Hi everyone,
In a try to make my code cleaner, I am trying to get all the junk I was putting in _update into its own function, but failing.
I copy pasted the exact same code and put it in a function called "game_update", then called "game_update()" from the _update function, and I get a runtime error: Attempt to call global 'game_update' (a nil value)
If I copy that back into update, the game works.
I read that in lua the order you define things in is important. My init, update and draw are at the bottom of the code so this shouldn't be the problem (I moved them atop and also didn't work).
Any idea what could be happening here??
In the game I'm building, I often have a need for an entity to basically make the map solid and impassable at a given location, but in the actual map editor these spaces would all be empty. Since the "flags" all reside in sprites, it seems the only way I could have dynamic collision flags or other metadata would be to use my own collision map. It would first be built from the map itself, then used dynamically thereafter by entities that need it.
It seems like a sensible thing to do and I am curious if anyone else has done this for similar reasons.

A little simple expansion of the original Sokoban, this time with logs! Basically, long boxes. Arrows to move, X to undo, and cover all targets (purple dots) with logs to win.
The current version has only 2 levels; one is boring, and the other is copied. That's why I invite all of you to make levels! To do so, simply use the map editor; place sprites of the first half of the first row for boxes/targets/grass/walls/player and of the second row to place logs. A sprite with a '2' and an horizontal (or vertical) dash will spawn a 2-long log from the point you placed the sprite and go to the left (or up). If the sprite is purple that means it will spawn a target below it. Have fun :D
concept based on
"pix64"
https://zappedcow.itch.io/pix64
im not so good to make it perfect there are a lot of bugs but its a start
hope you have fun
press x+c to change mode(edit /play)
red is enemy
blue is player
brown is wall
yellow is coins
I really wanted to make a Pico-8 turing machine simulator. This is fully functional, with 1 tape. I want to allow the user to interact with the clipboard for ease of use. And this program will look prettier in the future.
If you have any input/ideas, feel free to comment!
Check it out on github!
Hi all,
Now that family stuff is a bit more under control, I want to fire this up again! I've got limited availability but I'll do my best to give prompt replies. If in doubt, stick to the guidelines below.
Let's make a 17-in-1 cart of minigames! 16 games plus an over-arching "meta" game to tie them all together, give the player a "final score" etc.
I've built a space-themed meta-game already (see below). I'm looking for people to make some minigames for the player to explore. The first 16 (serious and functional) submissions that conform the the rules will be added to the cart.
Please read the rules fully before submitting your game. I'm flexible to a certain extent but please check with me first!
Games finished so far: 6 of 17
Some links:
Discord: https://discord.gg/rncwcsR
Twitter hashtag is #17in1jam
List of resources currently being used: https://www.dropbox.com/s/fbx8x01bvg2g3z8/17-in-1%20memory%20usage.xlsx?dl=0
Help with reducing tokens: https://github.com/seleb/PICO-8-Token-Optimizations
Help with reducing characters: https://pastebin.com/MVhr16td

Controls:
Left/Right - Move Lil' King
Z - Jump
Push ladders from the side, but don't get poked by them from beneath!
Jump on knights' heads to knock them off the wall.
Grab powerups!
The Story:
Once there was a Lil' King. He was small in stature, but also small-minded. He believed that everyone in his kingdom was making fun of him behind his back. While this was definitely true, Lil' King had no way of knowing that. But one day, he was fed up. So he banished every last nobleman and peasant from his kingdom. Finally he could live in peace. But, a neighboring kingdom caught wind of his utter aloneness. That very knight, a siege began...
me on twitter:
@brintown

This is my first PICO-8 prototype, a port of one of my few LÖVE prototypes, an Asteroids-like space shooter.
The game just starts immediately and resets itself whenever you destroy all the rocks or you hit one of the rocks; win or lose, the result is the same. There's no sound, but it's OK because it's space so it's more realistic.
Controls
z to shoot
left/right to turn
forward to thrust
At the time of the initial version I was trying to get my head around Metatables and figure out a sensible way to do useful inheritance in Lua, so you may find the code either interesting/useful or unnecessarily over-engineered, depending on your disposition.
I'm really enjoying the PICO-8 so far and feel like I could actually finish something for it thanks to its tight constraints, but this probably won't be it. Posting as a sort of hello to the BBS :)





1 comment



