Hi, I was wondering if someone could explain this code from the manual for converting the cos and sin functions into ones which use radiens rather than gradiens and uninvert sin.
cos1 = cos function cos(angle) return cos1(angle/(3.1415*2)) end sin1 = sin function sin(angle) return sin1(-angle/(3.1415*2)) end |
I understand the maths elements it's more just the lua syntax here. And does this replace the functionality of sin and cos or add new functions cos1 and sin1 with the new functionality?
Many thanks
New in beta 3: Distortion screen effect when hit!
Managed to get some extra cart space by converting from 2 spaces to tabs, and then used the new found space for this new useless effect. It looks cool though! (A demo cart for the distortion effect can be found here.)
There is still some things i a unhappy about, such as chains and multi kills not being visually represented, but i will have to carve out a good chunk of fat from the game in order to fit it in. I'll get to that eventually.
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My first ever Pico 8 game.
I've been staring at this thing for so long, that i no longer have any idea whether it's actually any good or not. Regardless, it's done now, so i might as well upload it.

New to the Pico-8, which is already starting to feel like home.
When I was a kid, I remember playing these awful Game Gear sports games we got at a garage sale. This is my take: working your way up through the local semi-pro ladder, you can get a chance to unseat the seemingly-invincible Jeremy Mondo (I hear he's got a sponsor now!).
No particular advantage to choosing any of the characters, and some of the opponents you face early on are pretty bad - the characters are inspired by folks I've played (much less fun) games of racquetball with back in my hometown.

MAJ
- multiple enemies
- 10 levels
- points system
- board score with bonus points, level points,precision points
- new start screen
MAJ
- score
- 10 levels
- +20 pts touch ennemi with any color
- +100 pts touch ennemi with same color than bomb
- -30 pts if bomb explode without touching anything
Hi, this is my entry for the jam gamecodeur#5
It is a game inspired by bomberman and other influences.
I think i will add more content until the end, but the essential is already there.
Dont hesitate to comments.
Thanks
Lionel

Sit back, relax, and draw constellations on your own personal night sky.
Made by me with music by @pizzamakesgames.
This is a little relaxing game I made last summer after a bigger game I had been working on didn't work out. It was meant as an exercise in simply making a game for the joy of making, as well as learning pico8, and it was a success for both goals. I hope that it brings anyone who plays it a moment of relaxation and comfort.
Controls
- Move with arrow keys. Hold C to move faster.
- Select stars with X. Connect them to form constellations.
- Hold X when not connecting stars to finalise a constellation. Select a name and confirm with X, or cancel with C.
- Delete connections with X while hovering the line.
- To clear your constellations and generate a new sky, hold Down and C at the bottom of the sky.

A little game about grabbing stuff in space using a limpet, a controllable little drone. Press (X) (Z on keyboard to grab, UDLR to thrust.
Drop grabbed objects in the indicated drop area.
Written during SUSE Hack Week 2015.
Changelog:
-1.1+
- upbeat correct drop sfx
- made drop zone larger
-older: - graphics
- more game modes
- sound (WIP)
- sound effects
- drone scoring
- list of dead drones

Tetrominoes... where do they come from?
the goal of this sliding tile puzzle is to make tetrominoes.
when you make a move, there are 3 possible outcomes:
good move: you've connected 4 tiles of the same kind, and made a tetromino. +1 on score. there's a little tune. the cleared tiles are replaced by random ones.
free move: not a good move, but the tile you moved connects to one of its kind. there's a "satisfying" beep.
bad move: the tile you moved is isolated. the board shakes, there's an annoying noise.
in twenty mode, you are allowed 20 bad moves until the game ends.
in marathon mode, you start with 4 bad moves and gain one for each tetromino you make.

I export my game with "export blah.html" and play the html file in firefox or chromium-browser. When I hold down tab, which is the default player 2 button O, it seems to cause the browser focus to jump up into the address bar, search bar, and around any other anchors of the page etc. By this, it interrupts holding down button O in the game.
However, games on the BBS do not seem to exhibit this issue. For example, my same game that I uploaded to the BBS does not have that behavior on its BBS post page (I hold down tab, the focus stays in the game) but it does if i export it myself to html/js and play that file (I hold down tab, now the address bar is highlighted, now the search bar, now the game, repeats flipping around). So there may be something in the BBS HTML that keeps the browser from handling the tab key that way.
I see this on Firefox and chromium-browser both. It is cumbersome for my beta testing my game in which either player would typically hold down button "O" to build up strength. I may have to rethink my buttons. Any thoughts? I will look into maybe a little edit I can make to my own HTML exports. Thanks..
[b]2/20 huge props to ultrabrite for this easy solution

I'm a novice programmer, and am fumbling my way through making a game in PICO-8. One of the things that I want to do in my movement code is only have 4 directional movement, not 8.
My movement code is:
function move_player() --walkleft if (btnp(0)) then px-=8 end --walkright if (btnp(1)) then px+=8 end --walkup if (btnp(2)) then py-=8 end --walkdown if (btnp(3)) then py+=8 end end |
I use btnp because I want tile locked movement in my game. This might be achievable with btn, but I couldn't figure it out. One big problem with this is the lag from the initial press to when it moves again from holding the button down. Also, if you hold both up/right, up/left, down/right, or down/left on the arrow keys the player will move diagonally. This makes sense, of course, but it's not what I want.
My problem is that I do not know how to achieve what I want. My first thought is something along the lines of only accepting the most recent button input, using elseif achieves something close, but directions take priority in the order they're written, not pressed. I'd appreciate any help.
Hi all!
This is my first finished PICO-8 cart.
Its an arcade game where you high five and fist bump cats.
High five the cats with your hand moving at speed for more points. Build up a combo to get a chance to pull off a secret handshake.
Controls:
Arrow keys - move hand
X - Switch arm position
C - Switch between open hand and fist
This is version 1.1 - I tweaked the hit detection for high fives and added a tutorial skill level.
Hope you enjoy it! :)

Moving on with the graphical adventure game, I wanted to create more appealing background details and give the view out the window in the scene more depth. I also wanted whatever I created to be reusable throughout the game. So I came up with a simple, customizable function that can be referenced at any point.
You can read more at http://whiteoutlabs.com/game-development/reusable-animated-clouds-for-the-pico-8/

Color tetris variant. Use â—„ â–º â–² â–¼ [O] [X] for controls. Some weird things can happen, but it's not always a bug, it may be a feature.
Change log:
Old versions:






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