Tron Style 80’s Animated Landscape on Pico-8


The 8-bit style of the Pico-8 lends itself well to the 80’s cyber genre. I’ve been throwing around some ideas for a demo or potential game. A 3d style animated landscape seemed like a good place to start.

The concept is simple enough, a series of horizontal lines generated in a FOR loop that are animated down the screen, their start time is staggered and the lines are accelerated.

The vertical lines that give the illusion of perspective are generated from two FOR loops, one for either side of the middle of the screen. One loop increments while the other decrements.

The _init statement sets up the foundation objects and variables for the animation. Notice the “start” and “offset” vars, together these control the vertical start position of the horizon. “Start” will adjust the starting spacing of the horizontal lines.


function _init()
	start = 5 -- Starting distance between horizontal lines
	offset = 55 -- Starting vertical position for lines
	lineh = {}
	lineh.moveNum = {} -- Create the line object array
	last1 = time() -- Init animation timer
	start_line_num = 0 -- Init line counter, puts a delay on the for loop
	lineCont = {} -- Array 1 of vertical lines (left side of screen)
	lineCont2 = {} -- Array 2 of vertical lines (right side)
	lineNum = 0 -- Start the vertical lines horizontal 
	lineNum2 = 0

	lineEach = 5 -- Starting position and spacing horizontal lines
end

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Pico-8 Particle Animation With Sprite Font


Pico-8 Old school demoLast months Revision demo party inspired me to take a few evenings to write an “old skool” demo for the Pico-8. It’s a fairly simple demo that is reminiscent of the Amiga and C64 demo scene, it illustrates a randomly generated star field that is animated within the bounds of the Pico’s screen. To add that retro flare, a text marque scrolls across the footer displaying a message. The built in font set didn’t have that sizzle I was looking for, so I opted for a custom sprite based font.

You can watch the full demo over at Pico-8 BBS.

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“Ghost in the Shell” Signal Static on the Pico-8


Screen static demoThe glitch or static effect that appeared in “Ghost in the Shell” trailers, that have been circulating the last couple of months inspired me to apply a similar effect to a game project in development. What better way is there to demo the effect than in a 8bit “Ghost in the Shell” title screen?

The static effect is reasonably configurable, random and light weight, using very few available tokens. In the game version, additional parameters are available to set width, height and offset’s, to allow targeted areas with the static effect.

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