I've picked the yellow/orange coloring of LIKO-12 so it looks less like PICO-8
Recent community posts
Because a longer clear name might be better than a short name, and in LIKO-12 we don't worry about the code's length.
You can just 'spr = Sprite' at the first line of your code and then use spr just fine
Sorry for the late replay,
The music editor will be implemented, but after about 9 months.
The audio peripheral is going to be re-written.
The 1.0 number is because I've decided to apply semver scheme, and since I already care about backward complatibilty, then releasing 1.0 was better than 0.10
I think I'm too late to answer this, but here's the answer:
LIKO-12 has some basic limitations, but those can be bypassed by many ways, for example, you can store additional sprites sheets in the code, with gzip compression.
Hey, Nice to see you here !
It's pretty simple to do, call this anywhere in your game:
And the keyboard controls would be enabled, and incase if the user closed the keyboard you will have to re-open it for him, best by doing:
--Will make the keyboard open whenever the user touches the screen function _touchpressed() textinput(true) end
To get the keyboard input check _textinput, _keypressed, _keyreleased and Keyboard/isKDown in the online documentation: http://liko12.readthedocs.io/
TIC-80 Collab16 is a "16 game in 1 cartridge" made by 16 different developers (Not finished yet),
The limited TIC-80 resources has been divided for 16 games, with the following limits for each game:
- 4039.875 Character of Lua code.
- 32 Sprite, there will be 1 game with 16 sprites only, because of menu sprites.
- 1 SFX waveform.
- 4 SFX slots.
- 8 Games will be able to use 1 Music Track.
- 120x32 Map area.
Base cartridge: https://tic.computer/play?cart=206
In order to contribute, you will have to select your resources slots:
1. Game code:
The menu has the 16 games code stored in a table, each game should pick one of the available slots: 0 -> 15
Here's the game skeleton that you may use:
do --Used to scope each game local variables GM.N = "Game Name" GM.A = "Author Name" GM.T = function(self) end --TIC function GM.S = function(self) end --scanline function GM.I = function(self) end --Init function, called when the game is selected end
Global variables use by the menu code:
GM <- The table holding all games m = math flr = m.floor rnd = m.random pr = print
2. Spritesheet Areas:
If your game uses sprites, then you will have to pick one of the first 8 areas, and if your game will also use Map, then you will have to pick an area from the second 8 areas (starting from area #8)
3. Map Areas:
If your game uses the map, then you will game to pick the map areas with the same id of the sprites slot that you used.
Note: The map sections are numbered incorrectly, just minus the id in the picture by one.
Each game will be able to:
- Define it's own single waveform (You will have to collaborate with other developers inorder to get good sfx ;) )
- Use 4 SFX slots (They have to be in a row).
Note: the waveforms are numbered from 0 to 15 starting from the top.
Since TIC-80 has only 8 music slots, then only 8 games can use a single music slot.
6. Menu Icon:
You will have to replace the menu icon with (your game code id + 1) slot in the FG tab in the spritesheet.
Reserving a slot:
The final cartridges merging process will get stuck if 2 games uses the same slot of a specific resource, that's why I decided to create a 'reserving system', This doesn't mean that you will be able to fully reserve a slot for your game, but, it will be good to tell people that someone is already using this slot, at the end, the first game that submits will claim the slots it used.
To reserve a slot, comment here with a message in this format:
I'll reserve those slots: - Game code: 0-15 - Sprites: 0-F / 'Not Used' - Map: 8-F / 'Not Used' - Waveform: 0-15 / 'Not Used' - SFX: 0-60 (The first used SFX slot number) / 'Not Used' - Music: 0-7 / 'Not Used'
Submitting a game:
To submit a game, upload it to the TIC-80 website under the 'WIP' section, and post a message here with this format:
My submission game: - Link: (Insert the link to the TIC-80 game here) - Game code: 0-15 - Sprites: 0-F / 'Not Used' (And tell here if you have free slots that any other developer can use) - Map: 8-F / 'Not Used' (And tell here if you have free space that any other developer can use) - Waveform: 0-15 / 'Not Used' - SFX: 0-60 (The first used SFX slot number), (And tell here if you didn't use all the 4 slots, specifying which slots you didn't use) / 'Not Used' - Music: 0-7 / 'Not Used'
At the end, I'll merge all the cartridges myself.
Slot 0: Makki99 Slot 1: pixelherodev Slot 2: egordorichev Slot 3: jackj106 ... Slot 5: niltic ... Slot 8: Trelemar Slot 9: softmagician ... Slot 15: ChildishGiant
Slot 0: Makki99 Slot 1: pixelherodev Slot 2: egordorichev ... Slot 4: niltic ... Slot 8: Trelemar Slot 9: softmagician Slot A: jackj106 ... Slot F: ChildishGiant
Slot 8: trelemar Slot 9: softmagician Slot A: jackj106 ... Slot F: ChildishGiant
Slot 0: ChildishGiant Slot 1: niltic ...
Slot 0-3: softmagician Slot 4-7: niltic ... Slot 60-63: ChildishGiant --- Might use: pixelherodev
Slot 0: softmagician Slot 1: niltic ...
No submitted games yet.
Here's the place where you can post about your LIKO-12 Games.
note that the best way to share it with us is to use pastebin:
- "save mygame -c"
"pastebin put mygame.lk12 -c"
- And paste the code here !
Looking forward to see some awesome games :)