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Hi ...

I am looking for some guides / guidance when it comes to checking for collisions between sprites. I have found some excellent tutorials that have given me a set of strategies that I can use when working with shapes created by rectfill() and circfill() but I am struggling to bring these ideas to situations where I have created my own sprites.

All I am interested in doing right now is finding a way to check if one sprite is touching another but I am not sure how the 8x8 grid that we are given for our sprites can be read / checked for - most particularly if a sprite doesn't take up the full 8x8.

I am basically starting from scratch here and any help, guidance or suggestions for something to read / watch would be greatly appreciated.

Thanks

D.

7 comments


Cart #33012 | 2016-12-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a very cool and crappy PONG adaptation with some quirky bugs that will make a funny game experience!
Check it out NOW

Use up and down to control the bat, score 9 points to win the match!
Press FIRE to start

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Cart #33264 | 2016-12-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #32980 | 2016-12-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A civilization game inspired by Reeelz.
You might wanna try Reeelz (free on Kong) first as a warmup, since it shares some of the mechanics.

Time worked : ~3 weeks (too long, even if it was fun)
When you get to age 4 you win. I had more ideas for higher ages, but I was getting short on tokens and way past the point of diminishing returns -_-
Some combos at age 3 are pretty much here for thematic purpose and otherwise useless (like Horse).
This will change though if I eventually resume the project on another device.

Note : I am not english native speaker, so I'm interested in any error or weird text you might notice, for the sake of improvement :)

[b]Commands :
Left / Right / Up / Down : navigate around the wheel
C : Action

UPDATE v 0.2.9.1 :
Made the instructions clearer ! Hopefully the mechanics are less confusing now. Let me know what you think ;)

[ Continue Reading.. ]

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Hi my name is Benjamin and this is my first cartridge.
In this I am showcasing how to do very simple collision detection, inspired by Scathes game which you can find here: https://www.lexaloffle.com/bbs/?tid=3116

Don't be afraid to ask questions if you have any!

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Cart #32971 | 2016-12-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just something the family and I are making together :)

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Just before I purchased PICO-8, I found a cart through the web player that was a vector-like racing game against a single AI opponent. Your car looks vaguely like the ship from Asteroids, and there is a turbo button that allows you to boost periodically. The view is top-down around a track where the viewport moves to keep your car in the center as the flat track "moves" around you. I believe the normal race length is 2 laps.

I'm quite interested in playing this cart again on the PICO, but I've searched for days without success trying to find it again. Would anyone happen to recognize the cart I'm talking about and know the name of it?

Rodney

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Cart #32957 | 2016-12-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Your job is to put strawberries on top of pieces of cake.
If you waste three strawberries, you will be fired.

Controls
Z: Throw a strawberry

Made with Gryphon 3D Engine Library

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13 comments


Does anyone have some advice on how to make a character warp smoothly to the opposite side of the screen? I tried taking a stab at it myself here in my platformer, based off Johannes Richter's game from Picozine #2, and while it's perfectly functional, it looks a little awkward.

Basically I'm looking to have the character appear at the other edge of the screen, but when he falls from the top or walks in from the left, he appears 5 or 6 pixels from the edge, rather than right on the edge of the screen.

I hope what I'm saying makes sense, sorry if it's worded a bit unclearly...

3 comments


Cart #33060 | 2016-12-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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(Edit: I used the save @clip feature of pico-8 0.1.9b, but I noticed that I couldn't play it on the pocketchip. Now I saved a .p8.png old school style. Hope that works better. I also changed the cartridge label to a hopefully more selling one. )

This is my first pico-8 project, and also my first venture into LUA land. It is a game heavily inspired by Dice Wars by Taro Ito.

The characters are inspired by the main character in Kingdom of Nerea by Davit Mazia.

The game is not yet done, but perfectly playable. Please try it, and give me all the feedback you have. What's good, what's bad, what's missing, what's confusing?

Any feedback is greatly appreciated!

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Any coders interested in making a Pico version of Joust, the classic Atari arcade game?

If there's any interest I can start on a cartridge with the graphic and sound assets. I just don't have enough knowhow yet to code everything and would like to learn.

