Let me clear things up:
I don't know trigonometry.
I made this from my incredibly basic understanding of it.
Do not expect this to be great.
But I mean, it kinda gets the job done?
anyway, here it is.
PHOTOSENSITIVITY WARNING: If the character reaches the mouse, it moves left and right fast.
(Please explain to me how to do trig for this in the comments)
Hey there! I'm back with another game. I made this one at school during lunch because I had nothing better to do. So here you go. It is an infinite platformer (Who'da thought?), and I'm actually really proud of it!
I guess I just really like infinite games, because thats kinda all I have made.
For a game I'm making, I want it to be infinitely generated. For this, I need to know how to efficiently remove all map tiles. Is there any way to quickly do this? The only thing I can think of is setting everything to sprite 000, with mset(). I imagine this would be fairly computer intensive, so how would I do this?
I made a little banner for my profile pic, which was 60x10 pixels. I used it, and it was heavily antialiased, looking really bad. I personally think this has to be a BBS bug, because the main product, PICO-8, is a pixel art game. I'd hope to see this fixed at some point
EDIT: my computer might have antialiased it on its own
EDIT EDIT: actually it didn't...
A while back, I saw someone had made a platformer engine in <100 lines of code. The game itself worked, but collision detection wasn't great (You could jump up through a wall)
A while later, I started to make my own platformer.
The way it runs, its actually less than 100 lines of code. so here it is.
To add a new collision block, give it the first flag.
Here it is, but it isn't commented. Might do that soon.
So, for a game, I want to fade everything thats not being recurrently drawn (such as a character) to black. You can see the effect here, in PICO Space. How would I go about doing this?
Infinite Dungeon is in very early development. Expect many things to change.
It will be a, well, infinite dungeon. It will probably also have non-Euclidean generation to make sure you don't have to save a large dungeon map on your computer.
If you play this game, all that comes up is "Theres nothing here..." (And thats all there is- look at the code). But then, how is there a custom cover image?
It's simple: You don't have to update your cover image (w/ F7) with your code.
Just comment all/most your code, make a cover sprite, show it, press F7, uncomment code, remove the sprite showing up, and boom. You easily have made a cover image that isn't accessible from the game itself. I'm probably not the first person to find this out, but it does work and I found it on my own, so I'm writing this.
EDIT: To remove the console, put the sprite drawing into a _DRAW() loop, that should work better.
The classic game Snake.
The code is well commented, and under the Creative Commons license, so you are free to learn/reuse code for your own games.
I have put this under the category Tutorials, however it could also be a Cartridge
The code has support for any size boundary, including changing the camera.
Because PICO-8 does not have autocorrect, I wrote boundry instead of boundary. Sorry!
v1.1 Hotfix fixes an issue where you would get a runtime error upon hitting a wall.
The correct version is now shown.