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Hi all!

I would like to build walls for a shoot'em'up and I know I can obtain the result with map.

What I do not understand is how to make the drawing dynamic.

For example I have the sprite 0 that contains my wall and I would like PICO-8 to draw walls on the side programmatically.

What would be the best approach to do so?

Thanks for your time and patience.

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Hi all!

I have this collision function:

function are_colliding(entity_a,entity_b) -- are entities hitting each others boundary and not the same type?
 return entity_b.x < entity_a.x + entity_a.w and entity_a.x < entity_b.x + entity_b.w
 and entity_b.y < entity_a.y + entity_a.h and entity_a.y < entity_b.y + entity_b.h
end

It works almost fine but it is not pixel perfect.

I would like to use it in my games and make it as flexible as possible...
For example an issue I am facing is that in my pong game I can have a round ball or squared ball, depending on theme "classic" or "modern".
This moves the "x" and "y" coordinates of the object I take into account and ruins the collision (here's the game in case it helps problem comprehension - collision is still done there "manually"):
https://www.lexaloffle.com/bbs/?pid=43786#p43786

Do you have a suggestion on how to make it as general as possible?

Thanks for your time and patience :)

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Hey, Zep, I know there's a built-in OS, but I think it would be cool if people cool make their own to use and share like carts.

But what would be great is if you could put in code that will allow you to run cart from the carts from the forum like the default OS

Appreciated if you at least read this post

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Are you able make a cart open automatically when pico-8 is opened?

Is it also possible to make custom key commands?

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Cart #43771 | 2017-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I'd like to get in to the demoscene and decided to learn how to do some well-known effects. This is a basic demoscene plasma effect.

http://lodev.org/cgtutor/plasma.html
this webpage helped alot!

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I'm going to talk about how to do this on Mac OS, sorry PC users

in order to do this, you will need to plug your PS4 DuelShock© controller into your computer

Then you will have to purchase Joystick Mapper

Then open joystick Mapper and make a new preset

Then config the preset to Pico-8 controls
Tip: press scan to easily pick the button/joystick you want to use

When done, exit the window and press the box in front of the preset to activate it
then use the controller test i supplied below to test it, change the settings if needed

Viola!


[ Continue Reading.. ]

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Cart #43804 | 2017-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made this for my college art museum; they were looking for writers but I'm not really, so I said I would make a video game "poem" of sorts instead, and they indulged me :)

It was in response to an exhibit that included some "lost works" — pieces that are listed as being in the museum's collection, but cannot be located; instead we just had the label information of the missing work of art.

This game is inspired by that label information; I knew nothing about the painting other than what is there on the title page.

It's not much of a game; not much to do but walk and read. Thank you for your indulgence and time, if anyone plays it! It's short, maybe 5 or 6 minutes long.

Many thanks to oli414 for his dialogue text box lib which i keep using.

And to Robby Duguay for the song "Melancholy" from his "9 Songs in Pico-8".

And morgan3d for introducing me to PICO-8, and zep for making it (also I think I have bits of code in this from both of you.)


Changelog:

1.02 yeah I f**ked up on 1.01 it's all better now :S
1.01 Adjusted "GAME OVER" sequence at very end
1.0 Original release

Cart #43763 | 2017-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #43757 | 2017-08-30 | Code ▽ | Embed ▽ | No License
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Faerie Hitball is more or less an exercise in making a game entirely on a pocket C.H.I.P. There are many like it, but this one is mine. You play a glowing butterfly-winged creature with a racquet. Follow the ball and hit it with that racquet, see if you can break the high score of buffer overflow!

Controls: arrows (move) + button 0 (swing dat racquet)

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Cart #43741 | 2017-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I saw a couple of articles earlier about the Fizzlefade effect from Wolfenstein 3D. It's a transition effect that draws over random pixels, but never draws over the same pixel twice.

I thought this was a cool trick, and I wanted to try it out and see it in action, so I implemented the Feistel network technique from antirez's article. Posting here in case anyone likes the effect and wants to recycle the code.

