Today I made the inputs on pico, and yesterday I added the animations module!
@wilrakov is currently making the new menu with animations and I let you know how it looks when its ready :D
Animations are not showed in the video, I havent added them to the menu yet
This is the first my devlog on PicoGame! PicoGame is a game console, that runs on the pico2, pc and web.
This project is a team project, I am making it with my friend @wilrakov :D
As said, PicoGame is a game console, later even a game engine - written in C. The coolest part about it for me is, that it also runs in the web and on the pc!
currently, we already have some of the basics done. Graphics and Text rendering is working on all platforms perfectly. @wilrakov has even made a lua implementation for later game development.
my part was to make almost everything on the pico2, since I am not familiar with raylib. Recently I started making the Main menu of the game console.
I will be making more devlogs, more recently, so stay tuned!
Added a simple status bar to the picolator!
At the time its very minimal, but later it will show more stuff.
I thought that it would be nice to always know which app you are in, and because I dont want to put a header in each app, a status bar is the best solution.
Also, I can later use it to show other stuff so its just nice to have :D
well… its still not finished idk if it ever will be finished.
I actually did varios stuff, but the most major change I made was the status bar so I post it here.
Thanks for reading btw XD
well its been very long time, I’ve been working on the AI app all this time…
I almost made it so you can enter your own api key, but like always it isnt saving properly and is just not working.
I also improved the AI chat a bit, made so it shows the errors, only for it to always show “UNKNOWN ERROR”.
It kinda looks that the project is a bit dead a the time, I dont know if I will be posting so often.
I switched to arch btw
And I am finally comfortable with neovim :D
I did varios stuff, an editor, new structure, etc.
At the time its verryyy simple but I plan to add some more features )
I remade the project structure again! Shapes are now like nodes in other game engines, there are path shapes, and some other shapes like ShapeGroup and StyledShape. A PathShape always has a build_path() function, to create the path from harmonics.
The rendering system is modular, there is a main renderer class, that handles the main logic. And there is a specific renderer (pygame) that does the graphic stuff. The idea is, that it can be easily expanded to render with a different engine.
I’ve been working on better project structure. I added some classes, that make the rendering easier:
Also I added a fft function to later transform points into harmonics. - next i will make a drawing tool, and make an alphabet.
recently, I watched some videos about the fourier series, and the fourier transform. One guy even made a game out of it! I got inspired, and started another side-project XD.
My idea for this project is to make a simple font and sprite renderer, using the fourier series…
Its the algorithm for spliting any wave into varios sine waves. And if u combine two waves (x and y) you can draw any shape.
At the time I only have this small flower-demo, but later I will add more cool stuff :)
(maybe I will even do a game!)
AI chat app is working!! 
It was too complicated for me XD…
Well this two hours I been trying to make an AI chat app. Meanwhile, I realized, that my custom log system kinda sucks, so I will be just using the classic Serial output for logging, and completly remove my custom logger.
with serial logging, all of this issues will be fixed. And I can finally see what error it throws! although it doesnt tell much in the error… terminate called after throwing an instance of 'std::out_of_range'
what():
And sorry for the long break… I will try to code more now!
I wanted to make this game in 2 days, but I couldn’t finish it because I was really busy this weekend…
And This whole week I also cant code on any of my stardance projects, because I am at a summer-camp…
Although I had less time, I still managed to add some stuff.
I am not sure if I will continue working on this project, because as I said, I am very busy at the time. thx for reading btw
figured out how to make proper collisions and movement. Also added some more fish.
the player can move in all 4 directions, to do this, I use the Input.get_vector() function, and apply the force to the RigidBody of the player.
The player can also rotate, so it looks more natural - it also always applies a torque to always face forwards and it uses this messy code XD apply_torque(-(rotation*rotation*rotation) * delta * 1000000)
at the time the enemy fishes just swim towards you.
The game idea is the following - you have a target number you need to collect, each enemy fish has its own random number, that gets added to the current score. To pass to the next level, you need to collect exactly the target score, if you collect more, you loose.
This is my first game in godot btw )
I set up the project, and made a player and an enemy.
This game is just a copy of a game I made in unity, but now in godot.
Recently I was to Horizons Europa, and I made a game in pygame with my team. Almost everyone did a game in godot, so I am trying it out!
I will try to learn the basics by next thuesday!
Tried rendering the stardance logo on the Picolator )
I actually wanted to work on the AI chat app, but instead of locking in, I just procrastineted and made this :3
But a least it looks cool XD
Btw it took me so long, because I am trying to learn vim, and I am not really good at it )
Well ig see u next devlog
ig its working )
I added a simple fetch app, simmular to neofetch )
It displays:
btw this all runs on a simple rpi pico 2w with a diplay )
check out my other devlogs to see what this thing can do