Got a small idea and wrote code for GUI: vertical and horizontal splitters.
Hey @zep, do you have any guidelines for GUI code? Right now those are piggy-backing the GUI lib's ability of regenerating a widget's dimensions with width_rel and height_rel. Do you have anything in mind regarding their usage? Do you think I should I offer an explicit way for the inner children to override the dimension assignment?
First mock-up/design of #SCUMMTron, a planned evolution of #SCUMM8, which was my 1st attempt to create a #PointAndClick adventure game engine. 🗺️🏗️
This time tho, #Picotron should enable me to add the built-in editor that I never had room to complete in the #Pico8 version.
All concept art at this point (+all subject to change, of course).
Next step is to actually start coding some of this! 😅
(Oh, and I have that other adv game engine to finish also... 😇) #ScreenshotTuesday#GameDev
A little light raymarching in #picotron . It's possible to squeeze out a few more iterations at the same framerate by dropping the color and getting rid of the highlights, but it's more fun this way.
So I programmed a goomba-ish enemy in the prototype with the player in mind and I didn't think once that my collision detection could end up allowing the pushable ball to squish those slimes.
So that's the systemic thing that the game designers dream of, right? :D
@Werxzy So well-polished for an early #Picotron game. Was a complete joy to play (+possibly my fav Solitaire clone now!) 😊
Hoping some day we can use the classic 🏝️ card back you recreated?
Again, congrats on the release 👏
Here's the result of a little Picotron experiment tonight. (Manually re-created the sprites.) Of note, all the sprites use the default palette, with the exception of Locke's hair. I had to set a customized colour to match his SNES sprite since the other colours I tried weren't quite right. In the years to come, I bet we're going to see some very impressive Picotron carts.