[edit: slight animation improvement, bugfix]
Press X to jump over the hazards. And try to catch the birds for extra points.
High score is saved using cartdata.
This is a late birthday present for a good friend (Matt). The little fluff is a character we used to doodle a lot when we were supposed to be paying attention in class. It was fun to make it come to life for a cart.
Happy Birthday, Matt! Now you are old. Ha! Soooo sooo old, you old guy.



Demo of a missile seeking behavior and a nice flame/smoke effect. Not sure what I would use it for. Code is pretty clean and easy to follow. Toggle random target pos and mouse control with X key.
Uses some code for timers in my snippets repo https://github.com/unstoppablecarl/pico-8-snippets
v2
v1




The BBS seems to operate in a time zone that's 6 hours behind me. All time stamps on posts and replies are 6 hours behind my local time. That's not a huge problem, but what's weird is that the relative time also is behind! So on the main page of the BBS, it'll say "6 hours ago" on posts that were just made.
Can I set my time zone in settings somewhere? If not, can the upcoming BBS upgrade perhaps support that?



So I'm working on a tile-based movement engine, and I was having some trouble figuring out how to handle collisions with objects that are "solid." Here is what I have so far for the collision detection:
function getPreviousPos() --This is ran before moving positions, at keypress player.xprevious = player.x player.yprevious = player.y end function isCollide() if (player.x == solid.x and player.y == solid.y) then player.x = player.xprevious player.y = player.yprevious end end |
This is just a rough markup since I'm away from my computer. But I'm basically trying to find out how I can replaced solid.x and solid.y with a reference for a specific sprite. (So that this check is not just for a single, individual sprite, but that sprite as a whole.)
I hope I'm being clear enough, thanks!





A simple, cute retro version of classic Chess made in Pico-8. Full implementation of almost all of the Chess rules with a juicy interface and some basic AI to play against. Created as part of the Chess Jam 2018. Here is the game's entry on itch.io.
Jucy animations were very important to me. My Chess AI will never be competetive. So I focused on the game being pretty, readable and fun to play. I wanted to add even more functions but sadly, I ran out of tokens. I tried to squeeze in as many as I could.










As a temporary side project, I hastily ported Randy Gaul ImpulseEngine to pico-8/LUA.
Usage
Requires a mouse
- left mouse button: create a random shape at mouse cursor or drag shapes
- right mouse button: show/hide world or body options
- button c: show/hide debug information
Dev Log
The physic engine is a direct port from Randy Gaul's work, detailled in a series of articles:
How to Create a Custom 2D Physics Engine
Hi! NEW to voxatron- idea to import files (hope voxatron gets this feature) so from Qubicle,
slice image and then stack images on top of eachother to recreate the model! see proof of concept gif of tiger.. Make sure each image png
exported has BLACK for transparency! Its time consuming doing this one by one- which is where a collab
can come in- someone with coding to script it automatically one on top of other?!
Id like to collab with a coder anyway since Im new here (I do modelling though verseability.com/notbeaten.html)
well thanks hope someone understands my model importer method to improve!!!
An example implementation of automatically-calculated delta time in Pico-8, allowing for framerate-independent game logic.
It's not much to look at, but a detailed description is available in the code comments.
Example use case:
You've built a project targeting 30FPS, but it turns out to be optimized enough to run at 60FPS.
Normally, switching from using _update to _update60 after the fact would be a painful job involving a lot of manual number editing, and you'd be screwed. However, if you had built your project with delta time in mind from the start, you could simply rename and everything will continue to move at the 'correct' rate.


Controls
Menu: Up arrow to go to instructions page. Up arrow again to start game.
Game: Up/down/left/right arrows to move. Z to set off green shockwave, X to set off blue shockwave.
Mechanics
Shockwaves will sweep away the rocks of the same colour, but your ship is vulnerable to either kind so you had better sweep carefully! Watch the cooldown marker in the bottom left corner.
Commentary
Bah I was doing so well with my 2D board game thing from a few nights ago but I really didn't have enough time to make it happen so this came together just today. It's an awful mess in many ways but came out better than it might have done.
itch.io page: here.

Just got started with Pico-8 and decided to track a pretty cool song! Thanks to marq from pouët for the font.
Might expand this to little game eventually, but I'm happy with it as-is right now. PICO-8 is an awesome platform!
edit: Not sure if this is the right place for a music cart like this to be posted. If it should be somewhere else on the bbs, please let me know!


So I did this little pomodoro timer today for fun. It implements 20 minute work cycles with 5 minutes of rest between. For every work cycle you complete, you get a gold coin. :)
The code is horrifyingly rushed and sloppy so take it for what it is ... a project to while away a lazy Sunday.
I even wrote a proportionally spaced text routine for the 3 lines of text this thing displays. I'm THAT kind of nerd.


My first Pico-8 cart, a dumb little twist on bat-and-ball games that involves keeping a juggle combo going so the game will say nice things about you.
Made as an exercise in tool-learning and object-oriented programming.
v2
Updated with sounds, refined physics and a couple of new mechanics. Bounce the ball off the ceiling or floor for style!
v3
Properly constrained paddle to play area.



the image is map of my game.
pink rectangles are empty sprite on the map.
If game characters enters the location of these empty sprites, some events should happen.
I asked similar question some days ago, a person said me to use mget method.
https://www.lexaloffle.com/bbs/?pid=51536#p51536
I thought I should compare player's x coordinate and y coordinate to coordinates of sprite. I tried some days but nothing helped.
p={ x= --x coordinate of player y= --y coordinate of player } |
p.x and p.y are coordinates of player. I can't change that because my code has 600~700 lines..
could someone help me with simple examples or description?


