[HN Gopher] A Pico-8 story: How the fantasy console unlocked Fre... ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2020-11-09 23:02 UTC)