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I'm working on a game using a large map, though it's made using about 6 sprites that make 3D buildings. I'm wondering if there's a way of using the Sprite Flags in the sprite editor to only Hitbox my 6 sprites instead of having to hitbox the entire map manually. Thanks in advance!

Le Dook.

2 comments


Hello Pico-8'ers!

I've been wanting to be able to make a game in which you explore a large game world that is bigger than the available map space in Pico-8 for some time now but I can't see an easy way of doing this. I've seen people using bits of the sprite space but I'm still not sure how they achieve this.

I'd like to be able to have a giant game world similar in size to that of 'Duck Duck on the Loose'

If anyone knows of ways to do this i'd love to here your ideas!

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Cart #39763 | 2017-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi,

I was listening to Amiga music the other day and fell on "Vaxine", a game I played on those days for quite some hours. You ran on a flat matrix, shooting at viruses that kept trying to gather. "That would be a cool game to make in Pico 8", I thought, and voilà! Just the beginning of course. Never made anything in 3D, and well this is neither, as it's just a bunch of factors thown together to bring fake 3D. But it looks cool imo so let's see how far this can go this way.

I still have my "WhoDares" to finish though, that takes all my spare time (update very soon), so Antidote is not in a rush for now.

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Here's a silly thing that came out of another thread where I was contemplating parsing game content out of strings, and just how far to take the idea. Eventually configuration/data formats always end up becoming programming languages (heck that's how Lua got its start), so why not just make it a full programming language from the start? Get a jump on Greenspun's 10th rule.

So, I implemented lisp-8, a small lisp dialect intended to be used in pico-8 carts. The core code is about 1400 tokens after some fairly aggressive (ugly) optimizations. I could cut it down by about 200 tokens if pico-8 ever exposed Lua's _G variable.

And of course, once you've got a scripting language embedded in your game, why not allow your players to type in code and make a full programming game out of it?

Of course, it might take a week to type in your program with the limited input available on pico-8. So if you don't want to type in code yourself, hit tab to cycle through some sample lisp statements.

Cart #39744 | 2017-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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So my 6-year-old son loves PICO-8 and it sort of accidentally ended up being his introduction to programming. Yay! BUT after we really got into PICO-8, the Splore command was introduced and now there's this totally new vector for him to receive content that is not vetted to be kid friendly.

I totally see why everyone loves Splore and it's great for basically everybody but my family, so I was wondering if there was any way to prevent our install of PICO-8 from downloading remote carts. If that existed, I could create a whitelist of sorts by downloading appropriate carts and sticking them in his carts folder. Alternatively, if we could somehow disable the Splore command in our install, that would also work. The least desirable alternative (but still preferable to the current state of affairs) would be obtaining a pre-Splore version of PICO-8 and the manual.txt for that version.

Are any of these sorts of things possible?

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I like the new "hidden" feature of the BBS, but it doesn't render markup correctly beyond simple text. Here's a "code" inside a "hidden":

print("hi")

Of the several possible uses for hidden, I want to be able to show and collapse long "code" regions, and it doesn't yet work for that. (There are other potential UX solutions for that use case, but that's a valid thing to want to do inside a hidden region, I think.)

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Cart #40582 | 2017-05-14 | Code ▽ | Embed ▽ | No License
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LLE is a level editor that supports multiple layers, with each layer stored on cart as different sections of the map. LLE works by loading the sprite and map data of a user's cart, making changes, and saving back to the cart. Be sure to download LLE for best effect!

For demo purposes the cart comes with a small selection of sprites and a level made with them to show off the editor can do, but otherwise to actually use LLE you have to tell it where the layers are and how big the level is; all layers are considered the same size.

working_cart = "" --file name (with .p8) of the cart you want to edit
lvl_size = {width,height} --in map cells, overall size of the level
lvl_layers = { --starting point of each layer of the level on the map
  {x,y}, --each layer is an x,y pair, like so
  {x2,y2}
}

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Cart #39731 | 2017-04-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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press left mouse button to start
press right mouse button to reset
music from matt tuffles pico-8 audio tutorials (a bit modified)

Cart #39727 | 2017-04-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Here's an example project that shows how to use verlet physics in your projects. I'm still reading up on the subject, so this is really just a fancy demo at the moment. I'm going to add in edges and then try and figure out how to control objects with forces or impulses.

Github Source
Github Page

Cart #39723 | 2017-04-17 | Code ▽ | Embed ▽ | No License
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Hey everyone,

Pinkbunny is back \o/ In this third installment of the Puzzle Cave series Pinkbunny must travel back in time to the 1970s and stop Dr. Eyevil from altering our time line.

Puzzle Cave III - That 70s Bunny

  • fresh from Revision 2017!
  • 15 levels
  • hard and slightly harder puzzles
  • story and cut scenes
  • music ! \o/
  • a pink bunny that goes by the name of Pinkbunny
  • not for puzzle solving beginners ;)
  • game keeps track of your achievements during a session

Have fun!

