Escape Toast Manor [WIP]


#1

Hullo, I was scratching my head thinking about what I could do on my new pokitto and came up with this.
pokittoast

Lovecraftian card toast game, in which you befriend a loaf willing to help you escape from the horrific experiments of your master.

  • Slice up your companion to get cards, uhm, toasts, to perform your turns.
  • Collect flour before loaf runs out.
  • Face enemies and maybe one boss, if I get the time to do it.
  • Escape the manor, or die toasting.

I’ll be posting progress in here, I’ll write it in c++, it’s gonna be fun to see me trying and failing miserably : )


#2

:+1: I like the concept so far


#3

It’s so great to see that kind of creativity! Best of luck to you! I am looking forward to this.


#4

If you need any help/advice with the code side of things, don’t hesitate to ask.


#5

Thank you!

Lets see if today I can start hacking around, trying to recollect the pieces I’ll need.

Code: sublime-text ready to rumble on the M0 with the openIO plugin installed, I don’t do IDEs, fingers crossed for this combo to work.

Art: whatever

MapEditor: advices? can’t decide between Tiled Map Editor and Tile Studio. Ideally it’d spit out .h files, otherwise json would be nice.

I’ll look into audio at the end, as usual : D

EDIT: will also look into an image converter, I think a simple search here will get me what I need.

Gameplay wise, the idea for now is to try and make randomized rooms and have a card/bonus dispatch system based on luck and room-influenced rules.
I hope I won’t have to bail from that and fall into a hand-crafted puzzle game, because I suck at level design.


#6

there is an great image converter for the pokitto, you can find it here img2pok.


#7

OK, I can display a map out of Tiled, in mode 15 with 16 colors.
I have sweated a lot already : )
Right now there’s femto + tiled + img2pok + custom python to convert maps to .h, but it’s done, if the fps will hold I have a tiled engine running.

I’m a bit worried this mode’s buffers will chew almost half the ram already, but looking at the other games this seems the only way to get full res in 16 colors, right?


#8

you can draw to lcd directly without buffer

edit: but it limits your options on transparency / ovelay of gfx


#9

Yes, it is easy to get flicker in direct drawing if the same LCD pixel is being drawn twice.


#10

2-bit mode + sprites might be an option here


#11

To save memory, yes. Each sprite has 3 unique colors + transparent color.


#12

What’s the 2-bit mode?
Does it mean I get to swap palette before drawing each tile?


#13

2 bits for bg, 16 for sprites. look at mars attack game

(we really should write that tiled hardware mode)


#14

Sprites are 2-bit also, but each has own palette. Look at:

You do not need to swap palette as each sprite owns its palette.


#15

if I’ve hunted the right info around here, 2-bit mode is mode14, right? fixed palette.

I’d rader use a direct-draw mode, store an array of tiles for the backround and a fixed set of non-overlapping sprites maybe?


#16

Out of curiosity, if you’re using Femto, what do you use img2pok for?


#17

so I guess there’s an image conversion tool in femto? : D
Where?


#18

It does the conversion when you build the project. See smile.png and smile.h?


#19

I didn’t know it was doing that at compile time, cool, but how does it handle a palette?


#20

Look for palette inside your project.json file. It will try to parse the hex numbers from the file you point it to.