It was suggested I post this here, so I'm just going to copy/paste. This is a write-up on how I jumped some hurdles to make my rpg WaGa (having issues uploading the cart to here on my phone, I'll put it on soon)
PICO-8 and limitations
So, indie games are usually made to emulate older games, and follow similar restrictions. That's cool, but older games, at the time, were all trying to break past those restrictions, this gets a bit lost. PICO-8 is a platform given to us that attempts to force us to follow some restrictions, so now we get to make games exactly like older games: pushing those limits.
So recently I made an RPG for PICO-8, WaGa. I hit the token wall pretty quick. I had a lot of data, 50 some items, 8 enemies, enemy groups, stair exits, 4 characters with stats, and a bag that could hold items, and so on. PICO-8 follows a subset of lua, so I had to get fairly creative.
The biggest thing I found I could exploit, by far, is strings. One string is just a variable, and follows the same one token count as any other variable, this really opens things up. The only string function PICO-8 gives you is sub(), which is, as I found, all I needed to get done what I had to get done.
I did need a few other functions though. I needed explode, and I needed a string->number function. I think to myself, if I have these, I can have my entire set of items only take up one token! Had I really wanted to, I could have all of this a step farther, and had one huge database string itself, which i explode into datasets, which i explode into arrays.
Heres an example, my item dataset
--item

You are the infamous cat burglar Slyboots, and you've been forced out of retirement because copycats are making a mockery of your legacy. Show them who the real Slyboots is! Use the arrows key or gamepad to move, collect the treasure and exit. But which one are you?
Created by Jonathan Decker "Lokno" during Wizard Jam 4, a game jam put on by the Idle Thumbs Community.
Itch.io event page: https://itch.io/jam/wizard-jam-4
See the forum for details.
https://www.idlethumbs.net/forums/topic/11099-welcome-to-wizard-jam-4
Chase the kids back to their mat.
Arrow keys to move.
Z to scream, hold to increase radius.
Kids will run directly away from you.
Kids will run further from longer screams.
X to scoop the choup.
Kids left unattended will choup on the carpet.
16 choups and you lose.
100 points everytime you chase a kid back to the mat.
750 points every new level.
music from woo Pico-8 demo.
Dear all,
Can anyone see something wrong with this line of code...
if (sub(m[n],f,f)="1") then rect(f*5,n*5,(f*5)+5,(n*5)+5) |
...as it's giving me this syntax error...
')' EXPECTED NEAR '=' |
It sits in this nested loop:
for n=1,10 do for f=1,15 do if (sub(m[n],f,f)="1") then rect(f*5,n*5,(f*5)+5,(n*5)+5) end end |
Any help much appreciated as my eyes have dried out looking at it!
tobo

Game about carefulness, danger and ardor. Magic garden has overgrown with evil weeds, and old gardener invited you, two spirits, to help with this trouble. You have mystical powers to ignite and extinguish everything around, so your aim is to destroy all weeds on the map. I highly recommend to play this game with someone in pair.
A Pokemon Yellow Demake! (Not Complete)
Sorry, this cart is likely to not be complete by me since I haven't touched it in several months, but I didn't want all the art work to go to waste so I put it up anyways. I hope someone gets a bit of nostalgic joy from seeing something that is (fairly) accurate to the real game on the Pico-8!
I learned a lot about sprite art design and music from recreating this game. If someone would like to work on it further and you have any questions, you can send me a message on twitter @illMadeCoder, I'd love to help!
Thanks for checking out my cart!
From illMadeCoder

Hi there,
we had some fun using PICO-8 yesterday on a Raspberry Pi which was connected to an old CRT TV. It looks very cool and authentic that way, however, something that would be really nice to have would be a "4:3 stretch mode", where the whole picture would be stretched into 4:3 format, keeping the 128x128 pixels but making them non-square (1:1.33333). This would look even cooler in my opinion (in fact, the NES also had a nearly square resolution but it was stretched in a similar manner when connected to a TV).
Would be cool to see that in a future version of PICO-8!

It's been a busy month, and this is the only thing I was remotely happy to put out. I thought I could make parallax happen, and I kind of did, but then I liked the parallax so much I didn't know what else to do. So here is this chillout thing where you just fly your plane up and down and listen to the rain. Up/Down arrows to move.

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.






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