[HN Gopher] A Pico-8 story: How the fantasy console unlocked Fre...
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       A Pico-8 story: How the fantasy console unlocked Frederic Souchu's
       dreams
        
       Author : pmarin
       Score  : 79 points
       Date   : 2020-11-08 23:10 UTC (23 hours ago)
        
 (HTM) web link (nanark.medium.com)
 (TXT) w3m dump (nanark.medium.com)
        
       | sxp wrote:
       | My favorite Pico-8 game is a Factorio demake that can be played
       | in an hour https://www.lexaloffle.com/bbs/?tid=30631
       | 
       | Pico-8 also has a basic music synthesizer so you find many pico-8
       | songs online if you're into 8-bit music.
        
       | th0ma5 wrote:
       | I wish the platform would've been more open, but I know there are
       | many other similar platforms now.
        
         | systemvoltage wrote:
         | Sometimes I feel like... I am glad the developer is getting
         | paid to do what he does best. Earning a living wage from it.
         | Please appreciate what they've done. Not everything closed is
         | evil oracle megacorp endeavor.
         | 
         | I am 100% ok with Pico-8 being closed. It's a fucking game
         | engine, not a crypto library. I am a fan of FOSS, but I often
         | see people _demand_ and feel _entitled_ for free stuff. This is
         | wrong.
         | 
         | Once in a while, sit back and enjoy what people create without
         | a slightest bit of dissapointment, entitlement, itch to make
         | mods and hack it, etc. It will bring happiness and peace. Look
         | at it from a different way - it's someone's unadulterated,
         | unbikeshedded vision of what a tiny game engine should be. No
         | PR drama, he doesn't need to answer hundreds of angry assholes
         | on Github, ... I think its beautiful.
        
           | simias wrote:
           | I do find the closed nature of the project problematic, but
           | not for the reason you list: if I invest many hours into
           | making games on the platform I want to be sure that I'll
           | still be able to run them easily 10 years from now.
           | 
           | Hopefully if the author ever decides to stop working on the
           | project they'll release the source code for the community to
           | keep it alive.
        
         | patrec wrote:
         | If you'd like the platform to be more open, it's pretty easy to
         | do something about it, just contribute missing bits to existing
         | open source implementations like
         | https://github.com/picolove/picolove. The overall system is
         | pretty simple, so completing a decent open emulator should be
         | be doable in a reasonable time frame.
         | 
         | Personally, I'd both like to see and open-source way to play
         | back pico-8 cartridges and lexaloffle continuing to be
         | financially rewarded for building a pretty cool (and cheap!)
         | platform, so I hope the graphics and sound editors won't be
         | included in free clones anytime soon.
        
         | Teever wrote:
         | Can you list some of these other platforms so that I can check
         | them out?
        
           | badjeans wrote:
           | https://tic80.com/ (lua, open source - you can pay for the
           | binaries or build it yourself)
           | 
           | https://liko-12.github.io/ (lua, open source, I haven't used
           | this much, but it seems nice)
           | 
           | https://github.com/ftsf/nico (nim, open source. Not quite the
           | same as the others, there's no IDE, etc. But it's a library
           | with an API similar to PICO)
        
         | mrspeaker wrote:
         | For Pico-8, closed-ness is a feature: the author is known to
         | hide secret easter-egg features in updates eventually get
         | discovered and unearthed over time. Parts of the memory map are
         | still unknown, and people will figure out new "pokes" that will
         | save you some tokens or cycles... then someone takes that and
         | does something nuts with the undocumented features.
         | 
         | If it were open source, and community-driven then by now Pico8
         | would just be a regular old game framework: features would get
         | added and added until it was just like any other game library.
         | 
         | As it stands, the secret-ness of the code is a big part of the
         | fun. Figuring out how to push the limitations and looking for
         | sneaky ways to do new things. It feels like exploring and
         | trying to master the early 8bit computers back in the day.
         | That's the "fantasy" part!
         | 
         | That's why I call Pico-8 a fantasy console, and the knock-offs
         | are just "feature-limited game libraries"!
        
       | brundolf wrote:
       | Fun fact, the indie darling Celeste started out as a Pico-8 game
       | 
       | As someone who cut my teeth on the first 3D generation of games
       | I'd personally love to see a Pico-64, or whatever, that targets
       | the N64/PS1 experience; 2D games aren't really nostalgic for me.
       | It would be harder - who knows how you'd go about creating a 3D
       | asset tool on the same level of simplicity as the Pico-8's sprite
       | editor (and a texturing tool to match) - but I can dream.
        
