42 Commits

Author SHA1 Message Date
23df0bbe23 visual tweaks 2024-02-29 22:20:55 -08:00
d48b81f371 second cloud layer. correct lighting angle.
there are entrance or exit artifacts; this set of values seems to give acceptable levels of entrance artifacts
2024-02-29 22:18:18 -08:00
ad05ea4bde minor optimization and consistent light source 2024-02-29 22:04:14 -08:00
b421df9174 cloud prototype in-game 2024-02-29 22:00:32 -08:00
dd34ad0a37 by Pyrex: cloud animation prototype 2024-02-29 21:19:26 -08:00
9a865e418f fix fish direction and placement 2024-02-29 20:40:14 -08:00
4a086be607 fish sprites, bg fix 2024-02-29 20:32:05 -08:00
09a09b646a prototype fish drawer (fish not implemented) 2024-02-29 20:26:51 -08:00
0574fe4021 whitespace 2024-02-29 19:59:16 -08:00
79d6321891 sprite renderer and parallax drifting thing renderer 2024-02-29 19:58:39 -08:00
bf6fa03374 update author credit 2024-02-29 00:30:21 -08:00
078e9a9887 update minified version 2024-02-29 00:29:58 -08:00
bf9667e766 update minified version 2024-02-28 23:58:40 -08:00
066142e62c stop music when entering zonk mode if no bgm 2024-02-28 23:45:55 -08:00
69e9336d7f fix music control bugs 2024-02-28 23:41:38 -08:00
e83f7002a2 music menu (untested) 2024-02-28 23:38:47 -08:00
c35c9f0c3e make splashes louder, splashier 2024-02-28 22:40:00 -08:00
537a086e9b fix bgm 2024-02-28 22:31:51 -08:00
eb76795de1 zonk bgm prototype 2024-02-28 22:23:06 -08:00
5a1ce6fe91 arcade mode music! 2024-02-28 21:54:12 -08:00
1ea5057111 make Fake Binaural Beats less irritating 2024-02-28 21:42:25 -08:00
2a2f487dfb Merge Ossie's music into the cart 2024-02-27 23:06:30 -08:00
38b4da8c80 minified exports 2024-02-24 23:44:54 -08:00
6cb0b54cdd the splashing sounds are much better now 2024-02-24 23:25:06 -08:00
3400325154 fix numerical overflow 2024-02-24 22:46:30 -08:00
3462815118 stages feel too long
also a missing exclamation point
2024-02-24 22:44:55 -08:00
aee3b29d69 improve wordlists, indirect suggestion 2024-02-24 22:20:56 -08:00
9d4bc8998b fix bad text formatting 2024-02-24 21:57:39 -08:00
9ea66b9756 draft final stage!
also swaps "thing" for 'object" to keep the center row 5 letters or less and to avoid incorrectly identifying "object" as a verb
2024-02-24 21:34:59 -08:00
85ee8f113f draft part 4 2024-02-24 19:54:33 -08:00
621ae777d0 add shrinko-8 as a submodule
using Shrinko-8 to minify the code; makes sense to embed it into the repo
2024-02-24 14:55:50 -08:00
44b8826720 inline arcade mode palettes 2024-02-19 14:02:11 -08:00
02e5533eb1 update compiled version 2024-02-19 11:35:58 -08:00
0dda2596af fix awakener being absent from the menu 2024-02-19 11:34:47 -08:00
b237ccb152 delete stale comment 2024-02-19 11:10:31 -08:00
1ffa6197fd oops, fix rename 2024-02-19 11:10:11 -08:00
0b89989264 fix title crash
it should never try to spawn a word. resetting wordwait doesn't help, I need to reset the timer!
2024-02-19 11:07:19 -08:00
2aa62b8e2d delete puke/puketh/pukeboard
now there should really be no way to get clipboard popups.

also this reclaims a chunk of compressed space
2024-02-19 11:03:43 -08:00
9669658414 updated html version without clipboard spam
also, fix a word list
2024-02-19 01:22:44 -08:00
05417e851a assorted produced files 2024-02-18 23:44:04 -08:00
bf46878f34 fix ctrl-c prompt showing up 2024-02-18 23:43:55 -08:00
170af5bc01 exports 2024-02-18 22:51:24 -08:00
13 changed files with 3240 additions and 128 deletions

