CherryPop

CherryPop

29 devlogs
35h 55m
•  Ship certified
Created by Tom Nook

A fantasy console made in Love2D! it has a 128x96 screen, a interchangeable 16 color palette, a 64kib RAM, lua for scripting, and all editors built-in! give it a try!

Timeline

fixed a bug with windows scaling (it was theoretically a dpi bug) HOPEFULLY its fixed now but if you see uneven pixels/visual bugs still please let me know

Update attachment

Ship 4

1 payout of shell 254.0 shells

Tom Nook

about 2 months ago

Tom Nook Covers 14 devlogs and 9h 23m

updated build.lua and moved the mode selector bar to the left instead of the right. here is a full showcase of everything you can do up to now (besides moving the bar to the right sadly). hopefully ill get enough shells for the 3d printer (i think ive logged about 10 hours with this coming ship) wish me luck!

Cleaned up the menu code and fixed some issues with online cart browsing! now if it cant connect to github (where the carts are stored, in a separate cherrypop repository) it will say it cant instead of just nothing appearing on the menu. btw here is that cherrypop cart db https://github.com/ShrimpCatDev/cherrypop-db/blob/main/db also CART FORMAT MAY CHANGE SOON

Earned sticker

Added horizontal and vertical flip to the sprite editor. now take a break and enjoy flipping Orpheus!

ok after TONS of trial and error i think i have working map zooming (ok fine it doesn't render a minimap but its like tic80 zooming)

i hmade online cart browsing!

added line rectangle drawing to the tilemap editor, fixed that bug that would melt your pc, and also fixed a problem in the sprite editor where a line rectangle would undo incorrectly .

Earned sticker

Added undo/redo, fill, and rectangle tools into the tilemap editor! i gotta squash one lil bug tho which causes CherryPop to crash if you try to fill an area that includes the outside of the map which causes it to freeze and take up more and more RAM until your pc melts >:3

working on moving cherrypop to love 12, it works the only issue is is im having issues building it to linux.

Update attachment

after SO much trial, error and debuggin i FINALLY HAVE FLOOD FILLING. it was a pain but wikipedia is a lifesaver (they had all sorts of algorhytms for flood fill)

added a rectangle tool to the sprite editor which was such a pain to do for some reason 🤣

added redoing and buttons for undo, redo, copy, paste, and delete! (no cut tho youll have to use ctrl+x for that >:D)

added undoing which helps SO much, i also updated README.md a bit

Tom Nook Tom Nook about 2 months ago

thanks im trying my best XD

Hannah Hannah about 2 months ago

I believe in you! Get those last few shells!

made it so instead of the mouse and sprite color selector using a png (it wouldnt fit the limits) they are drawn from a binary string which does fit the limits!

Earned sticker

Fixed a bug where when you would switch editors things such as the selection, the clipboard, and the scroll value would reset even if you didnt select a new cart

Ship 3

1 payout of shell 72.0 shells

Tom Nook

about 2 months ago

Tom Nook Covers 5 devlogs and 3h 18m

fixed an issue where the fps were too high so the game was too fast, now its locked to 60 fps

Update attachment

Finished custom error handling, which features a lil message at the bottom :3 also added home/end keybinds to the code editor and using Tab also adds a space in the code editor.

Update attachment

Finished the Syntax are of the docs!

Update attachment

Starting to add documentation so people can actually learn how to use it!

Update attachment

Fixed a critical bug with the tilemaps not rendering correctly, also made this cute lil platformer with cherrypop! (though it wast tracked with hackatime ofc)

Update attachment

Ship 2

1 payout of shell 236.0 shells

Tom Nook

3 months ago

Tom Nook Covers 3 devlogs and 10h 30m

I have line circles and filled circles working! ill upload it to github tomrrow probably, its late and im tired.

Update attachment

I finally have have a tilemap editor! it can save/load tilemaps and they are completely usable in your games! (though drawing the entire 128x96 map can be slow)

Update attachment

Well, i added quite a bit after i shipped my project! added some more info on the sprite editor, added a proper pause menu (press enter on your keyboard or start on your controller), fixed some issues with the code loading removing lines, added 2 more items on the bar on the editor screens (the question mark brings you to the github repo which will soon lead you to the docs once i have those finished and the other runs the program), i also fixed an issue where the spritesheet on the sprite editor was drawn with an offset. i also added a few more chars to the font so you can see those!

Ship 1

1 payout of shell 214.0 shells

Tom Nook

3 months ago

Tom Nook Covers 6 devlogs and 11h 59m

wow... after just 4 days i went from having only a buggy broken sprite editor to THIS! you can now make you carts fully within cherrypop without using separate editors! why am i shipping this now instead of after the tilemap, music, and sfx editors are done? well i just wanted it to be usable when i shipped it. anyways ill add documentation very soon just not rn because im pretty tired. if you have any questions, bug reports, feature requests, or just want to chat you welcome to join me on cherrypop's discord server! (https://discord.gg/a3BahYbqMp)
make sure to grab a build in releases! (https://github.com/ShrimpCatDev/CherryPop/releases/tag/0.1)

Changed the font so its much easier to code with! i liked the old font but it was just a little too big for the code editor.

Update attachment

Well... the code editor is fully functional now! i just need to add selection, copy and pasting, undo/redo, and syntax highlighting! (please let me know if you know anything about making syntax highlighting i would greatly appreciate it). i haven't uploaded it to github yet though because i don't have custom error handling yet so if there is an error in your code it will crash the whole program, making you lose everything you didn't save 😭. well i think that's all, make sure to follow to see more updates! (now i sound like a youtuber lol)

Update attachment

Code display, done! I'll upload it on github as soon as you can actually edit it 🤣

Update attachment

Welp, its only been one day and I've made another devlog!
Added a bar that's present across all editors (also added more, only the sprite editor is usable) also cleaned up some of the code and added comments! i can finally read my own code again! i would really appreciate if people tested it out and tested for offset issues with the ui elements because that's been a problem before (but not on my pc lol) I'm super excited to actually make progress for once XD. next stop, making the code editor (which i don't know how ill make)

Update attachment

Hey! this is my first devlog on here so i don't really know what im doing 😅
I've been working on this project for a while now. it has a 128x96 screen, 16 colors, a 64kib RAM, lua for scripting, and all editors built-in! (though most of them havent been added yet XD) i hope to have it so its a mix between PICO-8 and TIC-80, because i think PICO-8 can be too limiting but TIC-80 isn't limited enough. its definitely been a little... interesting using such a high-level language like Love2D but at least things like script running and sandboxing are already done for me.

Update attachment