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Game dev, got Pico-8 on the humble sale and loved it. Great way to practice or learn about making your own game engine.

This is just a quick test of an action combat/physics thingy I'm working on, posted here to show friends and save me the headache of hosting myself elsewhere.

Really like how the hair turned out. Go kill some goblins. It's okay, they come back.

Cart #35506 | 2017-01-12 | Code ▽ | Embed ▽ | No License
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it seems like all the drawing functions handle the floats fine by just truncating them anyway?

is there more memory overhead to store floats vs the int we get from flr?

what about the processor overhead from calling flr every time we want a random int?

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4 comments


Is it possible to pause or mute music in Pico-8 from script?

I want to halt the music for a short period when the player dies, and resume it when they respawn. Pause or Mute would both work in this case; I just don't want to restart the whole song every time they die.

Thanks!

This is what I currently do:

-- Player Spawns...
music(0)

--Player dies
music(-1)

-- Player Spawns...
music(0)
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8 comments


Cart #35489 | 2017-01-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first game created with PICO-8. It is a remake of C64 game 'Crillion' from 1988 (original game by Oliver Kirwa).

I re-created all 25 levels, and tried to copy the physics and controls of the original game. Still, it seems that the PICO-8 version is a bit harder to play because the ball moves faster. Anyway, please give it a try, and share your thoughts in comments.

Sorry for the sound effects, I'm not really good at creating noises/music, just turn off sound while playing... or even better: create nicer effects and let me know about it :)

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Cart #35468 | 2017-01-11 | Code ▽ | Embed ▽ | No License
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An exceedingly brief and silly discourse/joke microgame. Wander an endless graveyard, learn about daunting perils, never encounter them.

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3 comments


Cart #35456 | 2017-01-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #35455 | 2017-01-11 | Code ▽ | Embed ▽ | No License

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hello i have a problem when i want to make a pico 8 hand-held
i tried to run it under raspberry in a small display that’s connected to the pins(waveshare 2,8) but it turns out that when i start pico the signal is sent to hdmi i have another display from watterott same here if i tried it with pre installed img but if i use a script it works but i cant read the console any more...
there must be a problem with the scaling
can anybody help me with this i m a little lost and i want it so bad pico 8 is the best
sorry for my bad english

1 comment


Cart #35442 | 2017-01-11 | Code ▽ | Embed ▽ | No License
7


Hi everyone !
I just want to share with you my first project made in PICO-8.
It's a mix between shooter plate former that i've done for a gam jam.

Controls :

Arrows : LEFT - RIGHT

X : Shoot

C : Jump

Waiting to see your feedback ;)

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5 comments


Hi! I'm attempting to build my first game using PICO-8 and am having some trouble with finding an online tutorial for this specific issue.

I'm looking for a simple function that will help make a defined object spawn periodically according to a timer. I've created a moving sprite and a frame counter that counts to 600 and repeats, and I'd like to have a specific enemy spawn on frame 600, instead of just spawning at the RUN command. Any suggestions?

I've included my code below, but it's admittedly very messy, as this is my first experience with programming outside of HTML. Also, if it's out of line to just hop on the forum and start pleading for help, let me know too! :P

[box=ffeedd]--nessie
player={}
player.x=64
player.y=64
player.sprite=1
player.speed=1

--redbads
redbad={}
redbad.x=flr(rnd(128))
redbad.y=flr(rnd(128))
redbad.sprite=6

--bluebads
bluebad={}
bluebad.x=flr(rnd(128))
bluebad.y=flr(rnd(128))
bluebad.xdir=4
bluebad.ydir=4
bluebad.sprite=5

