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Just need to put this somewhere, since this always causes a problem when I'm making a game.

To create a table of interactive (that is, something the player can interact with) enemies in my space invaders clone, here's what I do:

1st: In the _init function, create a table, and add the appropriate enemy sprites to it (I iterate over each sprite use 2 "for" loops, one for the in-game y-coord, the other for the in-game x-coord, in that order). Set every sprite's table value to "true".

2nd: In the _update function, create a hitbox in the form of an if statement (if player's projectile hits enemy's boundary). To account for every enemy, use the same "for" loops as described above, in the same order, and add the appropriate values to the x and y coords of the enemy in-game. In the body of the if statement, state that the missile did indeed impact an enemy (done in the form of a boolean value).

3rd: Again in the _update function, check for the boolean value stated above. If true, then set the appropriate enemy sprite's table value to "false", as well as reset the boolean value, and despawn the missile, again with the appropriate boolean.

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I'm looking at all these games and demoscene-type creations on the board, and I'm feeling really demotivated, because all these things are better than anything I could ever hope to achieve, even the demoscene stuff. Does anyone else feel like this?

EDIT: Thanks everyone who responded so far, this has been very uplifting. Once again, good luck out there.

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I can't do it.

I can't build the game I want to with my current level of skill. The Most Amazing RPG On The Pico-8(TM) has to be put on hold until I am skilled enough to come back to it. For now, I'll stick to smaller projects, in an attempt to build up my skill. My apologies, and good luck.

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Cart #25243 | 2016-07-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi, I'm Donald and this is my first Pico-8 "cartridge"! I work at Explo, and during the summer at Explo, we like to dance the Numa!

Thanks Keiya for pointing out that my link to the YouTube video is insufficient credit to the original artists! The "Numa" song on which my chiptune tribute is based is titled "Dragostea Din Tei" and is by a Moldavian group, singing in Romanian, named "O-Zone".

The "0.1" version of this cartridge is all about transcribing the Numa Numa song to Pico-8 chiptunes. The little dancers just make it more fun to play along while you're listening :) However, we have grand plans at Explo to use this as the seed of a much more interesting game wherein you learn how to dance the Numa the Explo way.

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Cart #25239 | 2016-07-13 | Code ▽ | Embed ▽ | No License
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http://motions.work/motion/307

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My very first PICO-8 project. It's a drum machine! Turns out little PICO isn't very good at keeping a beat, but it's kinda cute that he tries his hardest anyway :)

This is v0.1, more updates will come soon as I continue to learn. Enjoy! ^.^

Updates
0.1 - Original Upload
0.11 - Fixed pattern length being able to underflow. Whoops!

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Cart #25293 | 2016-07-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #25205 | 2016-07-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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So, I just found out while making my space invaders clone that the way I do waiting in Hackers (the rpg) could be extremely simplified, and will require mass redesign if I want to improve token count. Shit.

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Writing this after seeing Alone in Pico feels like being the band that plays right after the Beatles. It is friggin amazing. Here's the game: https://www.lexaloffle.com/bbs/?tid=3792 and here's my reaction right after playing it: https://www.youtube.com/watch?v=gXN1yxax448

Yeah, it's good. So, what am I up to then?

Well, the Most Amazing RPG On The Pico-8(TM) is going good. currently working on the overworld (what I'm currently dubbing "Cyberspace"). This world is where a good portion of the game will take place. It's a little camera-shy at the moment, though, so I think I'll show it off when it looks a bit more presentable. Recently, and unfortunately however, I've gotten into a bit of a funk in regards to the game. So, in the mean time, I've started a space invaders clone, just to see how quickly I can do it. Groundbreaking stuff, eh? :P

Anyways, that's about all that's up with me in regards to the Pico-8, so I guess this is where the post ends. more will (hopefully) follow in the near future. Live long and prosper.

-Rudlin, 2016

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Yo!
My first wip cartridge.
Enjoy! :)

Cart #25119 | 2016-07-11 | Code ▽ | Embed ▽ | No License
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Plan :

  1. Inception
  2. Gameplay
  3. How to render 3D meshes in Pico 8
  4. Pre-rendered magic
  5. Extracting meshes from Alone in the Dark
  6. Character animation
  7. Memory layout, packing and ram management
  8. Camera placement, tools
  9. Interactions, objects animations, sounds
  10. Optimization
  11. Triangle strips
  12. Future

Disclaimer : my english skills are a bit low and I wrote that post a litlle too fast ...