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Cart #43755 | 2017-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


NOW IT WORKS :D
sorry about that.
hopefully next time I won't have to look up the code to stop or move something.
Cart #43754 | 2017-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


I have now added code to stop the paddle on the screen sides!!!!!
I am a bit ashamed that I had to look up the simple code though :<
anyways I learned how to stop them :D
Cart #43733 | 2017-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

[ Continue Reading.. ]

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Hi there,

I wrote a script which helps to write lua code in an external editor. The script listens to changes in the .lua file and re-integrates the lua code back into the .p8 cartridge. Each time you save.

So you can happily change lua files and edit assets in Pico-8 and everything gets merged back as soon as you save. Write some code in your editor, switch to Pico-8 and press ctrl-R to reload. It's quick :)

Works great for me in Intelij Idea, where I have syntax highlighting, code analysis and code completion. When trying to call a function, the IDE even shows the function parameters and lua-doc. What more can you ask for?

Some other things the script can do for you

  • include library code (#include library)
  • remove debug code on release (#define debug, #if debug, #end debug)
  • strip comments if you hit the size limit (please consider that comments are helpful for the Pico-8 community ;))
  • convert pico-8 specific statements like += to plain .lua. Some IDEs might work better with plain lua.

That's it, hope you like it. Download it here:

https://github.com/sulai/p8lua

Have a look in the python file, there is more detailled und up to date instructions on the features.

PS: one down side though: the script works for Linux only at the moment, since it uses pyinotify for getting notified about file changes. I'm happy to accept pull requests if you want to port it to windows, maybe doing polling on the .lua files.

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Ok So I will be using this thread to document my probably ultra-slow progress into programming.

I will be making a clone of Atari's "Asteroids", all to teach myself to program, and hopefully motivate me to do things....

So far what I am needing to do is:

Make a Title Screen
Make the Ship
Design the Asteroids
the UFO
Add a score board
Lives
maybe a level count?

I have 0 knowledge how to do this so it will be nice to see if I can do it!

I've thought about using sprites for everything game related, like the ship, UFO, and asteroids.... However I've also though about making it like the 2600 asteroids, without a definite sprite sheet and just use it's basic syntax to draw these things.

any tips would be very helpful as well! I look forward to making something we can all enjoy...hopefully!

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Cart #43811 | 2017-08-31 | Code ▽ | Embed ▽ | No License
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I'd like to share my first PICO-8 project. It's a puzzle game of my own design. You need to restore the puzzle by swapping pairs of tiles. The difficulty is that not all tiles can be swapped. It's up to you to discover which tiles can be swapped. Figuring this out is only the first step. The real challenge has then only just begun!

v0.2 After solving the puzzle (within a reasonable amount of moves) you now get a solve key, which grants you entry into the game's Hall of Fame. Capture it. You can reply to this thread with the screen capture. The keys are unique, so don't "re-use" the key of someone else. Furthermore, you really need to solve the puzzle. You cannot cheat by inspecting the source code either.

[ Continue Reading.. ]

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So my Chip came in yesterday, and it's awesome. I've owned Pico-8 on PC/Mac forever but never did anything beyond playing games.

I've done a little pong type tutorial thing and am thinking about doing a small easy game to teach myself stuff about Programming.

My knowledge is about 0 sooo there's that haha...

I think I'm going to start with an asteroids clone to see if it's easy enough for me to understand things like data arrays and tables, also because I love asteroids :D

wish me luck!

(Also if this isn't the right forum area please move it, I had no idea where this post belongs)

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In case your game gets slow, it's always helpful to identify the parts of code that take up too much time to compute. This is how you can measure execution time:

local start = stat(1)
-- .... do some intensive stuff ....
printh("this took "..((stat(1)-start)*100).."% of a frame")

Hope it helps, and thanks to @Felice for pointing out how to accomplish this.

sulai

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So i read the manual, watched the tutorials and also looked at the [keys] section under https://neko250.github.io/pico8-api/.

