It is the beginning of a new tutorial series for more experienced developers looking to enhance their skills. We'll go trough all the steps to create a PROPER shmup on #pico8 https://www.youtube.com/watch?v=GSx2YHy9Gp8
I've learned to lower my expectations with the Anbernic RG35XX when it comes to playing PICO-8 and TIC-80 games. Lots of them are fine, but some either run super-slow, or get errors when they run.
The ones that do work definitely work well, so I just need to focus on those.
(To be fair I didn't even know about PICO-8 or TIC-80 when I got it, so those are all just bonus games.)
Inspired by the #LOWREZJAM entries to start a 64x64 resolution #Pico8 demake / mash-up of Zub and Nebulus. Zubulus, if you will... I won't finish it in time for the jam, but it's fun working within these constraints.
I found a better way to express "making an engine is not necessarily that hard" because almost every single #pico8 game ever released* saw its creator coding its own engine
Yes there's stuff like SCUMM-8 by @Liquidream but that's a tiny fraction of games produced, most are built from scratch
I decided to create my own take on the #PICO8 "Cheat Sheet" with a 4K resolution + clean, modern look 👨💻🖼️
FEATURES:
🖥️ 4K Resolution
🔠 Crisp, Monospaced Font
:pico8: PICO-8 API v0.2.5g
🎨 BOTH Palettes
🦓 "Light" and "Dark" variants
⌨️ Main Keyboard Shortcuts
🖌️ FILLP Mask+Glyph Patterns
🔄 Turn-Based Angle+Trig Primer
🈂️ Full Character Set
😺 Glyph+Constant Values
+More...
My tiny raycaster from earlier in the year is tinyer this week, squeezing under the #pico1k limit, but with some more gameplay.
I've gone for a hyper-basic mining game as it removed the need for authoring a map (previously stored in the spritesheet to work with pico-8 edu URLs). I'm really pleased with the depth shading too. This used to use a palette in the spritesheet too, but now is handled by a limited palette that stores 4 floor colours, then 4 dark-light colour ramps.
Be a cute mouse!
Hop around the clock!
Survive!
<https://eggnog.itch.io/clockhopper>
#pico8 #gamedev #indiedev #solodev
[video/mp4](https://cdn.masto.host/mastodongamedevplace/media_attachments/files/111/287/701/507/148/290/original/c9f3b44c563e67fe.mp4)
Dear #pico8 fam, check around the web for your games. I was just informed that someone submitted Downtream Dream to http://pog.com and http://y8.com and appears to possibly have been monetized.
The WHOIS for both implies they're run by the same ppl, does anyone know more about these sites?
For my #lowrezjam project I'm going to need a lot of stuff on screen at the same time. Stress-testing my current system it looks like I should at least be able to have 100+ enemies comfortably colliding with each other. #pico8
"Agony again"
here's my entry for the Lovebyte 2024 party 256 bytes intro compo. Source below. Code may look bizarre as it was tuned for optimal ROM packing.
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
Trying to go the metatable route for better OOP oriented #pico8 gamedev for another project. I think it's much better than the inline table. I can share functions between entities.