Pico-8, mon coup de coeur !
Posté le 23/03/2021 dans Lua
Pico-8 est ce qu'on appelle une Fantasy Console, c'est-à-dire qu'il s'agit d'une console virtuelle 8 bits imaginaire. C'est un peu comme une cousine de la Game Boy n'ayant jamais existée. Et comme toutes les consoles, elle a des contraintes et des limitations. Sa résolution est fixée à 128x128 pixels, le nombre de couleurs limité à 16 et la taille de la cartouche contenant le code du jeu ne peut pas dépasser 32 kilo-octets.
Mais pourquoi avoir mis ces contraintes ? N'est-ce pas gênant ? Et bien, c'est là qu'opère toute la magie de cette console.
Ses limitations stimulent la créativité !
- La résolution et la taille de la carte est fixe, ce qui permet d'avoir une vision globale du nombre de niveaux que notre jeu sera capable de supporter.
- La limitation de la taille de la cartouche nous force à écrire du code simple et efficace.
- Le style graphique sera forcément du pixel art.
- On est obligé de piocher dans les couleurs proposées, donc pas besoin de réfléchir à des palettes de couleurs.
- Les sons utilisables sont également proposés, à l'instar des couleurs.
Du coup, le fait d'avoir un cadre imposé permet d'éviter de se poser trop de question sur notre jeu.
Tous les outils sont intégrés !
En effet, Pico-8 propose un éditeur de code, un éditeur de son, un éditeur de musique, un éditeur de niveaux et un éditeur de pixel art. Tout est intégré et se suffit à lui-même !
Grâce à tout ça, on peut se concentrer uniquement sur les aspects créatifs de notre jeu, comme le game design, le gameplay, le scénario, ou la musique.
Facile à prendre en main !
La cerise sur le gâteau est sa facilité de prise en main. Le combo Lua/outils intégrés permet de très vite se lancer dans la création de ton premier jeu ! La communauté est excellente et il existe de très bon tutoriels sur le net.
Favorise le partage !
Le fichier du jeu est la cartouche intégrale du jeu. Il est donc très simple de l'extraire et de la partager, que ça soit sur itch.io ou sur sur le hub Pico-8.
Parfait pour les Game Jams
Pour finir, sa facilité de prise en main et son cadre imposé le rendent parfait pour les Game Jams. De gros projets ont utilisé Pico-8 dans des Game Jams pour prototyper leur jeu, comme Celeste !
Mais non libre
Malheurseusement, l'outil est non-libre et donc payant. Je n'ai pas l'habitude de promouvoir des logiciels payants, mais celui-ci est tellement bien pensé que je pense que ça vaut réellement le coup. Si vraiment ça te bloque, tu peux te tourner vers un équivalent open source appelé TIC-80.
Mes jeux
Tu peux jeter un oeil aux jeux que j'ai codé pour des Game Jams avec Pico-8. J'ai tenté de découvrir différents styles de jeux :
- Shoot The Moon, un shooter spatial donc le code source est disponible ici.
- Solène Is Missing, un mini rpg donc le code source est disponible là.
- Badaboom, un petit jeu d'arcade à l'ancienne basé sur une scène du film Le 5ème élément, donc le code source est disponible ici aussi.
- Hellhound, le prototyope d'un jeu de plateforme et de survie, donc le code source est disponible là aussi.
Le code
Au niveau du code, tu pourras trouver de nombreuses similarités avec Löve qu'on a étudié précédemment.
Tu as aussi les trois fonctions init, update et draw dans lesquelles tout ce passe. De la même manière il te faudra gérer l'état de ton jeu et les différents écrans. Tu ne seras vraiment pas dépaysé !
Voici un exemple complet d'une cartouche, celle de Hellhound, pour te faire une idée !