Problem is that i cannot find basic keyboard inputs, let's take the waveform editor. You click a note. You accidently click too high or too low, so you have to precisely align between the other notes before you can 'fix' it, and that requires carefully not moving right or left (or else it will affect the other notes).

I use a high dpi mouse on a pro gaming surface and i slowed down my cursor, still is tricky. Aren't they controls like Shift+Up to go higher tone, or anything of that nature?

Note: the same is true for most editors includied in Pico. In order to be productive we need to have more shortcuts.... or am i missing something?

== UPDATE ===
Making matters even worse, some shortcuts do not even work at all. Speed using < or > ? yeah right. Not a mac osx .

== UPDATE2 ===
Reading through the manuals and forums, the absense of < >, snap to Cm pentatonic but more important the complete absence of 'backspace' (and therefore the ability to delete notes)[b]

[ Continue Reading.. ]

3 comments


Cart #43659 | 2017-08-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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You can use this function in your program to do some basic memory profiling. Given the limit of 1MB memory for Lua variables, a little profiling will be much needed for many of us ;) It will return the amount of all elements of a table, including the content of sub tables.

It will not show the actual amount of bytes used, would be interesting if there is a way to calculate that? But you can use this as a rough estimation and check if your optimizations show any effect on the table size.

table={}
function table.size(t)
	local size=0
	for k,v in pairs(t) do
	 size+=1
	 if type(v)=="table" then
	 	size+=table.size(v)
	 end
	end
	return size
end
1 comment


Cart #57301 | 2018-09-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Description:

A classic-inspired jump'n gun with:

  • nonlinear level layout
  • a good number of enemy types
  • a few bosses
  • a couple of (not-so) secrets
  • a cheesy story

Controls:

  • Left/Right: move
  • Z shoot
  • X jump
  • Up: something something

Details:

The game is rather short, meant to be experienced in Normal or Hard difficulties, but I've included an Easy mode with unlimited hitpoints to allow anybody to finish it by brute force (you'll even get the good ending when finishing the game this way, but you'll feel cheap inside :)

Progress is saved as long as the cartridge is not reset/reloaded so if you collect an item or kill a boss, you won't need to do it again, despite restarting the game at the beginning.

This is my first Pico8 cartridge, and probably last. It started as the Ghosts'n Goblins homage I've always wanted to make, but turned into something else as I started to deal with map/sprite size limits. I had a lot of fun making it, especially the art, but the strict limits on tokens and code size made the lazy programmer in me cry :-}

Tips:

  • Enemies are deterministic and follow simple patterns, try to learn them.
  • Bosses are only vulnerable in the head.
  • After killing the first boss at the Cathedral entrance, you have to go back to the Cemetery and cross the open door below where you started.
  • You can break some ground blocks (the brown ones with yellow dots) by shooting them.
  • You need to get the 4 orbs to summon the second boss.

Changelog:

v0.999rc

  • Fixed bridge area (player could get stuck in Easy)
  • Fixed non-looping music

v0.99rc

  • Added music during gameplay

v0.99

  • Various collision detection fixes

v0.93 (Hall'o'ween)

  • Halloween sprites
  • Rebalanced small details to account for player feedback

v0.92:

  • Repositioned enemies
  • Made first backtrack/shortcut more obvious

v0.91:

  • Fixed item lost after respawn
  • Added visual hint to second/third screens

Known bugs:

  • You can get stuck in walls at screen transitions when jumping (move backwards to get unstuck)
  • Quite rare missed collisions with ground
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Cart #43646 | 2017-08-26 | Code ▽ | Embed ▽ | No License
169


Here's my PICO-8 tribute to my favourite end-of-game music, "Still Alive" from Portal.
I also replaced the original credits with some shout-outs to the PICO-8 community! ;o)

Hope you like it and don't forget: the cake is a lie!

(P.S. - The original game music was done by Jonathan Coulton)

References used:

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