A simple library for spawning and simulating particles for 2D games.
First time using Lua and Picotron. I wanted to publish it despite being unfinished to get feedback.
How does it work
Particles
Container for components. Keeps track of:
- position
- speed
- age
Particles are assigned to different layers. Each layer can be drawn to screen seperatly.
Components
There are two types of components: renderer and logic components.
They all derive from a base renderer/logic component and each has its own implementation of the update
and draw function.
Currently implemented Logic components:
- Gravity
- Drag
Currently implemented Renderer components:
Mon Engine Version 0.8
- Move loading bug fix
- Wild encounter pools
- Wild encounters are selected randomly from a weighted list
- Each map can specify which pool to select a Mon from
- Wild encounter data load
- Map data can store a byte referencing their wild encounter pool
- Text input system
- simple arrows to move cursor, [X] to add a letter, [O] to delete a letter
- saving
- save to .p8 file
- load from .p8 file
- Start menu
- load save file if present
- start new game if save file not present
- enter name for character
- pick colors of character
- Monster catching
This is mainly a tech demo for a 3d engine with a depth buffer. This is not finished, but I wanted to share it.
TODO:
- Optimisations maybe?
- BSP - currently model faces aren't sorted, so concave models will work weirdly. The depth buffer is only for interactions between models.
- Maybe lower the resolution for better performance?
- Some sort of culling?
- Better use of depth buffer resolution, make it more linear maybe?
(The depth buffer works with the use of colour tables, in a few passes. If anyone wants more detail, I can provide it.)
Oh yeah, controls:
WASD: Move
QE: Up/Down (relative to look dir)
Arrows: Rotate camera
Z/C: Toggle depth rendering
Thanks @freds72 and @Maeve for advice on the memory issue, I hope it's gone once and for all! (Memory still rises rapidly, so I'll look into what could be causing that too)
My first attempt at creating a PICO-8 game! It definitely has room for improvement, and hopefully by working on more projects, I can get there. But first, I definitely want to credit some folks.
The idea for this cart is based on a submission for the 2018 My Famicase Exhibition by Rutherford Craze. The exhibition is a call to artists for box art for fictional Famicom games. I used the box art and provided description of the "game" to help craft this cart.
Here's a link to the site with every submission for 2018: https://famicase.com/18/index.html
And a link to Rutherford Craze's website where the process of creating the box art for Nominal is detailed: https://wiki.craze.co.uk/nominal
TLDR
Help other ghosts reach the afterlife in a creepy, old mansion while being hunted by Ghostists
Unfinished Business
This game was created for the MicroJam 15, I also released it on Itch.io It placed 5th out of 87.
Ever wondered what it is like to become a ghost? You've worked as a Ghostist your whole life-but this one last job flips your world on it's head.
- Explore a haunted mansion
- Outwit other ghost hunters that are trying to shoot you with their salt guns.
- Help the ghosts to pass on to the after life
- Find tons of secret passageways
- Find a powerful magic item that helps you to fool the Ghostists
Oh no! you are stuck in a forest. You see there are 4 rooms in front of you. You must take shelter in one of the rooms and survive the night against the wolves. Which one will be the safe option? Well, you need to find out which one is safe by talking to the rooms. (Totally realistic.) beware! some rooms may lie...
Controls:
- < and > for movement. (not the symbols. the arrow keys.)
- O for listening to what the room has to say.
- X for deciding which room to stay in.
This was my second proper game. I am still new to gamedev so it won't be that polished. I had generated a random theme (one room) from a website and made a game based on that theme. This game is related to the theme because there is always only one correct room. If you liked this game, tell me in the comments. More levels will be added soon. For now, there are only 4 levels. Enjoy!
I've been having issues getting custom buttons for my controller working on RetroPie. I usually prefer having the O button on the bottom and the X button to the right and that's what it is on a desktop but they are flipped on the RetroPie. I've been following a few tutorials and they all say to make a sdl_controllers.txt file and edit it from there but it doesn't look like it changes the controls. I put them all to the same button and the controls were the same as usual. Has anyone been able to change the buttons?
hi @zep! This cart should not error, but it does (pico8 0.2.6b / linux)
-- wrap everything in func _init to fix it --function _init() --uncomment this to fix it --poke(0,0) --make this local to fix it coro = cocreate(function() -- uncomment this to fix it -- local x=1 for i=0,32000 do -- flr() is arbitary here; it's -- just a func that should -- return only one value local rets = pack(flr(i)) if #rets~=1 then local str="flr rvals:" for i,v in ipairs(rets) do str ..= "\n\t"..i..": "..tostr(v) end str ..="\nstat(1): "..stat(1) [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=149328#p) |
blog post for early development process: https://medium.com/@getpexlabs/pex-labs-building-my-own-game-console-for-pico-8-48a87d7cd404
Hey all! I'm working on a handheld console for PICO-8 with support for physical cartridges! If you like what you are seeing you can join the waitlist (https://pex-labs.com/) and hop on our discord (https://discord.gg/KzFn8Vb4qw) to stay updated on development!
- pinosaur