Hi I'm Ben, I made Cab Ride - https://powersaurus.itch.io/cab-ride - and other games - https://powersaurus.itch.io/ - and I recently released Caped Feline Arena, a retro fps for #pico8.
He/him
Hi I'm Ben, I made Cab Ride - https://powersaurus.itch.io/cab-ride - and other games - https://powersaurus.itch.io/ - and I recently released Caped Feline Arena, a retro fps for #pico8.
He/him
oh yeah this is really comin' together now :D
(floor temporarily mirrored to create a ceiling for effect)
I got a helpful bug report for my #pico1k jam game Moon Miner 2580 from _checks notes_ - two years ago?! Fixed it today - https://www.lexaloffle.com/bbs/?tid=54418
Come from the game, stay for the explanation of an extremely edge-casey bug (I think) in #pico8
press X to randomise
#pico8 #dailycarts
press X to randomise colours
#pico8 #dailycarts
Stress testing the new render pipeline. "3D" objects are now "vobjects" and I assume they're static, which allows me to cheaply gather them in clusters I process at once. It cut a good chunk of the render time and allows to be competitive with the naive pipeline and I get depth sorting for "free" with a single yet relatively invisible trade off.
Starting to add a 3D extension to #flutton (pushed the first cut here https://github.com/Powersaurus/flutton/blob/main/flutton-3d.p8) Lot of copy-pasting from old projects as I try to find my "most basic, least opinionated raycaster implementation". Took one from a couple of years ago and couldn't resist playing around with the fillp+sprite stuff I learnt recently.
The dither does a lot when your textures are 8x8.
So, I added the walk animations, collisions (with bump.lua) and an experimental transparency for objects way too close feature.
The latter is being extremely expensive on the CPU because Picotron shenanigans. I have to do something about that (and generally the whole overuse of sspr)
Addendum: I decided to only dither the biggest objects. No need for stuff like grass for now.