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mhughson

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A member registered 2 years ago · View creator page →

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Wow, my first ever fan art for a personal project. Thanks so much!

Harry Potter

Yup, both adolescence.

I like it! Consider it canon :)

She is unnamed :)

Glad you like it so much. Musicc is by Gruber (@gruber_music): https://twitter.com/gruber_music?s=09

I would msg him with any questions.

Yah, the last level is pretty insane. So happy to hear you stuck with it! 

no I hadn't heard of that game. I'll check it out sometime though!

Thanks for playing and taking to time to give feedback! I'm a little torn on the off-screen gameplay. I agree it's hard, but I believe it adds a slight layer of "RNG" to what would otherwise be very predictable moment to moment gameplay.

Created a new topic How to run game on Android?

How can I run a game on Android virtu keyboard? What is the keyboard command?

Just came to say the palatte is really great :)

Great concept, but i found the level design around the mechanic didn't really live up to the idea. Sound was really grating :)

Neat idea! Found the controls a little tough to master.

Nice example of how far you can take a 64x64 action platformer!

Nice look with a fun theme. I especially like the look during the sailing. I found it difficult to figure out the mechanics though; maybe just too complex for this resolution??

Fun little experience! Am I correct that there isn't any way to go to the other planets (you just bounce off)?

FYI: You have a 28MB PDB file in your zip (100+ mb uncompressed) which is probably not needed, and is drastically increasing your download size :D

Great visuals! Played for a while and didn't even realize their was land to find until I can back here and saw it in the screens! :|

Nice work Poohshoes! I struggled to figure out what I was supposed to do though. I planted a potatoe seed, it grew, I picked it (I think) and then...? Not sure what to do next :)

Thanks for playing. Music is by Gruber who has done a bunch of Pico 8 games.

Haha nice find!

Thanks for playing. Haven't heard of those books, no. 

Thanks for playing!

So glad to hear that! It's actually inspired by a GameBoy game called Catrap.

https://twitter.com/matthughson/status/804109938377113600?s=09

there is a 'kill screen' if you go to far :)

Thats so cool. Thanks for sharing!

Haha thanks. I assure you it is in fact made with Pico-8!

Thanks!

Grab one of these! Not sure how well it will handle PV8, but it runs Pico8 well.

https://getchip.com/pages/chip

I have ported my micro platforming engine to PV8. It's very simple and hopefully a great starting point for developers!

Download and instructions found here:

https://mhughson.itch.io/pixel-vision-micro-platfo...

I recently ported some games from Pico-8 to PV8, and here are the notes I kept to help ease the conversion:

  • PV8 doesn't have +=, -=, *=, /= operators, so do a find an replace of those:
    • eg. x+=1 => x=x+1
  • PV8 doesn't have the if() function (a special version which doesn't require "then...end"), so find and replace.
    • eg. if(x==1)x=2 => if x==1 then x=2 end
  • PV8 uses "print" for logging, so find and replace "printh".
    • eg. printh("hello") => print("hello")
  • Replace core functions names:
    • _init() => Init()
    • _update[60]() => Update(deltaTime)
      • Note: PV8 update runs at 60fps so you may need to adjust logic if not using _update60
    • _draw() => Draw()
  • PV8 uses standard Lua math functions, which you access with math.*
  • Tilemap collision is checked with ReadFlag.
    • eg. fget(mget(x,y,0) => apiBridge:ReadFlagAt(x,y) == 0
  • Clearing the screen is done in 2 steps:
    • eg. cls(0) => (in init) apiBridge:ChangeBackgroundColor(0) (then in Draw) apiBridge:Clear()
  • Drawing the map is also done in 2 steps:
    • eg. map(...) => (in Init) apiBridge:RebuildScreenBuffer() (then in Draw) apiBridge:DrawScreenBuffer()
  • "Colors per sprite" should be 16, so make sure to update your systems SpriteChip:
    • Open the game then navigate to (on windows):
    • C:\Users\<user name>\AppData\LocalLow\Pixel Vision 8\Game Creator Pro\Workspace\Game\data.json
    • Inside "SpriteChip" section change "cps":16
  • Button IDs are different in PV8 from Pico-8. Here is how you need to replace the id:
ID PICO8 PV8
0 Left Up
1 Right Down
2 Up Left
3 Down Right
4 C X
5 X C
6 A ("select")
7 S ("start")

It sounds like you are just seeing the default new game running. Have you pressed "Ctrl+1" to return to the editor?

(Edited 1 time)

I am making a call to play music like this:

apiBridge:PlaySong ( false )

It results in the song playing at what sounds like 1 note per frame. Very VERY fast. I have tried changing the tempo but it has no impact. Not sure if this is new with 0.6.2 as I haven't used music prior to this.

Note: It sounds correct in the Song Editor.

(Edited 1 time)

When I run this version it just boots to a grey screen. I tried deleting my game folder contents, but that didn't help. I also tried pressing CTRL+1, but that doesn't do anything.

I was able to fix the issue by deleting my entire PV8 appdata folder:

C:\Users\<user name>\AppData\LocalLow\Pixel Vision 8

(Edited 1 time)

Thanks for taking the time to check out the game! Unfortunetly, it's built on Pico-8 ( http://www.lexaloffle.com/pico-8.php ) with no plans to port to Unity, sorry. However, if you buy the Pico-8 console you should be able to play it (and many other amazing games)! Could be a great investment if you are running an older PC as Pico-8 has very low system requirements.

Thanks!

Extend the Lua to include stuff like "+=" operators to ease with port from other languages (and Pico8 which has them).

Thanks!

Every button in the editor should have a tool tip explaining what it is.

Every abreviation should as well (stuff like "CPS" in the Sprite Editor)

Files in the Archive folder are zips, but they are saved with pv* extensions. Would be more convinient to save them as something like:

ControllerDemo.pv8.zip

That way Windows/OSX can open them directly without any renaming, and your tools can just ignore the trailing ".zip".