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Cart #26538 | 2016-08-05 | Embed ▽ | License: CC4-BY-NC-SA
1

Have fun with this custom map.

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3 comments


Cart #26536 | 2016-08-05 | Embed ▽ | License: CC4-BY-NC-SA

I am not going to write anything here...

0 comments


I'm adapting the physics from the Sonic Physics Guide on Sonic Retro into PICO-8 and it's going pretty alright but my character keeps sinking into platforms?

Here's the code:

--platformer stuff
--physics model taken from
--sonicretro.org/sonic_physics_guide

--todo!
--wall collisions

function sign(x)
	if(x<0) return -1
	if(x==0) return 0
	if(x>0) return 1
end

function floor()
	local v=mget(flr((x+4)/8),flr((y+8)/8))
	return fget(v,0)
end

function _init()
	--basic stuff
	x=58				--player x
	y=58				--player y
	d=false	--direction:f=r,t=l

	--physics stuff
	xsp=0			--horizontal speed
	ysp=0 		--vertical speed
	jsp=5			--jump speed
	acc=0.1 --accelerate
	dec=1 		--decelerate
	frc=0.2 --friction
	top=2.5	--top speed
	grv=0.5	--gravity
	cj=true	--can jump? (flag)
	j=false	--jumping? (flag)

	--camera stuff
	cx=58 		--camera x offset
	cy=78			--camera y offset
	dx=58			--default x offset
	dy=78			--default y offset
	csf=2			--camera speed while fall
	csl=4			--camera speed on landing
end

function _update()
	if floor() then
		--back on land
		ysp=0
		--pans the camera back up
		cy+=csl
		if(cy>dy) cy=dy
		cj=true
	else
		--in the air!
		ysp+=grv
		--pans the camera downward
		cy-=csf
		if(cy<20) cy=20
		cj=false
	end

	--if can jump,allow jump!!!!
	if cj then
		if btn(4) then
			ysp=-jsp
		end
	end

	--left and right movement
	if btn(0) then
		--left button
		if xsp>0 then
			xsp-=dec
		elseif xsp>-top then
			xsp-=acc
		end
		d=true
	elseif btn(1) then
		--right button
		if xsp<0 then
			xsp+=dec
		elseif xsp<top then
			xsp+=acc
		end
		d=false
	else
		xsp=xsp-min(abs(xsp),frc)*sign(xsp)
	end

	--adds restart button in pause
	--menu
	menuitem(1,"restart",function() _init() end)

	x%=128
	x+=xsp
	y+=ysp
end

function _draw()
	cls()
	map(0,0)
	--camera(x-cx,y-cy)
	spr(0,x,y,1,1,d)
end
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5 comments


Cart #26557 | 2016-08-06 | Code ▽ | Embed ▽ | No License
18

My first effort with the Pico-8. I hope you enjoy it.

update:
v1.1. I added Morning Toast's recommendation. So instead of saying "items found" or "secrets found" it says how many out of how many you've found. I also made a slight change to make ending "A" a little more obvious (but not by much) and optimized a little bit bit of the code.
I'm glad everyone seems to be enjoying it. Thanks everyone! "Quack!"

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14 comments



I got bored, so have this.

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1 comment


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

1 comment


Pico 8 is an amazing "fantasy console" it really is the timple things that can do the most!

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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.

6 comments


Cart #26520 | 2016-08-05 | Code ▽ | Embed ▽ | No License

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 ;)

3 comments


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

[ Continue Reading.. ]

0 comments


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
3 comments


Cart #26442 | 2016-08-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

(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
204

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.. ]

204
54 comments


Cart #26419 | 2016-08-04 | Code ▽ | Embed ▽ | No License
2

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
18

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




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