pico-8 cartridge // http://www.pico-8.com
version 29
__lua__
-- hellhound
-- mobo
function _init()
state=2
end
function _update60()
if (state==0) update_game()
if (state==1) update_gameover()
if (state==2) update_gamestart()
end
function _draw()
if (state==0) draw_game()
if (state==1) draw_gameover()
if (state==2) draw_gamestart()
end
-->8
-- game start
function update_gamestart()
if (btnp(⬆️)) init_game()
end
function draw_gamestart()
cls()
map(0, 0, 0, 0, 128, 64)
camera(0,384)
rectfill(31,73+384,105,109+384,8)
rectfill(28,70+384,102,106+384,0)
print("Hellhound",34,76+384,8)
print("⬆️ to start",34,96+384,8)
end
-->8
-- game over
function update_gameover()
if (btnp(⬆️)) init_game()
if music_start then
music_start=false
music(-1)
end
end
function draw_gameover()
cls()
map(0, 0, 0, 0, 128, 64)
camera(0,384)
rectfill(31,73+384,105,109+384,8)
rectfill(28,70+384,102,106+384,0)
print("Game over",34,76+384,8)
print("Score:"..ticks,34,86+384,8)
print("⬆️ to retry",34,96+384,8)
end
-->8
--game
function init_game()
state=0
ticks=0
music_start=false
cam=create_camera(0,512-128,1,2,32)
p=create_player(8,62*8)
bullets=create_bullets()
enemies=create_enemies()
explosions=create_explosions()
spawns={
{x=10*8,y=62*8},{x=13*8,y=62*8},{x=6*8,y=58*8},
{x=6*8,y=54*8}, {x=3*8,y=51*8}, {x=1*8,y=51*8},
{x=10*8,y=56*8}, {x=12*8,y=56*8}, {x=21*8,y=56*8},
{x=21*8,y=62*8}, {x=25*8,y=62*8}, {x=29*8,y=62*8},
{x=27*8,y=58*8}, {x=30*8,y=58*8}, {x=29*8,y=55*8},
{x=29*8,y=51*8}
}
for s in all(spawns) do
enemies:spawn(s.x,s.y)
end
end
function update_game()
ticks+=1
if not music_start then
music(0)
music_start=true
end
p:update()
cam:update()
bullets:update()
enemies:update()
explosions:update()
end
function draw_game()
cls(7)
palt(0, false)
palt(15, true)
--camera
cam:draw()
-- map
map(0, 0, 0, 0, 128, 64)
-- items
p:draw()
enemies:draw()
bullets:draw()
explosions:draw()
-- hud
camera(0,0)
print('score: '..ticks,0,0,10)
spr(16,0,120)
for i=1,p.life do
rectfill(0+i*8, 125, 8+i*8, 127, 10)
end
end
-->8
-- camera
function create_camera(x,y,dx,dy,margin)
local c={
x=x,y=y,dx=dx,dy=dy,speed=speed,margin=margin,
update=function(self)
if (p.x-cam.x<(64-cam.margin)) then
cam.x=mid(0,cam.x-cam.dx,1024-128)
elseif (p.x-cam.x>(64+cam.margin)) then
cam.x=mid(0,cam.x+cam.dx,1024-128)
end
if (p.y-cam.y<(64-cam.margin)) then
cam.y=mid(0,cam.y-cam.dy,512-128)
elseif (p.y-cam.y>(64+cam.margin)) then
cam.y=mid(0,cam.y+cam.dy,512-128)
end
end,
draw=function(self)
camera(cam.x,cam.y)
end
}
return c
end
-->8
-- player
function create_player(x,y)
local p={
x=x,y=y,w=8,h=8,dx=0,dy=0,acc=0.08,dcc=0.9,max_dx=1,max_dy=2,
gravity=0.15,jump_speed=-1.75,jump_hold_time=0,ungrounded_time=0,max_jump_press=15,
jump_forgiveness=10,grounded=false,is_jumping=false,flip=false,
anims=anims(self),curanim="idle",curframe=1,animtick=0,attack_tick=0,
life=15,
set_anim=function(self,anim)
if(anim==self.curanim)return--early out.
local a=self.anims[anim]
self.animtick=a.ticks--ticks count down.
self.curanim=anim
self.curframe=1
end,
update=function(self)
move(self)
jump(self)
fall(self)
attack(self)
animate(self)
hurt(self)
end,
draw=function(self)
local a=self.anims[self.curanim]
local frame=a.frames[self.curframe]
spr(frame, self.x, self.y,1,1,self.flip)
end
}
return p
end
function move(self)
if btn(⬅️) then
self.dx-=self.acc
self.flip=true
if (self.grounded) self:set_anim("run")
elseif btn(➡️) then
self.dx+=self.acc
self.flip=false
if (self.grounded) self:set_anim("run")
else
self.dx*=self.dcc
if (self.grounded and self.dx>0) self:set_anim("slide")
if (self.grounded and self.dx<=0) self:set_anim("idle")
end
if is_solid(self.x+self.dx,self.y) then
self.dx=0
end
self.dx=mid(-self.max_dx,self.dx,self.max_dx)
self.x+=self.dx
end
function jump(self)
if btn(🅾️) then
