I'm excited to announce that a project I've been working on for quite some time now is finally complete!
Super Mega Bread, a platforming game about using butter to fly, is coming out September 20th, 2017. When it releases, it will come with the game as well as the game's soundtrack, both with the in-game versions and redone versions.
The game will be $1, and I'll include a link to the itch.io page once it's out.
Until then, here is a short trailer, showing some gameplay:
I hope you'll enjoy it!
EDIT: When the game comes out, you can get it here:
https://jclermont.itch.io/super-mega-bread
What am I doing wrong here? It's driving me crazy!
I've made an onGround function that check if there's a flagged sprite below you, which seems to be working, but when you run it, the gravity (which should kick in when not on the ground) never gets applied.
I've used the print function to debug whether onGround is working correctly and it is, so why is the
if not onground then dy+=grv end |
part not working?
x=60 y=112 dy=0 jmp=5 grv=0.5 function _update() jumping() y+=dy end function _draw() cls() map(0,0,0,0,16,16) spr(1,x,y) print(solid(x,y+9),1,1,7) end function jumping() -- jumping if onground and btnp(4) then dy=-jmp end -- gravity if not onground then dy+=grv end -- problem area above!!!!-- end function solid(sx,sy) local tilex=flr(sx/8) local tiley=flr(sy/8) if fget(mget(tilex,tiley),0) then return true else return false end end function onground() if solid(x,y+9) or solid(x+8,y+9) then return true else return false end end |


I was loading up the FEATURED list the other day and updating it to go through alll the titles I missed looking for one from at least a couple months ago when I ran into a bug.. When updating too many times, Eventually you get to a point where if the cursor goes any further down the updated list, The cursor will start to go crazy and scroll all the titles endlessly.

The snapshot shows exactly what I mean. It makes going any further down the list impossible at that point.
Perhaps adding an option to the menus to sort the carts by date might cut this bug down a little as you could specify a date or range of dates to display instead of 'everything'.

Big update!
Basic concepts are still the same, but there's a few changes:
-Level order is different; some levels have been redone
-New night theme and music
-Particles & death animations
-Platforms that move down
-Moving spike obstacle
New game!
Here's the controls: left and right to move, Z to jump, X to launch when within range.
....That's about it! I'll add more content soon.


Pico-8s music tracker is lovingly modeled after similar chiptrackers and samplers from the days of yesteryear so my question was if we could get more direct control over the tracks? As it stands now you can play a pattern directly but not specify exactly where to start or jump to.
I'd like to see classic tracker functionality added such as being able to manipulate patterns and channels on the fly as needed in the code. This would give people a lot more control over their music (And sfx for those who use the music channels for them.) allowing for things like music/beat games and incidental music to be easier to pull off. (As it stands now you need some pretty tricky peeks at the memory to do these things and even then the timing's not 100% accurate.)


I wasn't sure what forum this would apply to as it's an asset for others to learn from or use/Repurpose so I put it in the collab forum. Code is pretty compact and verbosely commented so even the very basic user of Pico-8 can get a grasp of what I did and how.
UPDATE: Updated to 2.0! Includes McBoffin's suggestions, And includes simple "Warp" effect as well now! Everything's broken up into functions for ease of copying the functions to your own program, And commented up the wazoo for ease of tinkering!





Working on this as a thank-you for my friend Todd who gifted me an actual, Practical PocketCHIP on which to git gud at Pico-8. I borrowed the music from the Musicdisc by Gruber for now just to have a cheery tune in place till I can get a better grip on how this tracker works compared to .IT which I'm used to.
My 'CHIP doesn't get here till Wednesday-Friday though so it's like the horrible anxiety of waiting for Xmas. XD
EDIT: I know my code's a bit sloppy but I haven't sat and coded anything in years. It's all coming back to me and 2.0b should be a lil' more slimmed down hopefully. Those long sprite lists I can likely handle with a function.
Hi all!
I am working on a small pong clone:
https://www.lexaloffle.com/bbs/?tid=29815
I am unable to solve the paddle movement jerkiness.
It is working perfectly if I move 1px per time but, if I increase paddle speed, it becomes really...
Bad.
Any suggestions?
Thanks for your time and patience :)



Another World: SURVIVAL
Imagine the game Another World, but with endless waves of enemies to fight! (#LOWREZJAM entry)
This was my entry to the #LOWREZJAM, using a display of only about 1/8th of the Pico-8 display (64x32 pixels), is a new spin on an old classic!
CONTROLS:
- Arrows = Move player left/right/crouch
- Z = Kick
- X = Fire laser - when you get the gun at Level 3
- [i](Hold for a few seconds and release to create a defence shield)








