GoofballPaul [Lexaloffle Blog Feed]https://www.lexaloffle.com/bbs/?uid=125893 GBP 2D platformer collissions - v 0.1.1 <p> <table><tr><td> <a href="/bbs/?pid=172804#p"> <img src="/bbs/thumbs/pico64_gbp_2dplat_col_v0_1_0-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=172804#p"> gbp-2dPlatCol-v0.1.1</a><br><br> by <a href="/bbs/?uid=125893"> GoofballPaul</a> <br><br><br> <a href="/bbs/?pid=172804#p"> [Click to Play]</a> </td></tr></table> </p> <p>This here is my first time making a map tile collission function for 2D platformers.</p> <p>My goal is to make a set of collission functions robust enough that I won't have to make new code ever again. Foolish as this may be it's a good exercise.</p> <p>This version (v0.1.1) features speed-proofed collissions with solid terrain via map tiles, using flags 0 to 4 to indicate the size of the collission.</p> <p>Feel free to use any parts of my code you fins useful. Making collission code is horrible and if I save someone else from having to make their own that'd be fantastic.</p> <p>I have tried to comment the code thoroughly.</p> <p>Please do contact me if you have any issues, doubts, criticisms, or advice.</p> <p>In the future I intend to add semi-solid platforms, code for collissions between non-map-tile entities, code for standing on and being carried by moving platforms, and possibly even slopes and water or quicksand-like terrain. But for now, simple solid terrain of full and partial tiles works, and I am very happy with that.</p> https://www.lexaloffle.com/bbs/?tid=151177 https://www.lexaloffle.com/bbs/?tid=151177 Mon, 25 Aug 2025 15:21:36 UTC Splash baddies <p> <table><tr><td> <a href="/bbs/?pid=169015#p"> <img src="/bbs/thumbs/pico8_gbp_splash_baddies_p8-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=169015#p"> gbp_splash_baddies_p8</a><br><br> by <a href="/bbs/?uid=125893"> GoofballPaul</a> <br><br><br> <a href="/bbs/?pid=169015#p"> [Click to Play]</a> </td></tr></table> </p> <p>This is basically a half-assed demake of Wingnuts tmporal navigator, and my first time coding ever. YIPPIEEE!<br /> (The time I did the first steps to a javascript course on codecamp does not count ahahaheh)</p> <p>If you look at my code you will find Some Horrors Indeed. Once I figured out how to have multiple bullets exist at once I went &quot;okay let's try to make everything else with just what I now know&quot; as a personal challenge.<br /> I was advised to use voids, inverse functions for sin and cos, atan... and I am sure all of those suggestions were good, but I wanted to figure out if I could get enemies to target me without any of that.</p> <p>The result is code that works well enough and I don't wanna look at ever again in my life, WOOHOO! I'll take it for my first project eheheh.</p> <p>Pico-8 is lovely butI think I am done with it now. Now I wanna try TIC 80 just to see how different it is, and after that? I might jump to picotron. I can see myself making a new Splash baddies on picotron, with less terrible code, a radar that doesn't cover up the whole screen, clouds... yeh... but for now I have to take a step back from gamedev, I've got other hobbies and ArtFight is just around the corner!</p> <p>Many thanks to everyone who has played and commented on this, both during and after its development, the pico-8 community has given me avery warm welcome! &lt;3</p> https://www.lexaloffle.com/bbs/?tid=149755 https://www.lexaloffle.com/bbs/?tid=149755 Mon, 23 Jun 2025 11:14:54 UTC