Hey all so I posted a cart so you can see what I am facing here:
I have the town with buildings that have collision coded into them with the doors coded to take the player to another room which is admittedly hacked together.
What happens is the player is then transported(sorta) to a new location - yet when I move him around in the 'new' zone there seems to be residual collision code which prevents total freedom of movement for the player.
Any better ways to go about this? I want the player to enter the brown zone and be able to freely move around at will.
Thanks!

Hello erreybuddy. I don't have a specific project I'm working on or anything, but it's been bothering me that I don't understand how this works. I do have a pixel that oscillates properly, but I do not understand my own code, so I don't know how to approach having the pixel start at a different point in the oscillation cycle, without the amplitude changing. Here's my current code.
f=0 function _update() f+=5 y = sin((f)/100) * 8 +64 end function _draw() cls() pset(64,y,7) end |
If any smarty-pantses could explain why this code works to me like I'm a child, or how to have the pixel start at another point along the wave without changing amplitude (the x and y values of the top and bottom of its current pattern of movement), that'd be great.
I do feel bad asking for something without contributing to the community. Hopefully someday I can give back a little. Thank you all.
I updated it again to improve performance and cut on trap updates.
So I made this little game with a bunch of funny stuff. I used the collision code from Collide by Zep because I'm a bit lazy. :P
There seems to be some performance issues online, but on my computer there isn't any problem. I'm not sure why.
Also, one the monsters doesn't load in the game, weird.
Anyhow, have fun with it, you can make a whole new map with the tileset and it's supposed to work without changing the code except for a few things :
-To spawn the monsters, you need to place the first sprite, otherwise the code doesn't recognize it.
-Also, monsters will copy the tile to their left under them.
-The world is 128x36, but you can go beyond, and rooms are set to 16x12. You need to go change the map and camera inputs in the draw function if you want a different room size.
-Victory condition is reaching the bottom of the map, but you can change it in the update function.
You can also change the sprites if you want, but try not to move them, because they have specific uses in the code, like sprite 26 is a spike trap, sprite 56 is a chest that gives bombs, etc.
Anyways have fun making your own little game :).
edit 1 : P.S. : score doesn't work either on traps and doors, weird :c.
edit 2 : This is a repost, because I'm bad at this and posted an older version of the cartridge. It should play fine now. :')

I thought of an idea for a jam
The idea is that no sprites are maps can be used Tweet finished cart to @SmallTestAcount Rules •Remember to use #TOjam |
Have fun
--Nov 14--

Spritesheet Generator Demo is a cartridge that demonstrates how to save on-screen graphics into a cartridge's permanent sprite memory. Useful for programatically generating sprites. It is not a useful/playable cart; it is intended for use as example code.
Includes a standalone setsprites() function to use in your own projects (which must be followed by cstore() to save permanently to the cartridge). Also includes a replacement circfill() function (not stand-alone) in order to render the intended example graphics.
(Also, my first upload to the BBS.)

Bumble Bots is a difficult puzzle action game. It features sixteen levels, ranging from pure action to challenging puzzles and anything in between.
The game is self-explanatory. You will encounter new elements and learn new tricks as you go along.
Be warned, this is a tough game. I expect only few players to reach the end. Are you one of them?
Challenges:
- Complete all 16 levels
- Beat the hi-score
- Beat the virtual hi-score
- Complete all 16 levels in one go
Did you reach the end? If so, feel free to share a screenshot of the end screen to proof it.


I've been working on a PICO-8 zine over the past few months as part of a gamedev workshop series I'm doing with PIGSquad. (You may remember my call for art to include in the zine.)
I'm happy to announce that it's now released! We did a run of printed copies for attendees of the workshop, but I've released the PDF version on itch.io for anyone who wants to use it. You can get it from here:
https://mboffin.itch.io/gamedev-with-pico-8-issue1
I'll be doing a second printing via Kickstarter soon. Not as a money-making thing, but rather just a chance for anyone who couldn't make it to the workshop to get a printed copy (or copies).
Anything in the zine with code has an accompanying cart included in the sample code download for the zine. Over the next couple of weeks, I'll be walking through the examples and tutorials from the zine on the livestream I do on PIGSquad's Twitch channel every Tuesday at 6pm PST. These livestreams are saved in PIGSquad's video on demand archive, so people can watch later if they'd like.

This Is my first of hopefully many pico-8 games. Its a 2-4 player fighting platformer.
STORY
It is the year 5,000,000,000 AD. The last remnants of humanity are on a narrow rocket ship crashing into the sun. The same sun that swallowed up the earth millennia ago upon expanding into a red giant.
Now is your chance. Be the last man, even if just for a moment. SUPER KILL EACH OTHER.
CONTROLS
Arrows move left and right and climb ladders.
(x) Jumps
(o) Punches
OBJECTIVE
Don't fall into the fire. Make sure the other players fall into the fire.

This is a translation of my Twitter bot BRUTAL.EXE to the PICO-8. It generates fractal architectural geometries and renders them using a ray-marching algorithm. It's not the fastest thing in the world, but it can do some nice effects.
I made this as part of ProcJam 2017.






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