Reusable Animated Clouds For the Pico-8


In the process of creating scenery elements, in this case clouds, for a WIP Pico-8 game. I wanted to build a process that could be called at any point in the game and place a unique element within the scene. It quickly became evident that the concept of a reusable function could back fire on my idea of a programable design. This led me to the question: at what point does the processing of parameters and customization of new objects created in a prototype, out weigh a simple tween?

The original concept of unique clouds was scaled back, the weight and token usage¬†didn’t warrant the features that were available for the potential number of times the function would be called.

In this code walkthrough, I’m illustrating how to implement clouds through a window in a section of the screen. With a few minor adjustments, the script could be modified to work full width or the speed adjusted.

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