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My requests:

1. The documentation needs to include detailed help on the json files for us free users, especially on what color-map does and how does music.json work. Oh, and on DrawModes.

2. I'd like some features of Chip-8, like xoring (maybe anding and oring too) sprites on top of each other and 16 key keyboard support (for future mobile builds, check out Android app ChipChip).

3. Attribute clash would also be nice. This is what any other retro game engine wouldn't want to provide.

4. I don't know if PV8 already has it, but ZX Spectrum has a good simple beeper.

5. One of the reasons why PV8 is not widesperad further is because downloading it requires registering for the Club, which might deter many people.

Nobody announces their PV8 games. It's like I'm the only one. The community is surely lacking.

Anything I'll think about later would be in a different comment.

And most of all, thank you for being so passionate about retro platforms.

Thanks for the feedback. I have been working on a really big update to PV8 for the past few months and part of it will be to include better docs. That being said I don't think I'll be able to support attribute clash, there are some limitations of old 8-bit systems that are too much work to really simulate. Also I think a big reason that more people are not releasing games with PV8 is that it's been in development this entire time and all of the tools weren't in there. This next release should fix that and I'll be promoting it a lot more since it will be in beta and a lot more stable. Finally as for signing up for the club, it's easier for me to manage downloads and communication through there so there isn't much I can do if you aren't willing to get a free account.

I already got an account (and angst because I can't afford Make), the problem is in people on forum who would be reluctant to try out my creations.

Also, we need a lot of system templates. I would be willing to work on ZX Spectrum template if it would be included among the others.

PV8 kicks the tail of many other fantasy consoles, who are mostly Pico-8 clones. (I have soft spot only for LowRes NX and Chroma-60), and it needs a lot of content to stay this way. A lot of platform templates is in my powers to make.

A few requests more:

1. Save slots (Imagine PlayStation memory cards) to make it the game engine of choice.

2. Somehow SaveDemo didn't work and always showed the same date.

3. Maybe built-in line drawing.

I have some plans on making it easier to share games once PV8 is more stable. That being said, you should join the Discord server since it's a bit easier to communicate and there is a good group of people on there helping  give feedback and sharing their work.

So there are save slots, each game has its own set of save slots. When you save a game disk it's saved to to a saves.json file. When you share a disk with someone else, they get your saved games too. I think I fixed the bug with SaveDemo and it should be working correctly in the next release. Finally, there are line drawing APIs but it's not very well documented. You can call NewCanvas(width, height) and then draw into that. It's hard to explain here but happy to help over discord and I'll be updating the docs.

Can you explain a little more about "you save a game disk"? It seems like WriteSaveData is more akin to JS cookies, that is, not terribly useful for saving multiple distinct savestates (unless you put slot number as a prefix for your keys).

Sorry, missed this. Discord is the best way to get quicker responses. In sort, WriteSaveData will add whatever you pass in to a file called saves.json in your game's folder. If you build a .pv8 disk from the workspace explorer menu, when you load that disk it will save the json file inside of that disk. When you share that disk with other people it will have the same save file in it like old game cartridges. I uses this in all the tools btw, that's how they retain state between sessions.

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