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My 11th one-game-a-month project, and my 3rd Pico-8 game. Mostly procedurally generated, with a few sprites for decoration. Main character by Adam Atomic.

Post high-scores below!



Version 1.2

  • New music and sound by @gruber_music

Version 1.1

  • Improve rendering to remove glitches (thanks ultrabrite).
  • Commented code and removed unused logic.
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The game I am currently working runs smooth in Pico-8 EXE but when I run in Chrome it has significant perf issues; often dropping frames causing hitches.

Is this a know thing? Is there a way to help with this, or diagnos it better?

A couple things:

1) I am running at 60 fps.
2) I do a LOT of dynamic allocations and discarding (its an endless, procedural game).
3) Stat(1) returns about .3 in best case, and .6 in worst case. Does stat(1) account for FPS target or is .6 on 60fps .1 over budget?
4) It runs totally smooth in Edge Browser, but buttons don't work properly (missing release events i think) and image is blurry (not using point filter).

Thanks!

Here's the game:

https://www.lexaloffle.com/bbs/?tid=28132

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Cart #32855 | 2016-12-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A classic that needs no introduction; Now on the PICO-8

The code is very easy to read and change and has X/Y coordinates (commented out) which are button overlays.

Enjoy.

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Cart #32843 | 2016-11-30 | Code ▽ | Embed ▽ | No License
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I made a clone of Flappy Bird for practice.

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This is part of the code I wrote to make a "foolproof" physics engine (meaning there's no way for an object to pass through a block by going too fast). It uses mget to check if a tile is there or not which should be pretty fast although maybe not the fastest. This is based on the blog post by Towerfall creator Matt. Although there's missing features like moving solids and stuff it's inspired by it.

If you haven't read the blog post about this you should, it's quite insightful!

http://mattmakesgames.tumblr.com/post/127890619821/towerfall-physics

Cart #32831 | 2016-11-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls:

arrows, o to jump normally, x to fly really fast upwards to show that you won't pass through things
at extreme speeds.

Feel free to use this code.

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9 comments



Don't go in the grass

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As I am slowly returning to Pico-8 and I am tempted to make a Pico-8 3d printed console with CHIP, I had an idea.

How about attract mode for splore?

Just like arcades (and some console/computer games) in the past. If the machine was on and not used for a period of time, it would start a demo showcasing the game. Basically it was the game playing by itself (although it was often pre-recorded input by real players).

As Pico-8 is mostly a fantasy home console, we don't need anything too fancy. We can always let Pico-8 play some pre-recorded gifts. If we want to get to the nitty gritty, we can have a command that will record input and then play a cart by using this input.

I am not really sure if we really need this feature, but I think it would be a nice addition, especially when showcasing Pico-8.

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This is mostly done, I'd like some testing and feedback before I'd consider it complete. All thats really left is another song I need to make, barring any major bugs.

https://splixel.itch.io/picocross-rc1?secret=Jp2KRiuGT6wxAMWWTjLVDLPDpHM

It's a picross puzzle game, so the rules are exactly same as picross.

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Cart #32948 | 2016-12-03 | Code ▽ | Embed ▽ | No License
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Controls: Left/Right arrow keys to walk, Up arrow key to jump. C key discards coins.

You can only carry six coins at a time, and as you collect more coins you become heavier and can't jump as high.
When your pockets are full, you can't jump at all!

Update 2.12.16a :

  • Fixed the screen warping to look less awkward.

Cart #32934 | 2016-12-03 | Code ▽ | Embed ▽ | No License
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Update 2.12.16 :

  • Added some background tiles!
  • Added 4-way wrapping functionality: The player can pass through the top and bottom of the screen!
  • Disabled jumping when the player has maximum weight.

I'm not sure if I'll keep the screen wrapping mechanic as I want to maintain the risk of falling due to not being able to jump while over encumbered, but it was fun to implement either way! I'll toy with this some more and see how I feel about it.

In the next update I'm hoping to add another new little feature to this "game"...carrying a lot can be a disadvantage for upward movement, but what about [i]downward

[ Continue Reading.. ]

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Cart #32789 | 2016-11-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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now you can change size !

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