Cheers!
Team Hackefuffel
jco, g1d30n & gizmo

P.S. Post your final score!

Edit: Version 1.2 sound bug fixed

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Cart #39709 | 2017-04-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Well now, instead of going completely bonkers and making a game in secret over the course of a few months, I figured I'd do something a little different this time, and perhaps a little silly. All I have right now is this title screen that's probably consuming far too many tokens, a few sprites, and a vision. I have other obligations right now, but I'll probably chip away at this thing here and there and keep this thread updated with the latest and greatest.

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Cart #41233 | 2017-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Aim
Score 10 belief points by keeping your followers happy. They like trees and plants, and eating tasty corn. They don't like swamps, being stuck in one place or things being on fire. You can also win by making your opponent's (Omnicow) followers unhappy.

Controls

Arrow keys - move
Z - use power
X - change power

Story

Once, Henry was just a regular pig. He dreamed of being a magnificent wizard who was popular and cool. Through the sheer force of his own will and the belief of the nearby villagers, who saw promise in him - he became a giant flying head with reality bending powers. Summoning a mountain from the earth, he marvelled at his power.

"I will use my powers for good, and make my followers happy, with lovely forests and magical instant-corn from the fields"

As he said this, the earth shook and a giant cow's head appeared from behind the mountain he had just conjured, spitting fire from its eyes"

"Or maybe I'll just ruin someone else's day"

[b]Powers

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Cart #39699 | 2017-04-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is an amazing new game that I am developing. You begin life as a small turtle chased by spinach leafs. As each spinach leaf hits you, you gain weight and grow until you become a full 8x8 fatso. At this point, Dr. Naz appears to instruct you to lose weight.

Coming soon: a new half of of the game where you have the opportunity to lose the weight you've put on by running from the spinach leaves. After that, workout and calorie counting levels currently under production.

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There's not much gameplay here at the moment - just wander around the maze. It's mostly an exploration of some procedural generation. I might yet try to build a proper game around it, but I thought it might be of some interest on its own.

Features:

  • 16x16 room maze generated with Kruskal's algorithm plus some extra connections to make it more interesting.
  • Basic random room generation so that each room has connections to adjacent rooms that match up.
  • Automatic wall borders.
  • Textures assigned by randomly combining a selection of 3-colour palettes with a number of different wall, floor and border textures.

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Cart #39696 | 2017-04-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #39683 | 2017-04-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A work in progress remake of Wetspot 2 by Angelo Mottola.

Gameplay closely follows the original.

Work in progress.
First world complete, penguins can't shoot snowballs for now.

Please give feedback on this!

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Cart #39678 | 2017-04-15 | Code ▽ | Embed ▽ | No License
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What is SCUMM-8?

SCUMM-8 is a PICO-8 "demake" of the SCUMM engine that powered most of the classic LucasArts adventure games, such as Monkey Island and Maniac Mansion. However, it is only (heavily) "inspired" by the SCUMM engine, not a true replica - for that you'll want good ol' SCUMM-VM.

My plan was to make it possible for anyone to make their own point & click adventure games in PICO-8!

[box=#e0e0e0]All the code and API documentation can be found on GitHub (link below):

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By now, you most likely have heard kids talking about something called "M-BIRSIO" and sometimes just shout "MM... BIRSIO! MM... BIRSIO!" while drooling. Well, now you can find out what it is by inserting this new exciting cart from Tic Tac Toad in your PICO-8.

MICRO MURDER ( but it's robots so it's OK ) is a game of ballistic extermination for 1 or 2 tactical modules, organic or otherwise. Assert your domination over four pictoresque and extremely resource-rich celestial bodies using a flexible arsenal designed to fit any situation.

FEATURES

* streamlined "artillery duel" gameplay similar to Worms (or so they 
  say, Tic Tac Toad has never heard about any kind of worms except the one 
  in Worm Nom Nom, also available now from Tic Tac Toad)
* a game for 1-2 players
* a sometimes quite cunning AI
* an endless amount of randomly generated levels on four different planets
* tweakable gameplay parameters

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Cart #39671 | 2017-04-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First real test-case for a 3D prop editor I've been making for Pico8.

There's no interaction in this demo - it's just four cars that drive around the screen. They also don't do any collision detection or avoidance, so they just drive through each other sometimes.

The point of the tool is that it lets you create and edit simple 3D props for use in Pico8 games. The editor is made in Pico8 so you can get a live preview with the same renderer that gets used in-game (crucial for lo-fi rendering!). The other reason that the editor is made in Pico8 was because it seemed like a funny thing to do.

If you clicked the link to the gif above, you may have noticed a familiar face - the tool can import triangle meshes, so that clip is showing a render of Suzanne (the test-monkey from Blender).

The workflow for making the cars goes like this:

  1. Make a car mesh in blender

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