--timer
frame={}
frame.count=0

--spawncount
spawn={}
spawn.count=0

function _move()
if btn(0) then
player.x-=2
elseif btn(1) then
player.x+=2
elseif btn(2) then
player.y-=2
elseif btn(3) then
player.y+=2
end
end

function _direction()
if btn(0) and
player.sprite<3 then
player.sprite+=2
elseif btn(1) and
player.sprite>2 then
player.sprite-=2
end
end

function _screenedge()
if player.x<0 then
player.x+=4
elseif player.x>120 then
player.x-=4
elseif player.y<0 then
player.y+=4
elseif player.y>120 then
player.y-=4
end
end

function _dive()
if btn(4) and
player.sprite==1 then
player.sprite+=1
elseif btn(4) and
player.sprite==3 then
player.sprite+=1
end
end

function _surface()
if btn(5) and
player.sprite==2 then
player.sprite-=1
elseif btn(5) and
player.sprite==4 then
player.sprite-=1
end
end

function _redchase()
if (frame.count%2==0) then
if (redbad.x-player.x)>0 then
redbad.x-=1
elseif (redbad.x-player.x)<0 then
redbad.x+=1
end
if (redbad.y-player.y)>0 then
redbad.y-=1
elseif (redbad.y-player.y)<0 then
redbad.y+=1
end
end
end

function _timer()
if frame.count<60 then frame.count+=1
else frame.count-=61
end
end

function _spawncount()
if spawn.count<600 then spawn.count+=1
else spawn.count-=601
end
end

function _bluedice()
if frame.count==30 then
if (flr(rnd(128)))>(flr(rnd(128))) then
bluebad.xdir-=2
if bluebad.xdir==0
then bluebad.xdir+=4
end
end
if (flr(rnd(128)))>(flr(rnd(128))) then
bluebad.ydir-=2
if bluebad.ydir==0
then bluebad.ydir+=4
end
end
end
end

function _bluemove()
if (frame.count%2==0) then
if bluebad.xdir==4 then
bluebad.x+=1
else bluebad.x-=1
end
if bluebad.ydir==4 then
bluebad.y+=1
else bluebad.y-=1
end
if bluebad.x<0 then
bluebad.xdir+=2
elseif bluebad.x>120 then
bluebad.xdir-=2
elseif bluebad.y<0 then
bluebad.ydir+=2
elseif bluebad.y>120 then
bluebad.ydir-=2
end
end
end

function _update()
_move()
_dive()
_surface()
_screenedge()
_direction()
_redchase()
_bluedice()
_bluemove()
_timer()
_spawncount()
end

function _draw()
cls()
--clear the screen
rectfill(0,0,128,128,1)

--draw nessie
spr(player.sprite,player.x,player.y)

--draw redbad
spr(redbad.sprite,redbad.x,redbad.y)

--draw bluebad
spr(bluebad.sprite,bluebad.x,bluebad.y)

--draw framecount (del later)
print(frame.count,12,6,15)

--draw spawncount (del later)
print(spawn.count,25,6,15)

end

[ Continue Reading.. ]

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14 comments


Cart #35361 | 2017-01-09 | Code ▽ | Embed ▽ | No License

A Pico-8 greetings card.

Art and code by reallyfancy, music by radian.

Uploaded to itch earlier, and belated new years greetings to the Pico-8 BBS

0 comments



UPDATE: Today is monday the 16th.

Now leeches are one solid creature, and the camera follows their head.

Press z to lock/unlock cam.
Press x to randomise leech (only 3 breeds atm)

You can change the variable BORD to change the border size.
If you wanted, you could probably figure out how to add a new leech breed.

5 days until the deadline.

Cart #35358 | 2017-01-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

first post.
eventually this will be a virtual pet game.
I'm making it for the winter 2017 my first game jam on itch.

gradually getting my head around lua.

1 comment


Hey All,

First post here after recently picking up and playing with pico-8 (humble bundle). It's rather brilliant I have to say!

I have only been playing around with coding for a couple of months and remain very much a novice, and this is my first time using lua with pico-8.

My question is regarding tables of tables (objects I am spawning in my game), and the deletion of those objects...

