Minor changes. The game will be used for a pico-8 course.
First experience with the Pico-8!
A try to clone the original Pooyan.
Made in 2 h.
This is just the basic behavior. You can fire arrows with C. No collisions for now.
By the way, I'm a professional game maker.
Pico-8 is the best experience I ever had coding since the Amstrad CPC and the Amiga...

I was talking with zep on twitter about a possible Nspire CX (graphing calculator) port, but he said the hardware isn't powerful enough. What are the requirements? I would think that ~130 MHz would be plenty for a lua interpreter + extras. Even if an Nspire port is impossible, it'd be totally possible to get it running on an OpenPandora console. It's got a full querty keyboard, 1 GHz ARM CPU, and 512 MB of RAM. Any other platforms that it would be fun to have a port on?
If you want to be able to change text color halfway through without splitting into multiple commands, here's just that at a price of 150 tokens / 265 compressed chars.
So doing
printc("hello ^8world^7!", 4, 4)
will output
Could have been a bit smaller if there were functions to convert string to/from charcode.
Hi,
In order to challenge myself a bit, I decided to create a game in PICO based on the ideas you reply to this post.
Please answer the following questions :
What would be the theme ?
What should the primary weapon be ?
What would we have to fight ?
What do you think is a good objective ?
The answers doesn't have to be related to each other, in fact it would be interesting to create a completely absurd mix.
Thanks in advance

(updated build with music fix provided by krickit)
A hardcore platformer by Matt Thorson and Noel Berry (me), that we made in 4 days.
We used pretty much all our resources for this. 8186/8192 code, the entire spritemap, the entire map, and 63/64 sounds.
Let us know what you think! :)

Hope you enjoy.
TODO:
- Enemy AI so one person can play.
- Sounds and music!
-
Fix the patch of trail missing when turning (this is due to the the bike being shifted slightly when turning, to prevent hitting the trail if you turn 90 degrees whilst skimming the edge of a trail)
- Explosions upon death, partly implemented but currently commented out.
- Adjust the lifetime of the trails, potentially make them permanent, but I thought the map was too small for this.
- Any other suggestions!

Hey! There seem to be a few bugs when editing the bottom half of the map. I've noticed when moving tiles with the selection tool the changes are not reflected in-game or in the spritemap-data unless you hit CTRL+Z once.
Here's a gif of it in action
I am making a song in pico-8 that has a section with 3/4 time. How do I do that with the pico-8 tracker? I think you would do it in Milkytracker by changing the length of the pattern. I could just have each pattern contain three beats of one measure and one beat from the next measure, but that's kind of messy and would cause a lot of redundant notes. Could I use Lua programming and the sfx api to hack around the tracker? Is there a chance we could have a feature to change the length of patterns (or at least to make them shorter)?

Keys: Arrows move brick, C drops it, X restarts level (after confirm)
GFX improved
new levels
new in-game music, 4 songs by pizza
new intro music by movAX13h
extra life items
NOTE: If you have played version 1 (wip) please note that maximum fall height has increased by 1 unit.
Have fun!

Have you ever felt like you don't have enough trains in your life?
Have you ever thought : "Man, I'd really go for a never-ending train ride right now"
Well look no further because endless train is here!
Complete with:
-Trains!
-Seats!
-Handles!
-Stations!
-Tunnels!
-Bumps!
-Internal monologue!
And much more!
So what are you waiting for? Hop in and take a ride in the endless train! ᶠᵒʳᵉᵛᵉʳ
Changelog :
[hidden]
1.2 (2016-06-13)
- Fixed a bug where the tunnel wind sfx would never stop
1.1 (2015-07-27)
- Fixed the tunnel's very low spawn probability
- Tunnels will always give a different region
- Actually changed the whole way tunnels work
1.0 (2015-07-15)
- Initial release

This cart demonstrates basic wall collisions, animation and actor-based world objects. I hope it's useful either as something to study for ideas, or as a starting template for a platformer or overhead map-based game. I noticed a few carts reusing stuff from Jelpi, which is great -- but Jelpi might be a little complex to get started with.
See move_actor() for the important part:
if not solid_area(a.x + a.dx, a.y, a.w, a.h) then a.x += a.dx else -- otherwise bounce a.dx *= -a.bounce sfx(2) end -- ditto for y if not solid_area(a.x, a.y + a.dy, a.w, a.h) then a.y += a.dy else a.dy *= -a.bounce sfx(2) end |
The collisions work like this:
- wall sprites are tagged with flag 1 (orange) in the sprite editor
- solid_area() checks to see if a given rectangle in the map overlaps with any walls
- each actor has a velocity (a.dx, a.dy)
- in move_actor(): before moving an actor along each axis (x, then y), the new potential collision rectangle of the actor is tested against the map. Note the "+ a.dx" in the call to solid_area() to give the candidate position rather than the current one.
- If the candidate rectangle includes a wall, then the movement along that axis is rejected (and it bounces instead).
This means that as long as actors start outside of walls, they should never end up inside a wall.
There are many minor improvements that could be made -- for example, placing the actor exactly against the wall after it collides. But I've tried to keep it simple to demonstrate only the important concepts.
Note that none of this is the 'right' way to do collisions or anything else in pico-8 -- it's just the way I happen to do it.
If you have any questions about how it works, don't be shy!
EDIT: another example -- this time also with actor collisions.
Exactly the same principle, but instead of looking for solid walls, it searches through all the actors and checks for overlapping actor collision rectangles.

First experiment!
With which I wanted to start learning how make one sprite loop animation and one music loop. Two things I've never done in my life before ...I think...
The rest is just drawing lines. One of my favourite features of PICO-8.
The beats are HEAVILY based on Jelpi's ( or maybe some other of zep's carts... ), but I do start to understand the magic now.
Edit: I am not a very clever man. I deleted the cartridge reference u_u'
Edit2: Uploaded again.






3 comments












