P8C-BUN is now uploaded to itch.io here: https://drake-blue.itch.io/p8c-bun
I've also been working on something else that I really want to share a preview of soon, but I need to clean it up just a little more first.
This function is supposed to return a point on a quadratic function, but it doesn't work right.
function launch(h,v,t) return -(v*t^2)/h^2+(2*t*v)/h end |
Whenever I call this:
for i=0,80 do pset(i,launch(40,40,i),8) end |
It appears like this:
Did I do something wrong, or is this a fault of how Pico-8 works?
This is an implementation of the function described on this short paper:
https://arxiv.org/abs/2010.09714 (twitter thread)
It is amenable to tweeing/easing in games. I have programmed easing functions in the past and one of the problems about them is that you need to code "families of easing functions":
(That's from tween.lua, if you are curious).
I like this function because it can aproximate all of the "smooth families of functions" on that graph (all except the "back", "bounce" and "elastic" families) with a single function, plus it adds an infinitude of variants. Not bad for ~66 tokens.
I saw a cool post on reddit showing off a handheld pico 8 player using a raspberry pi zero and a tft 1.3" bonnet from adafruit. The bonnet had both input and a tiny screen, and connects with the raspberry pi via pins.
But i also really liked the idea of being able to play games with Friends, so i was thinking if it would be possible to link 2 raspberry pi's, either via bluetooth or wifi or cable. Where the one RPI (raspberry pi) would be in normal mode and be playing pico 8, while the other would be in a "mirroring mode", via the connection it would mirror the display of the 1st RPI, and would send inputs to the 1st RPI (but as player 2)
However i am unsure how to approach this project, and would like some insight and or CC
After many months of trying and failing to understand how to implement noise (Perlin or otherwise), I decided to simply try to write terrain generation for myself. Using the basics of noise, I began with a completely random map of numbers which I then iterate through. Each individual number takes the average of those around it. Repeating this a few times gives a relatively terrain-like map. I then simply changed numbers into number 1-16 so they would match Pico's color scheme and assigned certain numbers colors to make it look like mountains and grass.
The main function giving the rounded feel is named Noise(). The second value is roughly equivalent to octaves in Perlin noise (I named it "times"). By increasing or decreasing the number, you end up with a less or more noisy image.