Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

AnastasiaDunbar

6
Posts
1
Topics
A member registered May 23, 2016

Recent community posts

Polar Coordinates in Photoshop.

(2 edits)

Someone could make a program for a polygon editor. And could be better if sprites had flags like PICO-8 for the collision function one because you might have multiple sprites that should have collision and would otherwise be repetitive.

(1 edit)

I'd still like to see a small remake of LSD Dream on TIC-80 or PICO-8. I don't know why
but alt-J reverse engineered LSD Dream for JavaScript and there's LSD Revamped made in Unity. It's a mesmerizing game.

sharpen.lua

function init()
    setName("Sharpen")
    setDesc("Sharpen texture")
    setSize(80,24+64+8+8+7+4+18)
    addOutput(24+32)
    addInput("Texture",24+64+8+8)
    addParameter("Intensity","Intensity",24+64+8+8+18,1,1,5)
end
-- Ugly way to use channels
function apply()
    tileSize = getTileSize()
    inte = getValue(1,0,0,1)
    for i=0, tileSize*tileSize-1 do
        x = i%tileSize
        y = math.floor(i/tileSize)
        cr, cg, cb = getValue(0, x, y, 1.0)
        cr=cr*5*inte
        cg=cg*5*inte
        cb=cb*5*inte
        crL, cgL, cbL = getValue(0,x-1,y,1.0)
        crR, cgR, cbR = getValue(0,x+1,y,1.0)
        crU, cgU, cbU = getValue(0,x,y-1,1.0)
        crD, cgD, cbD = getValue(0,x,y+1,1.0)
        cr = cr-((crL+crR+crU+crD)*inte)
        cg = cg-((cgL+cgR+cgU+cgD)*inte)
        cb = cb-((cbL+cbR+cbU+cbD)*inte)
        setPixel(0,x,y,cr,cg,cb)
    end
end

sine.lua

function init()
    setName("Sine")
    setDesc("Puts texture into sin(x)")
    setSize(80,24+64+8+8+7+4+18+18)
    addOutput(24+32)
    addInput("Texture",24+64+8+8)
    addParameter("Freq","Frequency",24+64+8+8+18,1,1,50)
    addParameter("Positive","Absolute number",24+64+8+8+18+18,1,0,1)
end


function apply()
    tileSize = getTileSize()
    pos = getValue(2,0,0,1)
    for i=0, tileSize*tileSize-1 do
        x = i%tileSize
        y = math.floor(i/tileSize)
        cr, cg, cb = getValue(0, x, y, 1.0)
        setPixel(0,x,y,(math.sin(cr*freq)+pos)/(pos+1),(math.sin(cg*freq)+pos)/(pos+1),(math.sin(cb*freq)+pos)/(pos+1))
    end
end
(3 edits)

Evaluation? Zooming and panning would be good also.

(2 edits)

Why should you use y-position? Can't it be automatically, so you don't have to add numbers everytime?