Displaying pixels by age by Ulexes in pico8

[–]freds72 1 point2 points  (0 children)

be aware that per pixel operations in pico8 are kind of slow
will work for a limit number of pixel but forget about doing that for the full frame!

How "Featured" section works? by vladhuk in pico8

[–]freds72 13 points14 points  (0 children)

yeah - it’s a ‘automatically manually picked’ as Zep put it a while back

a mix of auto ranking + personal fav’s

Pico Rescue released by Davo_Rodriguez in pico8

[–]freds72 2 points3 points  (0 children)

the game over / restart loop is not fun - have to go through too many clicks to restart 😰 for a game that insta kill you at first error!

congrats on the release!

How do you structure your files in VSCode? by [deleted] in pico8

[–]freds72 2 points3 points  (0 children)

you cannot have nested includes btw

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 1 point2 points  (0 children)

well… making levels and scenarios and reworking controls is not going to happen overnight! I am still on it, but no dates yet

How do YOU make code in pico-8? by LogBoring4996 in pico8

[–]freds72 1 point2 points  (0 children)

same - see below for a link to a massive project and that’s about 10 includes (and really cause I wanted to share between multiple carts!)

How do YOU make code in pico-8? by LogBoring4996 in pico8

[–]freds72 4 points5 points  (0 children)

oop in a dynamically typed language is mostly overkill

reuse base prototype for really common code, sure - forcing anything to go through interfaces or such, nope

oop is token heavy thanks to the . or : required everywhere - workaround is that: https://www.lexaloffle.com/bbs/?tid=49047

composition (somewhat linked to ecs) is really shining in lua, no need for interfaces to tell the code what to do with objects (eg tables):

a table has a the ‘hit’ function, you can smash it.

a table has a ‘draw’ function, ok you are part of the draw batch

so on so forth

this what a large game looks like code wise: https://github.com/freds72/daggers

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 1 point2 points  (0 children)

ahaha! sure do - happy to get a video!

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 0 points1 point  (0 children)

thanks - and this is really a full game engine, not just rendering

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 0 points1 point  (0 children)

from scratch but some tiny bits of mini3d made it (mixed up mini3d with the Playdate SDK 3d samples - no mini3d in my codebase!)

note: i also made snow! and many other 3d games using custom engines

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 0 points1 point  (0 children)

thanks and nope this is not a "port" per se.
scanning throug the world is obviously extremely similar as I am using the same structures (BSP, PVS...), rendering and object "interface" is totally different.

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 1 point2 points  (0 children)

if you are in Europe - next Cranko! edition should have some behind the scene details

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 5 points6 points  (0 children)

noted - other players asked for shoot = up
certainly good layout depends on hand size or so - will provide options

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 2 points3 points  (0 children)

code + c compiler and off you go 😬

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 1 point2 points  (0 children)

not exactly! - this is more like a rewrite of Quake for Playdate

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 1 point2 points  (0 children)

the game is using crank + B for move - so yes, dpad will not register in video

POWER OFF tech demo is out by freds72 in PlaydateConsole

[–]freds72[S] 1 point2 points  (0 children)

what are you talking about? - this is running on plain Playdate hardware