
People have been asking how I managed to fit a multiplayer game into the space of two tweets (560 chars) for TweetTweetJam5, so I thought I'd write a mini tutorial to explain the process!
We'll cover:
- Stuff you need (such as javascript libraries, and where to get them)
- How pico-8 talks to the outside world (General Purpose Input Output - GPIO - memory)
- How to have a conversation between pico-8, the web browser running a pico-8 cart, and a database server
- How to implement multiplayer that allows users to play against 'replays' or 'ghosts' of previous players (which is rather cool and under-explored territory imo)
We won't cover:
- Server-side coding such as would be required for concurrent multiplayer gaming like, er, Counterstrike or something (do people still play Counterstrike?)
- Setting up a specific online database to hold your replay data - I use FatFractal http://fatfractal.com, but I am sure there are loads of options these days. Anything that can be accessed from client-side Javascript will do just fine.





My first tweetcart! All the 1D 3-neighbour cellular automata in 194 characters :)
The 1D cellular automata are a simply family of rules that are applied a row at a time in the tweetcart - there are 2^2^3=256 possible rules, and some make very cool fractal non-repeating patterns ... I love that such complexity can emerge from such simple rules - hope you enjoy!
Wikipedia article of relevance
cls()w=flr(rnd()*256)c=7+w%8p=pget ?w,60,1,c-1 for t=5,128do for x=0,127do l=p(x-1,t)>1and 4or 0u=p(x,t)>1and 2or 0r=p(x+1,t)>1and 1or 0if(band(w,shl(1,l+u+r))>0)pset(x,t+1,c)end flip()end run() [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=83465#p) |

ONLINE MULTIPLAYER VERSION IS HERE!
https://gamejolt.com/games/infinitegolf/441497
Please let me know what you think :D
Updates
- Avatars! :D
- Music and sfx
- Particle fx
- Leaderboard for online play (coming very soon...)
- Scorecard every 18 holes
- Tweaks and bug fixes
- Intro screen
- Full GPIO support for multiplayer (but that needs a website to host, so watch this space...)
- Thanks @remcode @dw817 @josh999 for the awesome feedback ;)
Previous
- Autotiling
- Tweaked power meter - more power close to the max
- Randomise the golfer avatar per cart reset
- Increase par for holes with lots of water
-
Wind same for all users now
- Much improved PAN (up arrow)
-
Fixing some crazy bugs (like hole 71 causing an infinite loop <facepalm>)
- Stepping stones in lakes - hopefully this should sort the unplayable holes issue
-
Menu options to reset hole and delete save game
- Tutorial level!
- The holes start easy and get harder - after 50 or so holes anything goes
- Procedural generation basic version is ready!
- Up/Down to pan a bit
- Lots of UI tweaks
TODO
- Online replays via GPIO and a BAAS (e.g., FatFractal)
- Stats screen (every 18 holes?)





Hi! I'd love to hear any feedback on my work in progress top-down golf game Picogolf Endless, thanks for reading/playing!
Since it is work in progress it is just one course at the moment (procedural generation to come) but most of the physics are in place (wind is shown by the arrow top centre)
Controls
LEFT/RIGHT - aim
X - hold for more shot power
LEFT/RIGHT while power meter is moving - spin
Planned features
- Procedural generation
- Online multiplayer using GPIO/JS
- Complete the tree tiles / move on from these placeholders
- Particles and polish
- Music and more complete sfx
Thanks again :)
Hi everyone! I'm new to the pico-8 community and getting back into the best hobby on the planet (gamedev, of course) after a long break. I just wanted to share my very early work in progress - a top down golf game. I had a funny bug where I set the spin force a bit too high o_0
Would love to hear your thoughts!
sf
