This is a replacement for print() that draws a customizable 5x6 font. It encodes each character as one number, and then loops through each pixel checking to see if that bit is set. So it's not very fast, but is handy if you just want a quick solution for some text larger than 3x5.
Cartridge for generating and testing font:
The spritesheet and the convert() function is not needed in the release version of a cart. Paste the following snippet into your code (and optionally replace fdat with your own data):
fdat = [[ 0000.0000! 739c.e038" 5280.0000# 02be.afa8$ 23e8.e2f8% 0674.45cc& 6414.c934' 2100.0000( 3318.c618) 618c.6330* 012a.ea90+ 0109.f210, 0000.0230- 0000.e000. 0000.0030/ 3198.cc600 fef7.bdfc1 f18c.637c2 f8ff.8c7c3 f8de.31fc4 defe.318c5 fe3e.31fc6 fe3f.bdfc7 f8cc.c6308 feff.bdfc9 fefe.31fc: 0300.0600; 0300.0660< 0199.8618= 001c.0700> 030c.3330? f0c6.e030@ 746f.783ca 76f7.fdecb f6fd.bdf8c 76f1.8db8d f6f7.bdf8e 7e3d.8c3cf 7e3d.8c60g 7e31.bdbch deff.bdeci f318.c678j f98c.6370k def9.bdecl c631.8c7cm dfff.bdecn f6f7.bdeco 76f7.bdb8p f6f7.ec60q 76f7.bf3cr f6f7.cdecs 7e1c.31f8t fb18.c630u def7.bdb8v def7.b710w def7.ffecx dec9.bdecy defe.31f8z f8cc.cc7c[ 7318.c638\ 630c.618c] 718c.6338^ 2280.0000_ 0000.007c``4100.0000`a001f.bdf4`bc63d.bdfc`c001f.8c3c`d18df.bdbc`e001d.be3c`f3b19.f630`g7ef6.f1fa`hc63d.bdec`i6018.c618`j318c.6372`kc6f5.cd6c`l6318.c618`m0015.fdec`n003d.bdec`o001f.bdf8`pf6f7.ec62`q7ef6.f18e`r001d.bc60`s001f.c3f8`t633c.c618`u0037.bdbc`v0037.b510`w0037.bfa8`x0036.edec`ydef6.f1ba`z003e.667c{ 0188.c218| 0108.4210} 0184.3118~ 02a8.0000`*013e.e500]] [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=60769#p) |
I did a game for http://onehourgamejam.com - although I spent way more than an hour.
The game is a JRPG about annoyed coworkers and their boss. Can you win this "Boss fight"?
How would i go about, writing a script to change rooms on button press?
I tried to use an old "switch room" script object but it doesn't do what I want.
Switching multiple rooms on a button press, with the same button. Like arrow right to go forward and arrow left to go back.
Hope this make sense.
Thank you.
/D
Project started following a question on 3d clipping on this forum and quickly spiraled into a full blown 3d renderer with support for real-time shadows and camera space clipping :/
Shadows are calculated in real-time by extruding a shadow volume from each lit face.
Resulting polygons are added to the face and rendered/sorted with the face.
The shadows are globals e.g. self-shadowing is supported, see torus scene.
Performance-wise this is bordering what pico can support, as many clipping operations are required to generate shadow polygons. There is room for optimization (vertex cache, smart selection of clipping planes) left to the reader!
Sources
Project (including how to add custom 3d models) is available here:
Agility
by: ironchestgames
Hello! I accidentally watched Agility Championships this fall and I got the idea for this little game. Enjoy!
Feedback and questions highly welcomed! I need to improve please.
this is my first game that I'm working on inspired by Tomb of the Mask. So far there's only 3 levels but there's more I want to do with this such as moveable boxes for puzzles and some hazards too.
I'm looking for a better noise synth - no matter what octave I'm at this one basically sounds the same but a little quieter/louder and I can't get a custom instrument sounding like anything other than a bunch of separate notes. Has anyone figured out how to get a 'crunchier' noise instrument in PICO-8?
I'm not super happy with the 'noise' in this cart, but I like just about everything else. It's just too soft, smooth.
I saw this tweet by Polyducks and felt inspired/compelled to make something like it in PICO-8:
https://twitter.com/Polyducks/status/1082764062998581248
:>
EDIT 2019-05-18: added new version with refined color palette and adjustable speed (using left/right), moved out of WIP
EDIT 2019-06-13: decided I was not quite done with this :p, refined color palette again, adjusted muncher movement, added ability to add/remove munchers, switched to 60 FPS
This is like a screensaver that you can just watch, but it also has some controls:
O/X change to a new random poop type up/down increase/decrease number of munchers right/left increase/decrease speed |
Hello everyone,
First time poster here.
During the last Ludum Dare I made my submission using Pico-8 which was a novel experience for me. It's always nice to have something new to learn and experiment with with time pressure.
Making a game with Pico-8 has been relatively smooth. My biggest scare was when I started building bigger levels in the last few hours, I suddenly realized that some sprite became corrupted. After a brief panic and loading up a recent backup, I dig up a bit to discover the shared memory space between map a sprite. That was scary!!!
Unfortunately I didn't had the time to toy around the tracker to make some music.
Overall it was really nice and I will keep using P8 to make some quick prototype. I love how it forces you to focus on the core of an idea.