with "'x start='..zzz" (attempt to concatenate a nil value). It runs, but just doesn't move the circle. Introduce a similar runtime error in _update() and you'll get the expected runtime error thrown all the way to the runtime environment, where it halts the program and prints an error message. Ideally it'd do the same from within a coroutine.

I haven't checked Lua 5.1's behavior in this regard. If there's a common way to handle it, I'd enjoy knowing about it.

P.S. I'm not sure what costatus(cor) is supposed to return. If I test it within this example's _update() it always returns true, even if the coroutine function has exited, which doesn't seem to match Lua's coroutine.status(cor). If there's a canonical definition I'd enjoy an explanation, otherwise this needs to be documented.

1
9 comments


I've been looking at a lot of the collision scripts for map tiles and they all make sense and work well...except when I start scrolling the map. I'm trying to make a scrolling side shooter (a la Gradius) but for the life of me can't get the scrolling speeds to match up so that the player doesn't get stuck on the walls.

Collision is working because the player stops but then he can't move up/down or back once he's blocked. I know that moving opposite direction should be doubled (which in this script it's not) but other than that, I just don't have my head around it. Hoping some extra eyeballs can help out.

What I'm trying to achieve is if the player hits a wall, they can at least move any non-blocking direction to avoid getting pushed off the screen.

The scripts I've studied have been great and at least got me this far...I'm just trying to make things move with the camera.


2 comments


Cart #21837 | 2016-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Tried to get this together in a night for #p8jam2 ("chain reaction"), but didn't quite make it. Had a different idea originally, which I ended up putting way more time into before realising it didn't make much sense. Oh well, game jams am I right?

Blow things up, they will blow more things up. Try to shoot the right ones so that you end up taking as few shots as possible.

Arrows: Move
Z: Fire

3
2 comments


Cart #21833 | 2016-05-30 | Code ▽ | Embed ▽ | No License
1

I was kinda nnoyed that I didnt get everything finished in time for the jam so I added a few improvements - off competition - just while I am still in the swing of it.

Changes:

  • second mighty enemy type "saw robot"
  • improved background parallax scrolling
  • graphic overhaul, cleaned up the pixly mess a bit

Still missing the actual story point and a bit of an extended level.

How to play

Left/Right - walking
Up - Jumping
X - run/hang/slide down
Y - shoot (if you have collected energy balls)

How to jump really high?
You walk left/right with the cursors.
Up lets you jump (up right/left)

if you press X while walking you will run!
If you jump against a wall running and hold X, you will cling to the wall (slowly sliding down).
From that you can jump again to flip flop up a higher ridge.

1
2 comments


Cart #22047 | 2016-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Cart #22018 | 2016-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Cart #21821 | 2016-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Cart #21818 | 2016-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

[ Continue Reading.. ]

1
0 comments


Cart #21804 | 2016-05-30 | Embed ▽ | License: CC4-BY-NC-SA
1

This is my take at making a splatoon-ish game... tried very hard to make bullets change the colour of the ground but doesn't seem to work. If you guys feel like checking out the code and improving it please go ahead :) I did reference some other game cartridges for code.

hope you enjoy it!..

PS: gets a little laggy due to high number of "monster" floors.

1
1 comment


Hi guys, i'm new here.
I'm trying to make a 1v1 game. Basically when one of the two player dies, in the middle of the map spawns a door pickup that should send the winner to the "winner level". Everything is good when the player 1 wins, but when player 2 wins he can't reach the "winner level". The door spawns and he desappears, but the next room doesn't load. I really have no idea of what i'm doing wrong.
Thanks in advance for your help!

2 comments


super-super alpha (near-disgustingly garbage level)
right now, it only plays the foward animation sprite

Cart #21786 | 2016-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

5 comments


The moment I get my PocketCHIP I'm going to (try to) make SO many games!

1
0 comments


Hey there.
I am surprised to see that dget and dset is working for games hosted here on lexaloffle. Where does it stores these files? I would like to reset them for testing purposed.
Thank you!
Tassilo

1
2 comments


Cart #21732 | 2016-05-30 | Code ▽ | Embed ▽ | No License
28

ISOHOPES is a puzzle/management/simulation game where you must set up and maintain a chain reaction in a nuclear fission reactor. Try to make as much profit as possible, without having a meltdown.

Fuel rods emit neutrons and heat when struck by slow (white) neutrons, control rods eat neutrons and coolant conducts heat and slows neutrons. Control rods are free, but the rest is going to cost you.

The coolant changes colour as it gains and distributes heat. It will boil away if it gets too hot, so keep an eye on the blue meter to monitor its level. You can check your reactor's highest temperature with the red meter. If that meter maxes out, you will meltdown and lose everything.

You can spark neutrons to ignite your chain reaction using a fuel rod, add or remove coolant with a control rod, and retire when you think you've made all the dosh you can by going to the pump in the top right.

Help and contextual prompts are built in, but music and other levels are not... yet.

Good luck, have fun, and keep splitting those atoms!

28
19 comments




Top    Load More Posts ->