         | gizmogwai wrote:
         | You might want to have a look at Voxatron[1], the 3D version of
         | Pico-8, that you get as a bonus when you buy a license of
         | Pico-8.
         | 
         | [1]: https://www.lexaloffle.com/voxatron.php
        
           | brundolf wrote:
           | As others here said, while this is cool, it uses voxels which
           | are unrelated to the techniques used in early 3D video games.
           | Not much nostalgia value there.
        
           | simias wrote:
           | I agree that a voxel engine is probably more productive for
           | such a "toy" console approach. You can basically use the same
           | techniques as the one you'd use on the PICO-8, just with an
           | added dimension.
           | 
           | Polygonal 3D is a huge step compared to 2D engines. You can't
           | just create assets with a simple bitmap editor, you need to
           | learn 3D modeling and it's a huge can of worm. And then you
           | need to learn to animate your models...
           | 
           | With voxels you can just sculpt your models minecraft-style,
           | it's a lot more intuitive I think. And animations could be
           | done like for sprites: you just key your animations with
           | different 3D voxel models.
        
           | f00zz wrote:
           | That looks cool, but I think what GP wants is a PS1-like
           | virtual console with limited palette, 32x32 textures, and
           | unlit, unfiltered, non-projective texture mapping.
        
             | simias wrote:
             | PS1 can support 256x256 truecolor (or 4bpp/8bpp paletted)
             | textures, dithering and gouraud shading! It also has a very
             | weird graphic pipeline that I don't think would be very
             | friendly to a novice: the 3D projections are done on the
             | CPU and the depth buffering is handled by... the DMA. The
             | GPU is purely 2D, hence the lack of perspective correction
             | in the texture mapping.
        
               | brundolf wrote:
               | The Pico-8, both in its aesthetic and its imposed
               | constraints, creates a "fantasy version" of the
               | experience of working on actual 8-bit consoles. It
               | presents that era as people remember it, instead of as it
               | actually was. I think a similar thing could be done for
               | the N64 generation.
        
           | lostgame wrote:
           | That looks neat - but I don't think it fits the PS1/N64 era
           | very well at all. It seems more like that pixel art/Minecraft
           | kinda feeling.
           | 
           | I would also absolutely love a very simple N64/Saturn/PS1 era
           | 3D modelling / game engine in such a lovely simple package.
           | 
           | Low-poly, low-res textures, with an option for that wonderful
           | grainy kinda PS1 dithering if we'd want. :)
        
       | megalomanu wrote:
       | I've developed my first video game ever in 2020 thanks to Pico-8
       | (and thanks to the COVID and the lockdown, too) I was impressed
       | by how it was easy to learn. Once you understood that everything
       | revolves around a big gameplay loop, you can really just focus on
       | what matters (gameplay, art). I like that it encourages trade-
       | offs and workarounds. I've never felt blocked or stuck too long.
       | 
       | Also, as a software engineer, I wasn't afraid of the development
       | part of the game, but I was very skeptical of my capacities to
       | draw characters or levels. Pico-8 helped me to achieve something
       | without feeling ashamed. Because I knew that I was, by nature,
       | limited in my sprites, it helped me releasing my inhibitions and
       | drawing as if I was a 5 years-old boy proud of his drawings. Same
       | thing for the music and sounds.
       | 
       | Another cool thing is that even when writing code, I didn't feel
       | like I was doing the same thing as during the day. Just writing
       | code, in a closed and stable environment, with a very modest API,
       | and finally the ability to release and convert your game into a
       | JS file in just one command is infinitely satisfying. After a day
       | spent struggling with CloudFormation on AWS, it was a blessing!
        
         | aquova wrote:
         | I feel the same way about it. I was a student when I first
         | heard about it, and I definitely feel that making my own
         | (terrible) Pico-8 games made me a much better programmer than I
         | would've been otherwise, and also helped me grasp concepts that
         | I found difficult to understand from lectures. Even an artistic
         | simpleton like myself can make an 8x8 sprite look good, and the
         | other self-imposed limitations of the system actually do a
         | great deal of reducing the burden of too many choices. By
         | holding you back in certain areas, it actually makes the end
         | goal of finishing a game easier to reach. If anyone is debating
         | picking it up, I strongly recommend it.
         | 
         | Getting back to the article, I was familiar with Fred's games,
         | and I personally think he's one of the most talented developers
         | in the community, I'm very excited for the upcoming Poom game,
         | which frankly is beginning to border on Dark Magic.
        
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       (page generated 2020-11-09 23:02 UTC)