So I am trying to figure out a smart or elegant way to take a table of collidable objects and do collision checks on a each to all basis. But as I think about it, I am unsure how it will work out. I might have the first object colliding with two other objects. I could just have it handle collision on the first object from my list, and change its position appropriately. But then I don't do anything with the second collision.
Then, the second object from the array was colliding with the first, but now it isn't. So when we run the collision checks, we end up with no effect on this object. If I try to change the collision behavior to displace the two colliding objects instead of just the first one, then both might be out of collision with the third.
Anyways, I think I realize that all of this depends on how realistic the physics needs to be for your particular game. I just got confused in a hole of if then scenarios that began to escape my grasp. Any one have thoughts or methods for this type of problem?


Complete the course as quickly as possible!
There's one easy to find secret.
Made for Global Game Jam 2017 at Volta Labs in Halifax, Nova Scotia, Canada
Version 1.5 - Timer didn't reset! I fixed that.
Version 1.4 - After I was so kindly reminded it was 2017, I changed the year in the loading screen to reflect that.
Version 1.3 - Some minor bug fixes, game bugs. The game now runs great!



Part of the Tiny-Tv Jam as organized by TRASEVOL_DOG.
A recreation of The Legend of Zelda: Link's Awakening DX for the Gameboy Color.
Tab to turn on the Gameboy Color.
Outside:
Z and X to chop bushes with your sword
Directions and to walk around.
Once you enter the trendy game parlor:
Z and X to move the crane. The crane can only be moved right once, and down once before it will start to grab. If you grab all the items then there could be a HUGE PRIZE in store for you.
Good luck! Sorry for riding on the nostalgia wave.







This is my entry to TRASEVOL_DOG's tinyTVjam: A basic port of Dr. Mario. Enjoy!

Instructions:
- Clear the bottle from viruses (flashing blocks) matching their colors in groups of 4 using the falling pills.
- Move the falling pill using the d-pad.
- Rotate the pill using <z> or <x>
- Difficulty increases on each level by adding 2 more viruses and pills falling faster.
- Progress gets saved each level is cleared so you can try again where you failed.










My first actual Pico8 game and it's a TinyTV jam submission. Bit rough around the edges and some commented out blocks in there, but it works!
I honestly spent a lot of the time figuring out how to work with pico8, and learning to use printh which is a godsend.
The controls are just tab to turn on the tv, arrows to move and find the exit to progress to the next level. I hoped to make music that would change along with the palettes but I didn't make any. D: Need to learn how to compose nice sounding stuff and not just grating noise, but that's my next challenge.
Hope you have fun! (sorry I couldn't find a good way to include 'score')




TAB to turn on TV
UP to start engine
And then just LEFT and RIGHT and good luck.
This is my first PICO-8 game and my first finished game overall. (Got like 5 hours of "experience" in GameMaker, but had a hand full of Turbo Pascal classes in school 20 years ago AND started a Wordpress blog once so totally a pro.)



So, there it is, my submission for the jam !
It's also my very first PICO-8 cartridge :D
(actually, the first one that I complete & share, but shhh)
This was made in a relatively short amout of time, by a newbie, so it's not super complicated. But it's the first time I finish a project I've started in months, so I'm quite happy with the result ;)
Feel free to suggest changes in the code =)
(and if you desesperately need a TV reskin in those last few hours, take this one! it's completely original)
[b]Changelog:

TINY RIVER RAID is my submission to TRASEVOL_DOG's excellent "Tiny-TV" jam.
River Raid was my favourite game growing up with an Atari 2600, so I've tried to do my best to honour the original (quite tough with only 10x11 pixels!).
All levels are procedurally-generated, just like the original. So in theory, the game is endless!

INSTRUCTIONS
• Fly as far as you can down the endless river (don't forget to shoot bridges to enter new areas!)
• Look out for ships, helicopters, jets and oh... hitting land!
• Push forward if you wanna go faster (or pull back if you're scared) ;o)
• Finally... don't forget to COLLECT FUEL by flying over Fuel Depots before you run out and crash!

RELEASE HISTORY
• 1.0: First version






Here's a small update. I added a small title screen to the game.
Old versions below
(I need some sleep right now after ggj2017 so it's just a copy pasta of what I wrote from the ggj17 site for now)
Ode to joy is my first pico8 game. It is a simple platformer. To win, gather all music notes, and heal the sad 'Do' notes by singing next to them with all your grace! There's not much to do in this game, but hopefully you'll find it cute or something. Left and right keys to move, X or Up to jump, C to sing. (QWERTY or something, dunno)


COOKIE! BURGER! KITTY! DONUT! KITTY! COFFEE!
Don't get overwelmed, save the cats, heat the food, be a microwave hero.
Beware, it's speeding up!
Made this in a few hours for #GGJ17 and #tinyTVjam.
Used only my pocketchip with pico8 and my smartphone to upload.
Thanks @TRASEVOL_DOG for #tinyTVjam and the base cart.
Listen when you lose, you will hear your score :)







You play Ben Eath, the surf ace. Let the sea waves bounce him up into the sky, to hit stuff and score high. A pinball'ish game made for the global game jam 2017.
Have fun and let us know what you think!
made by Patrick (pixels, bleeps, gamedesign), Georg (pixels, code, gamedesign), Dominik (code, gamedesign)
CONTROLS:
All controls are shown to you in the game.
OVERVIEW
A spy game inspired by Metal Gear on NES. Get 3 important documents and escape before the enemy sees you!
Made for Tiny-TV Jam.
ALSO ON ITCH.IO!
ITCH.IO LINK
(CC) 2017 Adrian Makes Games. Made with love for Tiny-TV Jam. Music borrowed from Metal Gear, covered by me.



This is a Game Jam project for Global Game Jam 2017.
It is a concept test for a wave based puzzle game. The grid has resonator nodes spread across it, and the player can use the mouse to trigger slowly spreading waves.
A node that is hit by a wave will resonate with its own wave. Different nodes have different resonance response.
The goal in the current design of the game is to cause all the nodes to resonate.
Pressing Right-Click will randomly generate a new level. The first level is hard coded and static.
As this is an incomplete concept test, it is more of a toy at the moment but it's still fun to play with. I intend to revisit this game later on and continue its development.
This game is based on Space Taxi for the C64 and Ugh! for Amiga/DOS.
You are the pilot of a taxicopter and you make a living by picking up passengers and flying them to their destination of choice. The longer you take, the less money you earn.
To pick up a passenger, land nearby and wait for them to board. Colliding with your waiting or walking passengers would squash them and send them home unhappy ;)
This is my first Pico-8 project and has been quite the learning experience. At this time there is only one level and no fail/win states. If time provides I will slowly enhance the game over time, hopefully reaching completion.





This is my first ever game jam entry. I'd like to thank TRASEVOL_DOG for putting the Tiny TV jam together. I've had a lot of fun making this!
TL;DR
Columns, except you're racing to score 1024 points in the quickest time possible by making combos. Try to beat five minutes.
Aim
Whenever three or more blocks of the same colour are lined up, they'll disappear and you'll earn points. The aim of the game is to get to 1024 points in the quickest time possible. (Why 1024 points? Because the score is displayed in binary across the top of the screen...) My fastest time at the moment is just over 5 minutes, but I'll bet that time can be smashed. Your finishing time is displayed when you get to the target score.