1
.gitignore vendored
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@ -1,2 +1,3 @@
.DS_Store
.vscode/settings.json
vacation.bin

3
.gitmodules vendored Normal file
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@ -0,0 +1,3 @@
[submodule "shrinko8"]
path = shrinko8
url = https://github.com/thisismypassport/shrinko8.git

124
clouds3.p8 Normal file
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@ -0,0 +1,124 @@
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__
function _init()
cmgr0=cloud_manager:new(15,51,5,1,5,13)
cmgr1=cloud_manager:new(12,51-8,7,4,13,6)
cmgr2=cloud_manager:new(6,51-14,9,3,15,7)
cmgr0.step=5
cmgr1.step=4
cmgr2.step=3
last_x=0
x=0
dx=0
end
function _update60()
if (btn(4)) dx+=1.0
dx*=0.75
x+=dx
while last_x<x do
cmgr0:update()
cmgr1:update()
cmgr2:update()
last_x+=1
end
end
function _draw()
cls(12)
cmgr0:draw()
cmgr1:draw()
cmgr2:draw()
end
cloud_manager={}
function cloud_manager:new(sparseness,y,h,oval_h,c0,c1)
local c={
frame=0,
clouds={},
bitplanes=split"241,242,244,248",
step=1,
sparseness=sparseness,
y=y,
c0=c0,
c1=c1,
h=h,
oval_h=oval_h
}
setmetatable(c,{__index=cloud_manager})
return c
end
function cloud_manager:update()
self.frame+=1
if self.frame%(self.step*self.sparseness) == 0 then
local bp=deli(self.bitplanes,1)
add(self.clouds,{x=127,y=rnd()*self.h,w=flr(rnd()*16)+16,plane=bp})
add(self.bitplanes,bp)
end
if self.frame%self.step==0 then
local clouds2={}
for c in all(self.clouds) do
c.x-=1
if (c.x+c.w>0) add(clouds2,c)
end
self.clouds=clouds2
end
end
function cloud_manager:draw()
local r0=96
local r1=96+16
local h=self.h+self.oval_h+1
assert(h<=16)
-- render to spritesheet
poke(0x5f55,0x00)
rectfill(0,r0,127,r0+h,0)
-- use bitplanes
for c in all(self.clouds) do
poke(0x5f5e,c.plane)
ovalfill(c.x,r0+c.y,c.x+c.w,r0+c.y+self.oval_h,15)
end
poke(0x5f5e,255)
-- render from high memory
-- to higher memory
rectfill(0,r1,127,r1+h,0)
for i in all(split"0,1,2,4,8") do
palt(i,true)
end
for i=0,15 do
pal(i,7)
end
poke(0x5f5e,0xf1)
sspr(0,r0,128,h,0,r1)
poke(0x5f5e,0xf2)
sspr(0,r0,128,h,1,r1+1)
sspr(0,r0,128,h,5,r1+1)
poke(0x5f5e,255)
-- render to screen
poke(0x5f55,0x60)
pal()
pal(1,self.c1)
pal(2,self.c0)
pal(3,self.c1)
sspr(0,r1,128,h,0,self.y)
pal()
end
__gfx__
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

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@ -6,13 +6,19 @@ Arcade Mode palette notes:
-- 2: dolphin shading
-- 3: azure water, maybe score display? (140)
-- 4, 5: keep default in sky layer (for emergency awakener)
-- 4 (underwater) is a deeper blue shade part of sea
-- 6: dolphin specular highlights
-- 7: dolphin white paint
-- 8, 9: unassigned, layer specific
-- 8, 9: layer specific
-- sky:
-- 8: bright cloud shadows (15)
-- 9: light gray for clouds (6? 13? 134?)
-- 10: word primary (yellow 10?)
-- 11: word shadow (wood 132?)
-- 12: dolphin eye
-- 13: common sky color
-- this is a reassignment candidate but means I will never do
-- the "sunset palette cycle" thing
-- 14: dolphin primary color
-- 15: highlight white (all layers)
--

1
shrinko8 Submodule

Submodule shrinko8 added at aa7ac7aa9d

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