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MEMalguy

Cart #catjack-0 | 2019-04-20 | Code ▽ | Embed ▽ | No License
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CatJack! The one and only black cat blackjack game. (Concept art.) I may or may not try and learn how to properly code this. If anybody would like to collaborate on this, I'm all in.

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Cart #52012 | 2018-04-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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7 comments



I am looking to hopefully animate the title of my title screen. Are there any good tutorials that you recommend? I really love the sparkles in TRASEVOL_DOG's Mushroom Délicieux, as well as how the title moves up and down. I attempted to isolate the code for it, but I can't seem to figure all of it out. I tried referencing the 'hello' demo to animate the motion of my title too. :-/ Any help is appreciated.

2 comments



Coding is in an entirely different realm than what I am used to. That being said, attempting to create a pickup item has been a bit of a nuisance. I am trying to avoid collisions and utilize tiles/sprites instead. With what I currently have, how can I impliment mget/mset to make an item disappear or even be replaced with another sprite when the player interacts with it? I have tried to mimic the 'solid_tile' format used with each btn and tried to figure out @morningtoast's method...

Cart #49475 | 2018-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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I am using a sprite tile as a pickup item. When the player interacts with it, I need it to just disappear. How can I achieve this? I was imagining something along this line:

if(pickup_tile(player.x-1,player.y) == false) then
pal(0)
end
5 comments



I have been using tiles as a placeholder, as I have not yet learned how to work with collisions. At the moment, I am trying to figure out how to replace sprite 34 with sprite 35 when the player interacts with it. Any help is appreciated.

Cart #46344 | 2017-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #49475 | 2018-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #46349 | 2017-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #46344 | 2017-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments



I am a baby learning to crawl when it comes to PICO-8. So far I have created a pickup by using a tile flag. I figure I need to add an if statement to my gameupdate(), but I can't seem to figure out how to get the sprite to disappear when the player touches it. I was also hoping to add the death sparkle particle used in Jelpi. Does anybody have the isolated code? Are there any good tutorials that can show me how to create proper collision boxes based on the sprite and not the entire tile? Thank you!

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Cart #45269 | 2017-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments



I am trying to figure out how to isolate the randomized butterfly particle that Happy Little Island uses. It is activated when the player interacts with a flagged tile. In my prototype, the flagged tile is the grass (spr(32)) and the butterfly/particle is spr(34,35). I am clearly missing something, but I can't seem to problem-solve my way through it.

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Cart #45269 | 2017-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

2 comments



Hi. I am hoping to add animated water to my game by just using a few tiles that loop. I can't seem to find any good resources for animated background elements though. I mostly just find animations for characters or interactive objects.

EDIT: I greatly appreciate all of these responses. I guess what I'm asking is how do I animate an object? Most of what I find is how to animate a player so it's generally based off of "if btn(0) then..." But I just want a standalone animated object that's constantly in loop throughout the game.

5 comments



I implemented code for wall detection and now the player moves diagonally across the y-axis, rather than just straight up and down. What am I missing?

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Cart #45113 | 2017-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

3 comments



I have been tinkering with Zep's "Wall Collision Example", but I can't seem to get it to work. How can I make boundaries/walls (represented by the four pixels arranged in a square)?

UPDATE: If you are brand spankin' new to PICO-8 and need a tutorial to build walls and boundaries around your map, I highly recommend Uncle Matt on Youtube. ;-) Start here.

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Cart #45064 | 2017-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1 comment



Okay. I have created randomly generated flashes. However, how can I make the flashes themselves into a randomly generated event? (I am trying to achieve a thunderstorm effect that roles through at random points in the gameplay.)

flash = false
timer = 0

function _draw()
				cls()
				if flash then
						rectfill (0,0,127,127,7)
end

function _update()

				timer -= 1

				if timer <= 0 then
							timer = 120
				end	
				if	flr(rnd(100)) <= 10 then
							flash = true
				else
							flash = false
				end
		end
end
3 comments



I am a designer and artist, not a programmer. This would be a casual gig and a symbiotic relationship. The concept I have in mind is a relaxed sandbox game about a honey bee. Simple enough. Let me know if you are up to the fun.

