good job, ive been trying to do a pico-8 version of it, and flood fill is a nightmare, ive been stuck for two weeks with flood filling areas, and i still havent got it right
leaving trail surprisingly was the easiest part, and as for enemies i just made them rebound in the boders for now
would you be open to port your game in pico-8? i wish i had a guide to check how you did it
I'm not familiar with Pico-8. I was stuck on flood fill as well. What I did was, when you completed a line, use the Qix area and find the nearest space (open area). Then do a flood fill from there using the shift-space character so it doesn't show, but still fills the screen. This separates the newly filled area which still contains space characters inside of it, from the shifted spaces. Then fill in the true space characters and do a quick swap of shifted back to true spaces. The source code should be in the download, otherwise I have it here.
Awesome well done! Was just discussing on AtariAge using AI to help with coding in 6502 - I think it's great to get some help as it can explain and test theories as well. I've been using Grok 3 but might have to take a look at Claude as well 👌
Thank you. Claude took my original code and added the sawtooth movement and seeking the player code to the Qix movement. It was pretty cool. However it leaves a lot to be desired in way of making relative jumps too far away and reusing variable names that should be unique.
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good job, ive been trying to do a pico-8 version of it, and flood fill is a nightmare, ive been stuck for two weeks with flood filling areas, and i still havent got it right
leaving trail surprisingly was the easiest part, and as for enemies i just made them rebound in the boders for now
would you be open to port your game in pico-8? i wish i had a guide to check how you did it
I'm not familiar with Pico-8. I was stuck on flood fill as well. What I did was, when you completed a line, use the Qix area and find the nearest space (open area). Then do a flood fill from there using the shift-space character so it doesn't show, but still fills the screen. This separates the newly filled area which still contains space characters inside of it, from the shifted spaces. Then fill in the true space characters and do a quick swap of shifted back to true spaces. The source code should be in the download, otherwise I have it here.
hey thanks for the reply, actually i found qix implemented in pico-8 and the code is amazing!!
https://www.lexaloffle.com/bbs/?pid=66179
thanks anyway!
Fun little game! Too bad about the removed SNES-controller support? Did you check the Petscii Robot's source code?
https://github.com/zeropolis79/PETSCIIRobots-Pet
There is also a C64-code snippet David posted on his website some years back:
https://www.the8bitguy.com/wp-content/uploads/2021/03/snestest.zip
Maybe this can help you implement SNES-controller-support after all
A great conversion of our favorite Qix game. I will write, a short review for the upcoming issue #28 of our magazine.
Greetings
Arek aka Komek
Cool!!
Awesome well done! Was just discussing on AtariAge using AI to help with coding in 6502 - I think it's great to get some help as it can explain and test theories as well. I've been using Grok 3 but might have to take a look at Claude as well 👌
Thank you. Claude took my original code and added the sawtooth movement and seeking the player code to the Qix movement. It was pretty cool. However it leaves a lot to be desired in way of making relative jumps too far away and reusing variable names that should be unique.
Yes I've found branching a tough sell for AI as well even when it points it out to you