Introducing the Plum vector editor for PICO-8!
Made some UI changes based on feedback. Hopefully it's less painful to use now, although it still has a long way to go. You might have to clear your cache to see the changes.
- Drag an image onto the canvas to use as a reference.
- Shift-click on the canvas to place a vertex.
- Click and drag a vertex to move it.
- Click and drag a midpoint to add a vertex there.
- Polygons are smoothed by default. Click a vertex to pin/unpin it.
- Click a midpoint to toggle the edge color.
- Click and drag on the canvas to select multiple vertices.
- Hold Shift and drag a selection box to add vertices to the selection.
- Hold Alt and drag to remove vertices from the selection.
- Hold Z and drag to delete vertices.
- Press A to select all current vertices.
- Press S to deselect all current vertices.
- Press Q to show/hide edges.
- Press W to toggle transparency.
- Colors (below canvas) - Top row is fill color. Far right is no fill. Bottom row is line color.
- Layers (right of canvas) - Layers are drawn from top to bottom. Drag to rearrange, drag to bottom to delete.
- Polygons (right of layers) - Polygons on a layer have the same fill and line color. They also affect each other. For example, to create a hole in a shape, draw another shape inside on the same layer.
- Save/Load - Copy the top text box for the current drawing. Paste into the bottom text box and press “enter” to load a drawing.
WARNING: Pressing “enter” will clear the current drawing.
- Drag a reference image onto the canvas instead of trying to draw freehand. Use transparency to see your reference.
- There are only 16 layers, so try to group polygons with the same colors together.
- The simpler the shapes are, the better. This isn’t really suited for detailed stuff, and small shapes are hard to work with at the moment.
- Simple drawings means shorter strings, too.
- You can paste the strings from the demo cart into the editor to see how they’re constructed.
I think that’s the important stuff to know. This is still super rough and there are a lot of features I want to add. The UI needs work, too.
Some features I want to add:
- Objects and instances
- Puppet animation
I’m still learning as I go, so it’s been a lot of trial and error.
P.S. The name “Plum” isn’t an acronym, just a character I’ve wanted to make a game about for a while. I couldn’t think of a good name for this editor and she was the first thing I drew in it, so I just named it after her.
And here’s a demo cart from an older version of the editor I was working on in LÖVE.
Swing a wrecking ball! Smash everything!
Thanks to TRASEVOL_DOG for this awesome jam. It was a lot of fun making a game AND designing a TV for it. I might tweak things after the jam is all over.
When the line turns bright blue, you have enough momentum to break bricks. You can get the wrecking ball to do a full 360, too. I thought it was cool so I didn't try to fix it.
I finally got A* pathfinding working. I know it's already been done in PICO-8 but it was a good learning exercise. Now I hope to use it in a little point-and-click adventure.
Arrow keys: Move cursor
Z: Set the starting point
X: Set the goal
Z and X: Generate a random level
Player 1 - Arrow keys
Player 2 - ESDF
Splash more puddles than your opponent before time runs out.
I think I'll have to call it done for now. But it's playable and there's a win condition, so I'm pretty happy.
-Draw order is fixed
-Timer and win condition
-Puddles don't refill when player is standing on them
-Rain and SFX
-Collision with playground equipment is working
Still need to work on draw order for the sprites.
Hey everyone! Been messing with Pico-8 for a few weeks now and I love it. This game jam seemed like good incentive to make an account and finish my first Pico-8 game. I don't really have any game development experience but I'm having fun learning.
The object is to splash more puddles than the other player. Puddles will reappear after a short time. Right now it's just 2 players. A CPU player probably won't happen before the jam ends, but I'd like to continue working on the game and figure that out.
-Jumping, splashing and puddle filling animations
-Game end, either a timer or a score to reach
-Collision with playground equipment
-SFX and maybe music