Roysterini [Lexaloffle Blog Feed] Kung Poo Fighter <p> <table><tr><td> <a href="/bbs/?pid=78794#p"> <img src="/bbs/thumbs/pico8_parumahpipoop-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=78794#p"> Kung Poo Fighter</a><br><br> by <a href="/bbs/?uid=26046"> Roysterini</a> <br><br><br> <a href="/bbs/?pid=78794#p"> [Click to Play]</a> </td></tr></table> </p> <p>You are Kung Poo Fighter, who is trying to avoid being hit by the flying and bouncing bog rolls.</p> <p>You simply have to avoid being hit by the toilet rolls, amassing the highest score you can by surviving as long as you can from being struck by a turd threatening roll of tissue.</p> <p>This is yet another a simple casual high-score chase game that gets progressively harder the longer you play it. </p> <p>The original game was created by myself for the Commodore 64 as an entry for the<br /> RESET C64 4KB Craptastic Compo 2020.</p> <p>This is a competition for creating a 'crap' game in 4 kilobytes or less (compressed file size).</p> <p>Code and graphics in this PICO-8 version by yours truly, Roysterini of MEGASTYLE.</p> <p>The splendid music and sfx were created by Chris Donnelly ( @gruber_music ).</p> <p>The PICO-8 music was based on the music created for the C64 game by</p> <p>Roy Widding (also of MEGASTYLE - aka Rotteroy)<br /> Controls:</p> <p>Z - Start game / Flip player on the X (optional)<br /> X - Info scroller with credits and stuff.<br /> Arrow keys - Change play stance/defence position.</p> Thu, 02 Jul 2020 15:27:51 UTC Spaceman Splorf : Planet of Doom <p> <table><tr><td> <a href="/bbs/?pid=53011#p"> <img src="/bbs/thumbs/pico53010.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=53011#p"> Spaceman Splorf : Planet of Doom</a><br><br> by <a href="/bbs/?uid=26046"> Roysterini</a> <br><br><br> <a href="/bbs/?pid=53011#p"> [Click to Play]</a> </td></tr></table> </p> <p>Hello, I did post this up at the end of 2017, but decided to remove it partly due to imposter syndrome and partly because it just didn't work too well under iOS.</p> <p>Anyway, I've had a change of heart and have decided to put this up again.</p> <p>Thanks to Vanja and Andreas of Pond software for allowing me to make and share this Pico-8 interpretation of their 8-bit C64 game. (Find it here: <a href="http://">http://</a> )</p> <p>Also, a special mention must go to Paul Nicholas (<a href=""> @Liquidream</a>), who helped me solve some nasty bugs, Chris Donnelly (@gruber_music) for the awesome music/sound, Morgan McGuire (@casualeffects) who supplied me with some great particle code to play with. Also Justin Ray (@designinvan) and Urban Monk.</p> <p>I hope some of you enjoy this simple little highscore chaser game.</p> <p>CONTROLS: </p> <p>X - to thrust or start game.<br /> Z - for credits, story and info. (on title screen).</p> <p>That's it.</p> <p>Cheers,</p> <p>Roy</p> Fri, 25 May 2018 11:26:38 UTC Another noob question: Aseprite to Pico-8 <p>Hello,</p> <p>Another noob question.</p> <p>I see Aseprite has a pico-8 palette option and is quite cool for pixelling/animating. Is there a method to get the gfx data from Aseprite to Pico-8 cleanly?</p> <p>I'm doing a port of a C64 game called Spaceman Splorf: Planet of Doom and would like to be able to not HAVE to do the animation natively.</p> <p>Cheers,</p> <p>Roy</p> Sun, 29 Oct 2017 20:14:21 UTC Sprite to Sprite collision <p>Has anyone achieved accurate sprite to sprite collision with Pico-8? I know I can use the overlapping bounding box method, but I'd like to be able to check on a pixel perfect level to see if a sprite touches another sprite.</p> <p>Is this doable, without getting too convoluted? Or should I just stick with bounds (maybe multiple bounds for extra resolution) ??</p> <p>Oh, I'm new to Pico-8, so bear with me. I usually tinker with C64 retro coding (which has hardware sprite collision detection).</p> Sun, 29 Oct 2017 20:02:22 UTC