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Cart #26442 | 2016-08-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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(Accidentally ruined the first submission here, but oh well. May try to get that one deleted.)

I made a game with not only vector drawing, but vector movement! It's not quite where I would like it to be yet, but it needed to get out the door so I could continue refining.

Z to thrust
X to fire
Left/Right to turn a discrete amount in either direction (this is the only decent way I could find of doing it so far, arbitrary rotation ruins the shapes for some reason).

Try to shoot down as many enemies as you can before one hits you.

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0 comments


Cart #42220 | 2017-07-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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How to Play
Collect 3 of the same the color power-ups to gain a powerful new weapon.
Shoot the UFO and collect the yellow power-ups to kick off fever mode!
Collect enough fever mode coins to enter a boss battle

This game is endless. Survive as long as you can while chasing a high score.

Controls
Left/Right move
Z shoots your gun (hold for auto-fire)

[ Continue Reading.. ]

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54 comments


Cart #26419 | 2016-08-04 | Code ▽ | Embed ▽ | No License
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Circle-line illusion
By twiggle

Press Z to toggle the lines

This took A LOT longer than I thought it was going to take - I'm terribad at trigonometry/math.
-twiggle

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1 comment



This is a cover of one of the silent hill themes. This one intrigued me when I first heard it, and tried to make a decent demake of it. This was done by ear and memory, I hadn't heard the song in a while so hopefully this is still accurate. This is a short 4 segment loop in 3 channels. Feel free to use for whatever you want.

I plan on making more covers, If you want a specific song remade in pico-8, lemme know in the comment thread. :)

2 comments



Added some code tonight... Improved scrolling and working on graphics. Roadside scrolling cheap for now.. Will fix.
C=fire guns.


7 comments


Hey everyone,

I recently purchased Pico-8 and am loving it. I am breezing through the few tutorials there are on the internet and am starting to wonder how many of you have implemented physics engines to handle things such as gravity and the like.
I have been looking at other people's code and getting a bit of a clue but am feeling a little overwhelmed :<.

Any resources would be great as I want to learn how to do this for real so I can grow as a developer.

Thanks!

Edit: Just looking for something simple how when the player jumps, to have him come back down

2 comments


Hey guys and gals,

I bought Pico-8 today and have spent the past hour and a half trying to set up my USB SNES controller. I first downloaded the SDL2 tool, however it wasn't binding the D-Pad correctly. So I figured I could use a JoyToKey program, but the arrow keys weren't working. So I rebound the Pico-8 Bindings to use WASD instead of the arrow keys... Awesome! However, now I have an issue with the Left and Right D-Pad buttons which should represent A and D, which in PassMark Keyboard Test they do but in Pico-8 they they go diagonally. I've created a quick Gif to explain this a little better:

http://i.imgur.com/PdOoYyy.gif

Hoping I could get some advice or suggestion to fixing this? And here's the controller if it helps:
https://www.amazon.co.uk/gp/product/B00DG9KGHO/ref=oh_aui_detailpage_o04_s00?ie=UTF8&psc=1

[ Continue Reading.. ]

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15 comments


Cart #26368 | 2016-08-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A faithful port of the hit Game Computer Mini color game Triotos now available on pico-8!

Rules of the game here: link

Do choose the music before beggining the game.

Credits to usr_Share for the graphics, coding and Adrian09_01 for the music and coding

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9 comments


Hi,

I'd like to create a top-down adventure game with a map that will exceed the dimensions of the map editor, so I'd need to create and store the map by other methods. The problem is that I'm a bit clueless about how to best go about this and wondered if anyone could send me down the right path.

I'm guessing that I'd basically have to store the map in an array (well a table). Does anyone have any experience with doing this kind of thing?

Thanks!

4 comments



So I recently discovered Pico-8 and think it's great. I'm a hobbyist programmer at best but playing with Pico-8 has taken me back to my teen years messing about with basic and assembly on my C64 and Atari ST. I never managed to pull together a full game back then, and pretty much put any programming aspirations on hold for a long time except for the odd macro in excel.

Anyhoo... (deep breath) .. here's my first attempt at a Pico-8 game, very loosely inspired by the initial stage/state of a certain C64 game I was rather fond of.

Background: After returning colour to the world our hero retired to a peaceful house in the country. But... oh no!.. his lovely garden is under attack, and there's not a power-up in sight - so it's no lasers, just bouncing (and the cats gone missing!).

Gameplay: protect the flowers by bouncing into the nasties.

Left/Right to accelerate the ball in that direction (ie decelerate if travelling in the opposite direction)

There are four types of nasty:

Bugs - Nasty little beasts that eat the flowers. Dropped by birds.Harmless to the ball - just bash em! Different waves have more or less bugs. They flash on the radar when eating a flower... kill em quick.

Birds - fly about and have a chance of dropping a bug. Easy to kill, can't harm the ball.

Spikey birds (aka killer birds) - have swords for wings. Will hurt the ball if hit from above... so hit them from below. Also drop bugs.

