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After lots of optimisations, thicker lines, and fixing a silly glitch that made it so unstable, its looking much better:
#PICO8#pixelartpic.twitter.com/JCfSyFDJ8oShow this threadThanks. Twitter will use this info to make your timeline better. UndoUndo -
Playing around with these bouncy particles is a lot of fun, heavily inspired by
@spacefillerart's work.#PICO8pic.twitter.com/GLSevpGgubShow this threadThanks. Twitter will use this info to make your timeline better. UndoUndo -
A bit of a tangent from what I usually post, but I'm super happy with these wooden seats I've made. Haven't done any woodworking in a while, and my first time using a sewing machine for all the cushions.pic.twitter.com/sPdIsN1V7i
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I saw this room+door generation technique yesterday and did a quick implementation in
#PICO8. I like how visual the generation is when it's slowed down. Credit to u/PetSkull on reddit for the idea.pic.twitter.com/xhHpP0DlQJThanks. Twitter will use this info to make your timeline better. UndoUndo -
After learning about sprite-stacking I've spent the past week or so putting together this little desert driving demo. Currently the other cars simply chase you around, but i think some Mad Max-esq vehicle combat could be cool.
#PICO8#indiedev#gamedevelopmentpic.twitter.com/Wh78hP1kBIThanks. Twitter will use this info to make your timeline better. UndoUndo -
Next up is to have the people run away using another set of flow fields, but I've got some concerns about that. The current maps only complete an update every second or so, and i'm reluctant to slow it down more with more data to generate.
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It's pretty cool to watch roving gangs of zombies attacking and converting people. It's also nice to have the full-screen 128*128 view and a camera which follows the player (harder than expected when the flow-field generation also has to move).
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Here's 2500 zombies, more than would ever be good for gameplay, still running at under 80% cpu useage. They also crowd in a way that i'm quiet happy with, rather than all occupying shared positions.pic.twitter.com/Vg4xcRhmy0
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Have you ever thought that
#PICO8 zombie games don't have enough zombies? Using a flow map to the player I can add an arbitrary number of zombies to the world without too much performance cost, and still have them all pathfind around obstacles.pic.twitter.com/pARJTbhjItShow this threadThanks. Twitter will use this info to make your timeline better. UndoUndo -
I've been pretty focused on a larger project at the moment, but yesterday tried adding rotation to an isometric renderer in
#pico8. Pretty happy with the results, though hard to say if i'll take it much further for the time being.#isometric#pixelart#indiedevpic.twitter.com/5nx5K5pwsTThanks. Twitter will use this info to make your timeline better. UndoUndo -
I've just put out the first demo for my spellcrafting system in my new pico8 project, playable here: https://lexaloffle.com/bbs/?tid=42911 Controls are in the forum post. It's more of a sandbox at the moment, but enemies and other challenges will come soon.
#pico8#indiedev#gamedevpic.twitter.com/083Ey1h9faThanks. Twitter will use this info to make your timeline better. UndoUndo -
I'm taking a break from my pico8 first person game to explore something isometric, though i'll be back to first person at some point. Currently I have an isometric map, characters, and particles all working nicely, though the spell effects definitely still need some work.
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For the curious, here is what the tree's sprite looks like.pic.twitter.com/trDw0yaLko
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Well this was much more fiddly than i was expecting, but I've got objects rendering on the terrain now, with some cool directional lighting effects. There is only a single 8x8 tree sprite here, using palette swapping to fake some cool lighting!
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Next up is to populate the world with something a little more interesting than just terrain, might be buildings or it might be trees and animals, we'll see.
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It's hard to know exactly how to translate the game-units to real world meters for an idea of world size, but at a guess i'd say it's in the region of 26km*26km, with a render distance of ~8km, randomly generated each time the program is run.
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Some more progress on my pico-8 exploration game. On the top of a snowy mountain this time, to show off the massive new map size and much longer render distances. I've been working on a map feature too to help you keep your bearings.
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Here's some way nicer water effects, actually almost passable as waves. Optimisation has been going great, about halved the time to draw a frame, though the process of optimising is just showing me how wrong i was doing it the first time around.
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I know I said that i was going to work on optimising, but i couldn't resist when i thought of this. Screen space reflections (and clouds) added to my little
#pico8 walking simulator. Still running in realtime of course.#gamedev#indigamedevpic.twitter.com/unaZhTdWCvThanks. Twitter will use this info to make your timeline better. UndoUndo -
Have a look around in it here: https://www.lexaloffle.com/bbs/?tid=41623
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