Hello!
I am horrible at Lua and horrible at PICO-8 and sorry if this question is extremely stupid.
I have a map sprite which has collision detection set up for the flag assigned to it. All good:
function platform() v = mget(flr(x+4)/8, flr(y)/8+4) return fget(v, 1) end |
However, when I generate the same sprite using a function called draw_clouds within _draw():
function draw_clouds() spr(32, 48, 54, 2, 1) end |
it appears onscreen, but my character goes straight through it.
Am I missing something?






Tiny Fish!
Fish for six fish as fast as you can. Don't go too fast, though. These fish scare easily. Once you've hooked one, reel it in slow and steady.
Avoid the boot. If you aren't catching anything, make sure your hook is pink. That means it has bait. If it is grey, then a fish stole the bait. Reel the hook in to put bait back on.
This is my first time participating in a pico-8 jam. I really enjoyed it. Thank you TRASEVOL_DOG for organizing and providing the base cart https://www.lexaloffle.com/bbs/?uid=11047



you know the picture of the pico-8 console concept at the top of the pico-8 page? well i just realized that the way the controller for it is designed makes it look like it could also be used as a mouse!
discuss other thoughts and opinions here
First cart good enough to show around!
Arrow keys to walk around, x to launch your thalassodromeus into the air, then x to flap! Don't touch water!
Not much to show yet, but you can takeoff, land, crash and reach the end. I'm a total newbie at coding so I've had to totally re-write the code a couple times.
does anyone know how I can make it so that holding down BTN x button doesn't send you up continuously? I've tried btnp and messing with timers but can't seem to get it right (which is frustrating because I actually had it working in a prev. version but forgot how I did it).



Simple puzzle game about matching squishy colorful blocks.
No buttons, just arrows to control.
Just try to get a high score. Make sure not to get too many blocks. Bad things will happen if you let too many blocks appear on the screen. And you should definitely not try to make that happen as fast as possible.
Made for the GAMES MADE QUICK jam https://itch.io/jam/games-made-quick
A game that initially started as a copy of rabidgremlin's tutorial has diverged and after much trial and error became the game you see before you today! Thanks to rabidgremlin for providing me with somewhere to start.
FOR TWO PLAYERS
FEATURES
Tron-like action for you and a friend!
A turbo button for strategic go-fast!
A quick play mode that skips all the fuss of game options and goes straight to the action!
Games that can be played to anywhere from best of one to best of 17!
15 selectable player colors!
For the friend that can't stop getting wrecked, use the handicap mode and set individual win scores!
Some okay bleeps and bloops!
I noticed a lot of people have questions about collision detection and response. This is my first attempt at axis aligned bounding boxes. The collision detection works great, but the collision response could use work. I have to call the collision detection function twice per frame, for detecting collisions on each axis, which seems wasteful. Also, the objects move over each other on the y axis a bit:/ idk why. I would appreciate any suggestions, also, please use this if you find it helpful!

Finished! Currently my only released game for Pico-8 hoper you enjoy!
Scrolling text was done by creating a timer variable, and placing the text at x-timer
Minor update for breakout, here's what's new:
-Level completion fanfare
-Slightly less buggy collision detection
Here's my entry for tinytvjam! Very primitive version of breakout, using sprites for level data. The collision's not perfect, and the levels are all identical to play, but whatevs.


this is my submission for GAMES MADE QUICK???. it also has an itch.io page. here is the description quoted from there:
"hi. this is a toy i made. it has no real ending, but feel free to try speedrunning it anyway if you wish.
as there's no sound, please provide your own ambience, relaxing or otherwise.
you may encounter bugs. the bugs are intentional and cannot be destroyed. good luck."



Annihilation 3150 is an accurate depiction of what the world will be like in the year 3150. Death, destruction, cyborg armies roaming the streets killing and maiming everything in their sight. Hug your kids, and be glad that you are alive today and not in 3150 because you wouldn’t stand a chance of surviving!




First game...
Adapted from "Squashy" example in Picozine #1
Added:
-Animated splashscreen
-4 difficulty levels
-Improved collisions
-Progressive difficulty
-Highscore saving
“A babe, a stogie, and a bottle of Jack. That's what I need right now.”
Duke mused on his recent defeat of the Rigelatins, his voice raspy even in his thoughts. After single-handedly saving Earth -again- he was ready for a long period of lying the hell down.
“And no more freakin' aliens.”
Just then, a white-hot plasmatic blast punched through the hull of his cruiser. Klaxons flared, warning lights flashed, and static filled his monitors. He flipped on his comm.
“Hey, anybody out there? I got a little probl...” Duke started.
“Mayday! Mayday!” the radio replied. “Los Angeles is under attack! There are aliens everywhere, and they've mutated the LAPD. Is anyone there? We need help!--”. The transmission went silent.
"Great," Duke grumbled as his careening ship missed a skyscraper. "What's the problem with all these aliens attacking Earth anyway? How many alien races have to get their asses kicked?"
Duke slammed his fist into the waiting eject button.
"I guess one more."
So, this is an extensive mod of Star Beast by electricgryphon.
It adds ammo, music, and changes almost everything to be Duke Nukem themed.
What I have to say - just have fun! Because of Pico-8 limits the Doom-style original can't be recreated.
(CC) 2017 Adrian Makes Games. Original by electricgryphon.
Duke Nukem is (C) 1996 3D Realms.