Frogs (aka cyber frogs) - jump about on their powerful cyber-scissor back legs. Will hurt the ball if hit from below. Have a chance of 'snipping' and killing any flower they are landed on so try to splat them before they jump...

Lose points for dead flowers, score points for every nasty that's killed.
There are six waves which repeat over three levels. Extra life at level start.
Game over if all flowers are eaten or all lives lost.


I'm not sure how fun it is, now it's all done and dusted. Also not sure if too hard or too easy, so any feedback welcome.

Hope someone gets at least a modicum of enjoyment from it :)

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10 comments


Hello everybody,

When I try to update the Voxatron BBS game list, it says: "Download Failed". But I am on wi-fi. How can I solve this problem?

Cheers,

Megameneer

0 comments


Hello everybody,

I just installed Voxatron, but I couldn't figure out how to install a game on Voxatron. I tried to do it the same way as in PICO-8, but it failed. What do I need to do? I use Linux 32 bit.

Cheers,

Megameneer

1 comment


Are there any disadvantages to drawing single objects with map() rather than spr()?

I want to make a platformer but the ground landscape will change depending on what falls from the sky and lands.

Normally, for things that fall to the ground I'd draw a sprite but since the thing falling will end up being something the player can walk on, and I want to use flags for ground checking, I thought drawing with map would be a valid solution.

But then I also felt that sounded not so good because maps are there to be backgrounds and stuff, right? Something that's not really moving. And also I'm wondering if mget() will work like I want given the x/y could be outside the normal map cel grid.

I mean, if I did something like this, would that be advisable?

obj={x=40,y=0}

function _update()
   obj.y+=1
end

function _draw()
   map(0,0, obj.x,obj.y, 1,1)
end
3 comments


Cart #26324 | 2016-08-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Hi!

I'm trying to make a reusable platform game engine in the style of Super Mario Bros or Sonic the Hedgehog etc. I've just finished putting something together and I'd love to get any opinions on how it feels or ways to make it better. The graphics are extremely basic because I'm just focusing on the mechanics for now.

My biggest problem with it is in making jumping through platforms feel nice. Currently if the bottom of the player is intersecting a floor tile, the player is moved above it to stand on it. However this results in the player being put up on a platform when it doesn't feel like he should be. I'd like to make it so that a platform is only detected when the player's feet just slightly intersect it by up to half a tile.

Controls:
Arrow keys to move
"Z" key to jump

Features:
-Horizontal and vertical acceleration
-Friction
-Gravity
-Capped speeds
-Floor detection
-Variable jump height based on length of time button is held
-Variable jump height based on horizontal speed of player at time of jump

It seems to run slower in a browser than in Pico-8. My code isn't currently very efficient, perhaps that's the reason.

9 comments


Cart #26315 | 2016-08-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just got back from Crete, and had a hankering for some PICO-8. Made you all a postcard to get back in the programming groove :).

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Refactor Fun

After reading more of the Pico-8 Zine 2 it's crazy obvious that I should use a "Finite State Machine" to control the hero ship, enemies, etc. I've been looking through the code of the iconic P.A.T. Shooter and it seems a state machine is used to keep track of everything.

It makes sense and it seems to allow for more "portable" functions. As in hey this function is great I can totally use it pretty much as is in a whole other project. Yay, me! Yay, us guys! (at least that's what I want to say)

Using init

The first thing to refactor, I guess, is the global variables declared at the top of the file. They can be blasted into the _init function and everything should work the same:

[ Continue Reading.. ]

2 comments


Cart #26378 | 2016-08-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

Update:

added function fixstages to TMap class, for prevent unreachable platforms from pattern in stage. Implementation is very simple and you can extend method as you wich. Currently is checked only "platform" tile id.

Method:

From generated POI point is created connection to free edge in stage and remove platform tiles between connected stages if exist.

Cart #26301 | 2016-08-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

[ Continue Reading.. ]

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11 comments


When it comes to creating random layouts to a dungeon, does it have to constantly planned out for every eventuality, or can there be a general random pattern algorithm?

2 comments


Cart #26267 | 2016-08-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made this. Download it if you want to. It has music.

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1 comment


Hi guys,

A snippet out of something I'm tinkering with. My first attempt at tinkering with pico-8 source so excuse if it's a novice question.

EDIT = 1
EDITTEXT = {}
ADD (EDITTEXT,"NO")
ADD (EDITTEXT,"YES")

FUNCTION _UPDATE()
IF (BTNP(5)) THEN EDIT = EDIT + 1 END
IF EDIT > 2 THEN EDIT = 1 END
END

FUNCTION _DRAW()
PRINT("BUTTON(2) - CLEAR:"..EDITTEXT(EDIT),10,20,3)
END

I'd have dumped the whole listing in as a screenshot gif but not really sure how to do that yet. This example should be toggling no or yes when I hit the 2nd fire button but just gives me a syntax error.

I know I should be able to init it with EDITTEXT = {"NO,"YES") or is it (No,Yes) ???

Basically trying to output a string in a collection within a print line.

Thanks.

2 comments




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