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kieselsteini

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A member registered Dec 12, 2017

Recent community posts

I would say, it's okay. Even NES games constructed bigger sprites out of their 8x8 sprites supported by the hardware. Some games even placed mulitple sprites above each other to achieve even more then 4 colors (MegaMan is a perfect example for this).

Updated the first post with more information and released 0.5.0 with a sprite editor and various square wave generators for audio.

(1 edit)

Hey there,

as promised I made a Windows 64-bit release. So you can just download the ZIP-File and start hacking the "init.lua" file.

I also ported the game console to the browser. As this was one of the points in this Jam to have it (whenever possible) also playable in the browser. It works ;) So grab the HTML5 zip and just replace the "init.lua" file and host it somewhere on the internet...

Now I'm working on squashing bugs and perhaps include a sprite-editor, music-editor right into the program itself.


Here's the link to the GitHub LTRO-1 releases: https://github.com/kieselsteini/ltro1/releases


Cheers,
kieselsteini


#edit: I've forgot to mention, LTRO-1 will now support any gamepad with is supported by SDL2/Steam (virtually every game controller out there).

(1 edit)

Hi there,

I just started with a small LTRO-1 fantasy console for Lua. It is far from being a proper PICO-8 or something like that.

Overview

  • the required 10 color palette
  • 240x135 pixel screen
  • the 7 button gamepad
  • a 2 channel simple pulse wave PSG
  • Lua 5.4.3 as the primary programming language
  • sprites / images are simple strings containing "023439" for pixel data
  • music is composed using MML (music macro language e.g. "cdefgba>c")
  • an integrated sprite editor which can be accessed by pressing F2 during execution
  • simple C and SDL2 as the only dependency, so it should compile on almost everything
  • provided Windows 64-bit and HTML5/JavaScript builds

You will find the GitHub repository here: https://github.com/kieselsteini/ltro1

Latest builds (for Windows/Browser) can be downloaded here: https://github.com/kieselsteini/ltro1/releases

The integrated sprite editor



I hope you might find this somewhat useful :) Please report bugs or place feature requests here.

Cheers,
kieselsteini

No I don't think this is avoiding the point of the jam. Just have a look what id Software did with Wolfenstein 3D shareware release. They implemented compression for multiple assets in the game to cram it on a single floppy.