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Bonnie Games

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A member registered Jan 23, 2022 · View creator page →

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Thanks for trying it out again! It's not your fault, it is currently impossible to bring assets into the world editor. I'm waiting to have the asset editor a bit more fleshed out before connecting the two. Hopefully the next release will include that functionality.

As for attaching a player to a model, you're right that it doesn't exist yet, that's probably gonna come with the next update as well.

I will definitely make some tutorial videos at some point. Once I have a stub of gameplay working I'll record a video showing the full end-to-end workflow: creating some textures, building a room, creating some assets, maybe a simple player model, and bringing it all together.

Thanks for your kind words, it is a lot indeed 😅

I've zipped my experiments with picotron in this folder: here, all called archlight because that's the title of the souls-like game I wanna build (spoilers...), you should be able to open the .p64 files after extracting the zip in `/Library/Application Support/Picotron/drive`

They are 3 early 3D engine experiments for Picotron, three progressive iterations:

  • v1: Isometric 3D platformer with cube-based level editor, 8-directional movement, particle system
  • v2: Architecture rewrite with cleaner module separation (r_ for rendering, p_ for player/physics, e_ for editor etc), plus testing atmospheric lighting with sprite darkening
  • v3: OpenLara-inspired engine attempting to render an actual Tomb Raider 1 .phd level files with portal-based visibility culling, backface/frustum culling, dynamic lighting, and sector-based collision, includes extensive test suite from debugging the rendering pipeline

Ultimately I've abandoned due to Picotron's limitations, mainly performance  the PNG import restrictions made it impractical to build proper tooling around it. Feel free to use any code you find useful!

Loved it!

That's the plan! I hope to build a one-stop-solution for lowpoly/early 3D games

Thank you so much for trying it out! Ha, glad you figured it out right after posting.

Please keep in mind that this tool is in VERY early stages, so I don't have enough yet to actually build a full game, but I hope you like the direction this is going. Yes the object placement is still unintuitive - I'm planning a full overhaul of the object system as soon as the Asset editor is more mature. You'll be able to place assets/triggers/spawns/particles etc both from the 2D and 3D view in the world editor.

Let me know if there's anything you'd like included, I'm always open to suggestions and feedback! In the meantime, I've released a 2nd devlog: https://bonnie-games.itch.io/bonnie-32/devlog/1315502/devlog-2-the-first-tree