The final project can be found here

1. Inception

The idea of making a Pico 8 demake of the classic cult game Alone In The Dark started at Halloween 2015. I was searching for a mockup to do using Pico 8 color palette, and Alone in the Dark seemed a pretty good fit. After looking at it, the original is a lot more detailed than what would be possible in Pico 8. Getting from like VGA 256 colors to 128x128 16 colors would not be easy. But the mesh complexity in Alone in the Dark seemed doable in Pico 8. I had just finished a small 3D demo in Pico 8 so I knew that I could probably draw the character at 30 fps and pre-render the background.

The mockup that started everything :

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Cart #25089 | 2016-07-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First attempt at a cart using P8.

0.2 Update - fixed the farting fish issue!

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Cart #25037 | 2016-07-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello!

I've been playing with Pico-8 for a few days now and love it! Here's my first effort.

The aim of the game is to get the two knights to the big trapdoor (with the key) to escape the level. You control both knights at the same time. The right knight follows your keypresses as you would expect, but the blue knight does the opposite.

I've learnt a lot about Pico-8 while writing this game... mostly what not to do next time. For sure the code could easily be refactored and a lot of duplication removed but thats for another day.

Anyway I hope it gives you a few minutes fun.

Cheers,

RKK.

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Cart #57138 | 2018-09-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Re-familiarizing myself with PICO-8 :)

Rewrite of the old version for PICO-8, written with some better practices that allow me to do things like have a title screen and a win screen. Except the win screen doesn't seem to work for some reason :(

I also added an actual tutorial instead of just throwing you in to the final level. Still need to add some more levels before I'd consider it finished though.

Cart #25025 | 2016-07-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #24992 | 2016-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I'm officially putting up this "hack" of the original Squashy code from PicoZine 1. We all have to start somewhere, right? I've replaced the basic ball and paddle with full sprites and added a map to show stars instead of just the flat green background. The reason I am versioning this not quite at 1.0 is that I really want to get the Game Over screen proper instead of just looping back to the splash screen. Other than that, it's completely playable!

Z to start
Left and Right arrows to move

1pt for getting a wall bounce
10pts for not losing a ball

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Cart #24934 | 2016-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A game about fencing and castle, with trolls.

Press the letter keys to attack the trolls, and the arrows to dodge. Post your scores :)

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Found out about PICO-8 just the other day. Did allot of assembly programming on the C64 in the old good days. Thought I would give this "Fantasy console" a try. Since i never written a line in LUA before I was thrilled over how easy it is to understand the basic idea about programming for this machine. Yesterday I spent abou 5 hours (1 hour on read thru the forums and the manual) and then the rest of the time to write a simple demo for PICO-8. It's a a convertion of a BASIC demo i wrote in 2010 for the C64.

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Cart #25149 | 2016-07-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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"A suspicious suicide. A chilling curse. A malevolent power. And a wicked dark secret. This is Derceto ...
Choose between Emily Hartwood and Edward Carnby to explore this virtual adventure game inspired by the work of H.P.Lovecraft."

Controls : Arrow keys to move, 'c' or 'v' to interact
Music can be turned off in the menu ('enter' key)

I wrote a (long) post-mortem of this project : here
This is a small "demake" of Alone in the Dark. You can explore and find your way out of the top two floor of the mansion. I tried to keep it close to the original, but there is no fight (if you see an enemy you will die) and the interaction system is simpler. The 3D meshes of the characters are ripped from the original game.

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Cart #24938 | 2016-07-09 | Code ▽ | Embed ▽ | No License
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cursor keys : move
[Z] key : attack (fire a burster)
[X] key : create a link

1 Choose your faction (color) first.
2 Visit portals scattered in the field.
3 Then you will get bursters and keys (yellow symbols on portals).
4 Attack enemy color portals and make them your color.
5 Create links to portals whose keys you have.
6 Create triangles by links.
7 Area of triangles is called MU.
8 Make your MU larger than enemy's
9 After 7 days, if your MU is larger than 100MU+enemy's MU,
you will win the game.

Good luck.

Prizes
liberator : how many portals you changed their colors
connector : how many links you created
mind controller : how many triangles you created
Illuminator :how much MU you've aquired
explorer : how many portals you visited first
pioneer : how many portals you changed their colors first
hacker : how many times you got items from portals

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Hi,

Does anyone know of a unit testing framework for PICO-8? If not I'll see if I can get a simple system up and running.

--Graham

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