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Ender42

Cart #openinggambit-0 | 2023-05-01 | Code ▽ | Embed ▽ | No License

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Cart #yagizupani-0 | 2021-04-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #three_d_space_sim-0 | 2021-04-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

full 3d space flight simulator in PICO-8

controls

roll - x/c
pitch - up/down (not inverted)
yaw - left/right

unfortunately the area you can explore is not very big in v1.0 and you can continue to fly out of bounds. Once you reach the edge of the stars, just turn around.

go on to explore the stars!

0 comments



Cart #space_sim-0 | 2021-04-01 | Embed ▽ | License: CC4-BY-NC-SA
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V1.0 controls:

roll - z/x
pitch - up/down
yaw - left/right

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4 comments



Help Toby play "The Floor is LAVA"

Cart #the_floor_is_lava-1 | 2021-03-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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4 comments



Cart #rainbow_paint-0 | 2021-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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click to draw, right-click to erase
use X to erase on mobile

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2 comments



Here is a series of functions that are designed to be easily inserted into any project!
Each should be well commented and has a working example. comment if you have any questions!

add a mouse function quickly!

move towards a target with a normalized speed (diagonals are not faster!)

updated gpio library for (significantly) less tokens. now available for commercial use.
enter the pin (0 to 127) and return the hex (0x5f80 to 0x5fff) with get and set functions
old version included for posterity

covers rect collisions and map flags; circ collisions are in lookatlib

grid based path finding using A*
credit to https://www.lexaloffle.com/bbs/?tid=3131 and Pico8 Fanzine #4!

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5 comments



Cart #misizefide-0 | 2020-11-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

THIS CART USES THE DEVKIT MOUSE!!!!
This is just a fun little example :D

2 comments



Cart #dangerous_alone-0 | 2020-08-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is the finished version of the original game made for the Extra Credits game jam #6 "Take Care."

jam edition: https://dmandy.itch.io/dangerous-alone

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0 comments



Cart #gloryhammer-0 | 2020-06-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


This is a game tribute to the prince of Fife.
It fall under the fan art category. While technically this cart has no actual references to the band, do not distribute this for money, Angus is their i.p.!
Someday:
He will quest for the jet pack and gain a dash ability.

  • this will include a laser dragon boss battle!

Then he will recharge his hammer in the sun and gain the smash ability.

  • this will include a Death Knight boss battle!

There may be 8bit heavy metal music!

0 comments



Cart #zutamopuf-0 | 2020-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here is what you have all needed in your life to combat the lows, and be with you in the highs. Maybe you didn't know you needed it, but here, have a Corgi! :D

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Cart #topifaname-0 | 2020-03-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Howdy ya'll. Maybe someday I'll make a full Cowboy RPG but for now, I just made a cowboy combat system.
Ride on!

0 comments



Cart #pehukobido-0 | 2020-02-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


Use this however you like!
button 4: jump
button 5: reset

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4 comments



Cart #sejorobate-0 | 2020-02-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I could easily find a tutorial on how to make a bounding box collision function online, but I could not easily find an example of iterating through a table to test for collisions, so I made it myself in hopes to help new programmers.

-- collision example
-- andy c

function _init()
 -- create player object named block, each object in this example will need an x and a y
	block = {}
	block.x = 64
	block.y = 64
	-- create 6 walls
	walla = {}
	walla.x = ceil(rnd(120))
	walla.y = ceil(rnd(120))
	wallb = {}
	wallb.x = ceil(rnd(120))
	wallb.y = ceil(rnd(120))
	wallc = {}
	wallc.x = ceil(rnd(120))
	wallc.y = ceil(rnd(120))
	walld = {}
	walld.x = ceil(rnd(120))
	walld.y = ceil(rnd(120))
	walle = {}
	walle.x = ceil(rnd(120))
	walle.y = ceil(rnd(120))
	wallf = {}
	wallf.x = ceil(rnd(120))
	wallf.y = ceil(rnd(120))
	-- add the walls to the wall table
	walls = {walla, wallb, wallc, walld, walle, wallf} 
-- here's an inspirational quote: "wall-e" - wall-e
end

function collision(wall)
-- basically if it overlaps on two axis, it's a collision
	if(block.x < wall.x + 8 and 
		block.x + 8 > wall.x and
		block.y < wall.y + 8 and
		block.y + 8 > wall.y)then
		return true
	end
end

function _update()
 -- basically, move the coordinate, and test a collision for every object in the table. 
 -- if any of them return true, move back the coordinate to where it was
	-- left
	if (btn(0) and block.x > 0) then
		block.x -= 1
		for i in all(walls) do
			if (collision(i)) then
			 block.x += 1
			end
		end
	end
	-- right
	if (btn(1) and block.x < 120) then
		block.x += 1
		for i in all(walls) do
			if (collision(i)) then
			 block.x -= 1
			end
		end
	end
	-- up
	if (btn(2) and block.y > 0) then
		block.y -= 1
		for i in all(walls) do
			if (collision(i)) then
			 block.y += 1
			end
		end
	end
	-- down
	if (btn(3) and block.y < 120) then
		block.y += 1
		for i in all(walls) do
			if (collision(i)) then
			 block.y -= 1
			end
		end
	end
end

function _draw()
-- iterate through the table and draw a blue square for each block. draw a red square for the player
	cls()
	spr(1,block.x,block.y)
	for i in all(walls) do
		spr(2,i.x,i.y)
	end
end
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2 comments