6 comments



I am attempting to make the screen flash and shake. However, I would like it to be randomly generated. I vaguely researched the use of srand/rnd, but I ultimately do not know how to implement the proper code into what I currently have.

Warning: I have no idea what I'm doing.

player = {}
player.x = 60
player.y = 60
player.sprite = 0
player.speed = 1
player.moving = false
player.timer = 1
music(0)
cam_x = 0 
cam_y = 0
fliph = false
flipv = false
shake = 0

function _rand

function _draw()
		cls()
		camera (cam_x,cam_y)
		cam_x = player.x-60
		cam_y = player.y-60
		map(0,0,0,0,16*8,16*2,0)
		--map(0,0,0,0,16,8)
		--map(0,0,0,64,16,8)
		spr (player.sprite, player.x, player.y,1,1,player.fliph,player.flipv)
end

function movex()

		player.moving = true
		player.sprite += 1
		if player.sprite > 3 then
					player.sprite = 2
		end
end

function movey()
		player.moving = true
		player.sprite += 1
		if player.sprite > 5 then
					player.sprite = 4
		end
end

function _update()
		player.moving = false

		if btn(0) then
				player.x -= player.speed
				movex()
				player.fliph = true
		elseif btn(1) then
				player.x += player.speed
				movex()
				player.fliph = false
		elseif btn(2) then
				player.y -= player.speed
				movey()
				player.flipv = true
		elseif btn(3) then
				player.y += player.speed
				movey()
				player.flipv = false
		end
			--	if not player.moving then
				--player.sprite = 0
	--	end
				if not player.moving then
				player.timer = player.timer+1
		end
				if player.timer >=30 then
				player.sprite = 1
		end
				if player.timer >=60 then
				player.sprite = 0
				player.timer = 0
		end
				if player.moving then
				player.timer = 0 
		end
end
8 comments



Cart #45635 | 2017-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #45014 | 2017-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

4 comments



Okay. So, I am brand spankin' new to coding. I am not quite sure what the proper lingo is.

I am attempting to create a sandbox game, but I have no idea how to make it so that when players reach the edge of the playable screen, they can then continue on into a new screen. "Space Delivery!" and "Carmina's World" accomplishes this.

Please let me know if I am not articulating this properly. Any help is appreciated.

This is all of the code I currently have:

player = {}
player.x = 60
player.y = 60
player.sprite = 0
player.speed = 1
player.moving = false
player.timer = 1 

function movex()

		player.moving = true
		player.sprite += 1
		if player.sprite > 2 then
					player.sprite = 0
		end
end

function movey()
		player.moving = true
		player.sprite += 1
		if player.sprite > 18 then
					player.sprite = 16
		end
end

function _update()
		player.moving = false

		if btn(0) then
				player.x -= player.speed
				movex()
		elseif btn(1) then
				player.x += player.speed
				movex()
		elseif btn(2) then
				player.y -= player.speed
				movey()
		elseif btn(3) then
				player.y += player.speed
				movey()
		end
				if not player.moving then
				player.sprite = 16
		end
				if not player.moving then
				player.timer = player.timer+1
		end
				if player.timer >=30 then
				player.sprite = 3
		end
				if player.timer >=60 then
				player.sprite = 16
				player.timer = 0
		end
				if player.moving then
				player.timer = 0 
		end
end

function _draw()
		map(0,0,0,0,16,8)
		map(0,0,0,64,16,8)
		spr (player.sprite, player.x, player.y)
end
1 comment



Okay. So, I am brand spankin' new to coding. I am not quite sure what the proper lingo is.

I am attempting to create a sandbox game, but I have no idea how to make it so that when players reach the edge of the playable screen, they can then continue on into a new screen. "Space Delivery!" and "Carmina's World" accomplishes this.

Please let me know if I am not articulating this properly. Any help is appreciated.

3 comments



How does one make a player constantly animated?

Context: I am attempting to make a sandbox game about a honeybee. I need the honeybee's wings to always be in motion.

2 comments