Hey after a long time I want to get back into developing for the Pokitto. It seems like since the last time I was here a bunch of new tools have been made. So I am wondering what the current standart is and what tools you use and what your workflow is to create for the pokitto.
btw I hope some awesome guy has made it easier to work with sound. I never could get it to work
Welcome back! Glad to see you.
The current best thing, in my opinion but I’m sure others agree, is either FemtoIDE (my favorite) or the online PyInSky editor.
My personal workflow is FemtoIDE for code, Aseprite for graphics and BFXR and FL Studio for sfx and music.
First things first: Welcome back
Secondly: Thank you so much for Ball Bust. It’s one of my go to favorites
For getting sfx and music working we now have
What Is It?
As the name says, LibAudio is a new library for playing multi-channel sound on the Pokitto. It has been merged into PokittoLib, so feel free to check it out.
Pokitto::Display got its overhaul, now it’s Pokitto::Sound’s turn.
While Pokitto::Sound’s API was designed with compatibility in mind, LibAudio aims to increase performance, minimize flash and ram use, and to be extensible.
Hand-written assembly IRQ handler and buffer mixer
1kb audio buffer (vs 8kb for Pokitto…
Aside from FemtoIDE also check out
What is it?
TAS, or Tiles-And-Sprites, Mode is a screen mode optimized for rendering tilemaps with sprites on top. It uses very little memory compared to modes based on a framebuffer and supports up to 256 colors at either low or high resolution.
Resolution: 220x176 or 110x88
RAM: 512 bytes palette, 220 bytes line buffer, 4 bytes per tile, 16 bytes per Sprite
Good for: Games with tiles in the background
Not good for: Games that need of drawing primitives
How do I ge…
and it’s epic companion
For workflow with the two FemtoIDE has built in support for converting maps made using Tiled, though I haven’t personally used it so I wouldn’t be able to give any suggestions.
There’s also this to look forward to coming soon (there’s a playable demo available)
I’m working on a pinball engine for the Pokitto and have been discussing it over on the discord channel. Here’s the progress so far:
For the physics it would be far simpler to use the old-school methods of calculating line angles on a per-pixel level and storing it in a 256 grayscale image. The example below shows the table on the right and the collision mask on the left (NOTE: the mask is extruded outward by the balls radius so that only the pixel under the center of the ball needs to be check…