Let's say we have the following little program which spawns 5 THINGS, gives them unique names, and then adds them to the list a{}. We then delete the item with NAME=3, and then print some output...

a = {}

for i=1,5 do
	local thing = {}
	thing.name = i
	add(a,thing)
end

for thing in all(a) do
 if thing.name == 3 then
  del(a,thing)
 end
end

for thing in all(a) do
 print(thing.name)
end

print("# = "..#a)
print(a[3])

Output is: 1, 2, 4, 5, # = 4, TABLE

This works fine, and is the standard practice I have been using to remove objects from the master table.

However, let's say I already know which item on the main table (a) that I want to delete by its index, say the third item... i.e. a[3]

[ Continue Reading.. ]

3 comments


Cart #35329 | 2017-01-09 | Code ▽ | Embed ▽ | No License
1

The beginning of an attempt to recreate "Combat" from the Atari 2600.

Tanks and movement only at this point. No bullets or collisions yet.

A lot of the code was borrowed from "Blasteroids" by Lulu Blue as detailed in Pico Zine #3.

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5 comments


Cart #35323 | 2017-01-09 | Code ▽ | Embed ▽ | No License


Press n to shoot and m to protect you from dmg

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4 comments


Cart #36796 | 2017-01-28 | Code ▽ | Embed ▽ | No License
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Cart #36139 | 2017-01-20 | Code ▽ | Embed ▽ | No License
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Cart #35583 | 2017-01-13 | Code ▽ | Embed ▽ | No License
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Just a little procrastination project. Not sure if it's going anywhere. Very early demo just showing movement and tiles.
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12 comments


When I try to run the code listed below, my game freezes because of the while loop. Can anyone shed some light on how I can prevent the while loop in this code snippet from choking? Or if there's a better way all together?

I'm hoping to add additional objects to these functions (though they would be single objects instead of sets of 30 and 15, but I'm not at all an experienced coder.

I was trying to borrow code from the following page: https://level0gamedev.blogspot.com/2016/05/back-to-game-code.html

I'm also having a second issue of all 45 sprites being set to foo's sprite instead of 30 for foo and 15 for bar, but i'll have to tackle that later unless someone can weigh in on that as well.

Any help is greatly appreciated! Thank you :)

function _init()
test = 0

for i = 1, 30 do
	spawn_actor(foo)
end

for i = 1, 15 do
	spawn_actor(bar)
end	

function spawn_actor(name)
	local obj = {}

	obj.type = name
	obj.frame = nil
	obj.x = flr(rnd(right_border) + left_border)
	obj.y = flr(rnd(bottom_border - top_border) + top_border)
	obj.w = 8
	obj.h = 8
	obj.x2 = obj.x + obj.w * 8
	obj.y2 = obj.y + obj.h * 8

	if obj.name == foo then
		obj.frame = 16 + flr(rnd(3))
	elseif obj.name == bar then
		obj.frame = 32
	end

	overlapped = true
		while overlapped do
		overlapped = false
		foreach(actors, function(actors)
			if actors.x <= obj.x + obj.w * 8 + 1 and 
			actors.x + actors.w * 8 >= obj.x - 1 and 
			actors.y <= obj.y + obj.h * 8 + 1 and 
			actors.y + actors.h * 8 >= obj.y - 1 then
				test += 1
				overlapped = true
				obj.x = flr(rnd(right_border) + left_border)
				obj.y = flr(rnd(bottom_border - top_border) + top_border)
			end
		end)
	end
	add(actors, obj)
end

function _draw()
	cls()
	foreach (actors, draw_actor)
end

function draw_actor(obj)
	spr(obj.frame, obj.x, obj.y, 1, 1)
end
2 comments


Cart #36443 | 2017-01-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Revast - Reverse Asteroids
Play asteroids as the asteroids, as the spaceship, or with a friend!

TODO:
+Improve sound effects
+Improve music
+Better Spaceship AI
+Better Select AI
+High Score System.

1
0 comments


Cart #35294 | 2017-01-09 | Code ▽ | Embed ▽ | No License

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