My last blog entry was about a fantasy console called PICO-8. Since then, I’ve been having quite a bit of fun playing around with the thing.
I’m pretty bad and drawing even “programmer graphics”, but when you only have 8×8 pixels and 16 colors, it doesn’t really matter… it isn’t going to be a masterpiece anyway!
Below is a GIF of the game I’ve been working on. It is coming along nicely considering that I haven’t really gotten a chance to put that much time into it. It is an old-school RPG, similar in style to the very early Ultima games.
So far, I’ve got the overland map and travel working, and I’ve put together a town map system that isn’t limited by the built-in map size of the PICO console (essentially unlimited town maps, though given the size of the game I don’t really need that many – but I need more than will fit into the built-in map editor).
My next project is to implement dungeons, and then flesh out the character generation and game system (stats, monsters, items, etc). Then I can populate the towns with NPCs, add quests, and the like.
The beginnings of an old-school RPG for PICO-8.
Nothing actually playable at this time, but I’m getting there. Working with PICO really reminds me of coding on the Commodore 64 (though LUA is much more advanced than C=64 Basic, and alot less tedious than 6502 assembler!) In fact, this is the kind of thing I put together on a regular basis on the Commodore.
I backed the CHIP Kickstarter about a year ago, and as the shipment date for my pledge level approaches (late May, and they say they are on time), an update was posted indicating that a CHIP specific version of PICO-8 will be included with PocketCHIP. I had never heard of PICO-8, but once I knew what it was, I immediately went over and purchased a copy though their Humble store.
PICO-8’s editors are all built into the console. Here is the sprite editor used to create graphics for your games.
PICO-8 is described on the Lexaloffle website as a “Fantasy Console”, and is essentially a self-contained “emulator” for a console that never actually existed. The console is designed with extremely limited hardware/software specifications, intended to mimic a classic 8-bit environment. Developers can create custom cartridges that can be shared with other users or played on the web through the Lexaloffle forums. Each cartridge is limited to 32k, contains up to 128 8×8 pixel sprites, and a 128×32 cell world map.
PICO-8 includes a complete development environment within the program, including code editor, sprite editor, map maker, sound effects editor, and music track editor. With the full version (not the web player) you can switch over to the code and resources for any cartridge you are playing and begin editing. You can start from scratch and create your own cartridge entirely, or modify an existing game to change it in any way you wish.
Code is based on the LUA syntax, without the LUA libraries. There is a provided API that lets you play sound, display sprites, and draw maps in addition to the standard pixel and shape-oriented drawing tools.