I'm a linux user who is running this in windowed mode. My system resolution is 1600x1200 so it opens a pretty small window in the middle of the screen. I can change the window size in the config, but that only changes the size of the window itself instead of enlarging the contents they simply stay the same size inside the bigger window.
I can grab a corner and drag it to a good size (about twice as big) but then when I restart it's back to the original size.
Is there a way to enlarge the entire window and contents by about X2?
Thanks
Jeff

I was wondering how I would go about making some flashing text for a game-over screen that reads "press z to try again". I tried using modulo however when I attempted this it would display the text for one frame and then show (about) 30 empty frames.
Any help on a simple and effective method would be greatly appreciated.

This is a cover of the spyhunter theme for NES. This project was made for Shadowbyte's spy hunter port. Let me know what you think in the comment thread.
I've got as much done as I'm gonna handle with this one. The solo part might not be that great, but I've been spending to much time on that one trying to get it right so I just left it as is. Shadowbyte, good luck on your pico 8 port of spyhunter and using my cover for it n watnot. (psst I left a message for you in the code ;)

Space Rocks
Adding asteroids to the mix seems like a good idea. They don't have bullets (hopefully) so they should be relatively easy to have float down the screen. Then again maybe they'll come into the the scene from any angle... haven't really decided on that part yet.
I think using the same type of object with an update method and an "array" of objects as we used with the bullets/lasers should work for asteroids too.
Creating Asteroids
Whip up a astroidconstruct function super similar to the bulletconstruct function:
asteroidconstruct = function()
local obj = {}
-- only come in from random top area.
x = flr(rnd(127))
-- set the direction randomly left, right, or center
xs = {0, 1, 2}
rnd_x = xs[flr(rnd(3)) + 1]
if(rnd_x == 2)then rnd_x = -1 end
text = rnd_x
obj.dir = rnd_x
obj.position = {x=x, y=0}
-- obj.position = {x=52, y=52}
obj.sprite = 17
obj.update = function(this)
this.position.y += 1
this.position.x += obj.dir
-- remove it when it goes off screen
if(this.position.y>127)then del(asteroids, this)end
end
return obj
end
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I'm quite new to Pico-8 and video game programming and so started out by making a simple ping pong like game. I can't seem to figure out how to make my ball collide with the side of the paddle however which leads to the ball getting stuck inside the paddle, bouncing up and down, or just passing through the paddle.
Ideally I'd like the ball's x and y velocity to reverse when it hits the sides of the paddle.
Thanks in advance for any help!
'p' is my paddle object
'b' is my ball object
p.w is the paddle width
p.h is the paddle height
--ball wall collision if b.x>=128 then b.dx*=-1 end if b.x<=0 then b.dx*=-1 end --ball paddle collision top if b.x>=p.x and b.x<=p.x+p.w and flr(b.y)==p.y-b.size then b.dy*=-1 end |
(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.
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)





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. :)
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

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

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

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!

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 :)

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
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