Design: Level loading


In this article I'd like to talk about how I stored the levels in Lazy Farm and Toy Box Pipe.

The map memory in PICO-8 is a matrix of 128 x 32 tiles or 128 x 64 tiles if you take half of the sprite memory. This is not a lot of space if we don't use it wisely.  For example, in the Jelpi demo there is a single short level and it already takes almost all the space available.


Lazy Farm is a sokoban-like game with single-screen puzzles. In PICO-8 the screen is 16x16 tiles so the map memory would be filled with 32 o 64 levels.

Most of the puzzles only use a small fraction of the screen and I had in mind to publish the game with more than 100 levels so using a slice of 16x16 for each of them would be a waste of memory.

At the end I decided to use a similar approach to the texture packing used in 3D games: I placed the level as tight as possible only storing the parts that are used in the gameplay.


Here you can see that a single screen can hold 4 packaged levels.


I created an array that holds the information for each level in the following format:

{
   name = "Level 1-1",
   -- Top left corner of the level
   x0 = 0,
   y0 = 16,
   -- Lower right corner
   x1 = 5,
   y1 = 20,
}

For convenience I left the top-left screen blank. When a level is loaded a fill this area with an empty brown tile and then I copy the tiles from level one by one in the center of the screen. This is so the level rendering function is just a call to "map()".

 

The actual code for Lazy Farm is bit more complicated because I have to check some special tiles that need to be converted into entities. You can take a look at the implementation by opening the cart in the PICO-8 editor or in the BBS.

Files

Game manual (PDF) 1 MB
Dec 07, 2019
Lazy Farm (web version) 406 kB
Dec 07, 2019
Lazy Farm for Windows 958 kB
Dec 07, 2019
Lazy Farm for Linux 530 kB
Dec 07, 2019
Lazy Farm for Mac 3.8 MB
Dec 07, 2019
Lazy Farm for Raspberry Pi 745 kB
Dec 07, 2019
Everything in a single zip file 7 MB
Dec 07, 2019

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