"Keep It Alive"
280 characters
p,v,t,m,z,f,s=0,0,0,64,128,circfill,sin::_::cls(0)c=3 for i=0,m do if(i==m)c=0 x=m+9*s(i/z+p/z)y=z+4-i+4*s(i/z+t/z)-4*s(p/32)f(x,y,18+c-i/8,c)end f(m,t%m,2,12)for i=0,m do f(x+i/4*s((i+p*5+t)/z),y+7-i/2+i/7*s(p/z),4-i/16,8)end flip()a=.1-rnd(.2)t+=2v=max(-1,min(1,v+a))p+=v goto _ |
This is the submission page for the no sprite sheet challenge.
For details about the challenge and all submissions or if you have a question, go to the No Sprite Sheet Challenge page.
If you have a game you would like to submit, comment the link and name of your game.
Onslaught
You are the pilot of a small grey craft going through space. You are being attacked by a whole host of munitions that are being flung your way, from missile volleys to plasma melters to anti-flagship beams. This wouldn't be much of a problem for such a nimble ship like the one you have, but you are running on emergency fuel that doesn't have nearly the kick of the regular fuel. No help is coming, so you must hold out for as long as possible.
CONTROLS:
Left Arrow: Go left
Right Arrow: Go right
X: Resets the game (Only works after a game over)
Prototype of a chalkboard simulator/math scratchpad. (I might add special characters for that later)
Controls:
- LMB to draw, RMB to erase
- Shift+LMB to draw harder, Shift+RMB to erase more
- Arrows to move cursor
- Tab to move cursor to the mouse position (note: tab is also detected as shift, I don't think there's much I can do about that)
- Keyboard to write
- Enter, Space, Backspace work but slightly unconventionally
- Shift+Up/Down to move cursor half a line up or down - this makes subscripts and superscripts possible
- Mouse wheel to scroll the board (it's infinite downward, but performance is not great yet)
Maybe the BBS code parsing is lagging behind the Pico-8 release?
https://www.lexaloffle.com/bbs/?pid=74848
Downloaded Code shows fine in pico8 app.
In Code tab that cartridges listing, it just says:
0001
The code is still messy as heck so I'm going to at least tidy it up a bit before I share it :)
Next step, figuring out what to do about the perspective distortion. On a PS1 I'd just subdivide those triangles. On PICO-8, I'm already at 60% CPU, and while there's still room for optimization and I could always drop to 30 FPS, I don't think throwing more triangles at it is necessarily the right solution here.
Currently it calculates the UV coordinates correctly once per scanline. The first thing I'm going to try will probably be calculating them twice instead, splitting each rasterized line into half.
No more compromises and workarounds like Ben's article (https://medium.com/@Powersaurus/3d-floor-rendering-in-pico-8-a01f241db98d). The new tline() function simply lets us draw one row at a time instead of one pixel.
Starting a little froggy platformer in isolation. I have built a little level and a jumpy from so far using the 'Nerdy Teachers' platform tutorial.
So far you can only walk about and jump using the direction keys. Also you can't die yet, you just fall off the map lol.
Things I would like to learn and get running next include...
- building a main-menu
spawn animation/ wakeup fade in style
death and responding
wall jumps and double jumps would be real cool
enemy sprites
*z and x button functions
X = dash
Z = lick/parry
⬅️ = dir
➡️ = dir
⬆️ = jump + dbl jump
⬇️ = slam and stoop
lighting, caves
climbing holds/climbing animation
I'm bored of this quarantine. You probably are too. So why don't we challenge ourselves?
It will be like a game jam, but without a deadline.
you may participate even if quarantine has ended.
I will be making a game for this also.
Requirements
You are not allowed to use the sprite sheet IN ANY WAY.*
You may not use SPR(), SSPR(), or any other function that uses the sprite sheet.
You may use RECT(), RECTFILL(), CIRC(), CIRCFILL(), LINE() and any other command that does not use the sprite sheet.
Starting on line 1 of tab 0 write:
--(your game name) BY (your name) --NO SPRITESHEET CHALLENGE |
also, put this code somewhere in your game's code and call update웃() with _update() and call draw웃() with _draw()
function draw웃() for c=0,15 do pal(c,c,1) end cls() rectfill(62,62,67,71,7) rectfill(60,66,69,67,7) rectfill(64,70,65,71,0) [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=74797#p) |