Hi,
I'm working on some kind of story game, where you start animations with the X/O buttons.
(in the cart, you can use left right to change the animation-loop, index 0 is "idle", index over 2 crash the game)
My Question is: Is there a common way to do move whole sprites around?
Tutorials I found are all about one sprite animation and not how to how to move the sprite in a loop, instead of players input via buttons. Might not know the search term.
I use an array of 8 frames that will manipulated a sspr() command.
The 8. index sets a new sprite-area, after the other frames are used to move the guy around.
foo bar = {{2,5}, {7,18}, {7,27}, {8,27}, {9,27}, {10,27}, {11,28}, {11,28, 18,80, 4,4, 0,0, 4,4, true,false} }
sspr( sx,sy, sw,sh, foobar[1][1],foobar[1][2], [dw,dh,flip_x,flip_y] ))
animation_box = {
{ {2,5}, {7,18}, {7,27}, {8,27}, {9,27}, {10,27}, {11,28}, {11,28, 18,80, 4,4, 0,0, 4,4, true,false} },
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=197331#p) |

A WIP for a vignette game (did not know that this genre exsist, before September 2026. Toy box, Diarama Games)
Sept: First upload of a game cart
Okt: Big update for me, add a game state and a game start animation.
Next update will bring some construktion areas and a building animation
This cart is made for my son (3y) who loves trains and puplic transportation, let´s hope I can finish before he turns 12.
Thanks
Thanks on Lazy Devs youtube channel and his
" The 30 Circle Test " and " We Are All Game Beginners - Porklike Postmortem "
Insides
I love this unpack list combination for spritesheet coords and this rnd use with lists, but do not know if this a common way for little bigger games.
--( sspr sx,sy, sw,sh, dx, dy, [dw,dh,flip_x,flip_y] ) [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=197058#p) |
Hi, I try to make a one-button game and thought I could extend it to four players , maybe even using one controller (but yes two players on the direction pad might not work).
On a keyboard 4 players could use the keys from both players, even esdf, for movement. Btnp() returns an integer that represents the pressed button/keys. e.g. 512 for player2,-> (right).
The players use the x ("x" and o ("c") buttons and on keybord q,w. I could use btnp(4,0), btnp(5,0) and btnp(4,1),btnp(5,1) but it would use 4 "if-statements" instead of one and I want to use the keyboard and variable keysetting.
I would like to have something like this:
playerbtn = {32,16,4096,8192}
player[i] = {btnpressed = playerbtn[i])
for i=1,game.playernumber do
if btnp() == player[i].btnpressed then
some code
end
end |
instead of four times this:
if btnp(5,0) then if player[1].movment < 8 then [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=156371#p) |

Today I finished some code restruction,from scatch and noticed I forgot to "copy" the sprites and the map and no problem
export foo.png //nice
export foo.map.png //nice
and easy
import foo.png //nice
and
import foo.map.png //ups just spritesheet is full
? okay
import map foo.map.png //nope
Of Course I can just copy the code to the cart with the map I want, but is there a command I didn't found? There are parameter import foobar.png -L, that do not help me.
The Pico-8 manual has only export map...






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