local canJump=self.grounded or (self.ungrounded_time > 0 and self.ungrounded_time <= self.jump_forgiveness) and not self.is_jumping
if self.jump_hold_time>0 or canJump then
if (self.jump_hold_time==1) sfx(3)
self.is_jumping=true
self.jump_hold_time+=1
if self.jump_hold_time<self.max_jump_press then
self.dy=self.jump_speed
end
end
else
self.jump_hold_time=0
end
end
function fall(self)
self.dy+=self.gravity
if is_solid(self.x,self.y+self.dy) then
self.dy=0
self.grounded=true
self.is_jumping = false
self.ungrounded_time = 0
else
self.grounded=false
self.ungrounded_time+=1
end
if(not self.grounded) self:set_anim("jump")
self.dy=mid(-self.max_dy,self.dy,self.max_dy)
self.y+=self.dy
end
function attack(self)
if btn(❎) then
if (p.attack_tick%15==0) then
bullets:shoot()
end
if(self.grounded) self:set_anim("attack")
if(not self.grounded) self:set_anim("airattack")
p.attack_tick+=1
else
p.attack_tick=0
end
end
function anims(self)
return {
["idle"]={ticks=15,frames={1,2,3,4}},
["run"]={ticks=5,frames={5,6}},
["jump"]={ticks=1,frames={10}},
["slide"]={ticks=1,frames={1}},
["attack"]={ticks=1,frames={7}},
["airattack"]={ticks=1,frames={11}},
["climb"]={ticks=10,frames={8,9}},
}
end
function hurt(self)
if ticks%35==0 then
p.life-=1
end
--death
if p.life<=0 then
sfx(2)
state=1
end
end
-->8
-- bullets
function create_bullets()
return {
items={},
update=function(self)
for b in all(self.items) do
b.x+=b.speed
animate(b)
if b.x<0 or b.x>1024 or is_solid(b.x,b.y) then
del(self.items,b)
end
end
end,
draw=function(self)
for b in all(self.items) do
local a=b.anims[b.curanim]
local frame=a.frames[b.curframe]
spr(frame,b.x,b.y,1,1,b.flip)
end
end,
shoot=function(self)
sfx(1)
local new_bullet={
x=p.flip and p.x-4 or p.x+4,
y=p.y,
speed=p.flip and -1.5 or 1.5,
flip=p.flip,
anims={["shoot"]={ticks=5,frames={12,13,14,15}}},
curanim="shoot",curframe=1,animtick=0
}
add(self.items, new_bullet)
end
}
end
-->8
-- enemies
function create_enemies()
return {
items={},
update=function(self)
for e in all(self.items) do
if (not e.flip) e.x+=e.speed
if (e.flip) e.x-=e.speed
animate(e)
if is_solid(e.x,e.y) or not is_solid(e.x,e.y+8) then
e.flip=not e.flip
end
-- killed ?
for b in all(bullets.items) do
if collide(e,b) then
explosions:add(b.x+4,b.y+2)
del(bullets.items,b)
e.life-=1
if e.life==0 then
if (p.life<15) p.life+=1
sfx(0)
del(enemies.items,e)
local random_spawn=rnd(spawns)
enemies:spawn(random_spawn.x,random_spawn.y)
end
end
end
end
end,
draw=function(self)
for e in all(self.items) do
local a=e.anims[e.curanim]
local frame=a.frames[e.curframe]
spr(frame,e.x,e.y,1,1,e.flip)
end
end,
spawn=function(self,x,y)
local new_enemy={
x=x,
y=y,
speed=1,
life=1,
flip=false,
anims={["run"]={ticks=5,frames=rnd{{17,18},{33,34},{49,50},{19,20},{35,36}}}},
curanim="run",curframe=1,animtick=0
}
add(self.items, new_enemy)
end
}
end
-->8
--explosions
function create_explosions(x,y)
return {
items={},
update=function(self)
for e in all(self.items) do
e.timer+=1
if e.timer==13 then
del(self.items,e)
end
end
end,
draw=function(self)
for e in all(self.items) do
circ(e.x,e.y,e.timer/3,
8+e.timer%3)
end
end,
add=function(self,x,y)
add(self.items,{x=x,y=y,timer=0})
end
}
end
-->8
-- misc
function is_solid(x, y, flag)
flag = flag or 0
if(fget(mget(flr(x/8),flr(y/8)),flag))return true
if(fget(mget(flr((x+7)/8),flr(y/8)),flag))return true
if(fget(mget(flr(x/8),flr((y+7)/8)),flag))return true
if(fget(mget(flr((x+7)/8),flr((y+7)/8)),flag))return true
return false
end
function collide(a,b)
return not (a.x>b.x+8
or a.y>b.y+8
or a.x+8<b.x
or a.y+8<b.y)
end
function animate(self)
self.animtick-=1
if self.animtick<=0 then
self.curframe+=1
local a=self.anims[self.curanim]
self.animtick=a.ticks
if self.curframe>#a.frames then
self.curframe=1
end
end
end
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02 0a424344
Plutôt simple et efficace non ?
Amuse-toi bien et sois créatif !