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Cart #dasohitoda-2 | 2019-01-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

You're just chillin' in your lawn chair, sipping a cold lemonade outside your sweet new trailer home when suddenly, HOLY CRAP! A wall of fire blasts out of nowhere! Can you escape this fiery blitz with your life? Run, flap, and flip your way to safety in this short and sweet platformer. You'll dodge spikes and walls and maybe even discover a couple secrets along your way. Good luck and don't end up as a BBQ!

This is my first time utilizing a collision system with floating point values. Let me know if you enjoyed this adventure! I sure loved making it!

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Cart #staticbrick-2 | 2019-01-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Z - Start Game
X - Make the ball go a little faster

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Cart #kaylasbreakout-1 | 2019-01-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #yorofojiso-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Beginning of a version.

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Cart #betayumewa-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #breakoutgame-0 | 2019-01-20 | Code ▽ | Embed ▽ | No License

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I'm learning to make hitbox collisions (instead of flags collisions).
Vertical collisions seem to work just fine but horizontals don't.
How can this be done?
Maybe hitbox collisions are just to complicated and shouldn't be used?
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Cart #hermo-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


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function _init()
    pad_x=45
    pad_y=45
    pad_width=30
    pad_height=30
    pad_color=7
    pad_speed=3

    ball_x=80
    ball_y=10
    ball_radius=4
    ball_color=8
    ball_speed_x=2
    ball_speed_y=2
end

function _update60()
    btnprss=false
    cls(1)

   --ball movement
    ball_x+=ball_speed_x
    ball_y+=ball_speed_y 

    --ball-screen collision
    if ball_x<0 or ball_x>128 then
        ball_speed_x=-ball_speed_x
    end

    if ball_y<0 or ball_y>128 then
        ball_speed_y=-ball_speed_y
    end
    --pad movement
    if btn(0) then
        btnprss=true
        pad_speed=-5
    end

    if btn(1) then
        btnprss=true
        pad_speed=5
    end

    pad_x+=pad_speed

    if btnprss==false then
        pad_speed=pad_speed/2
    end

    if pad_x<1 or pad_x>126-pad_width then
        pad_x=mid(1,pad_x,126-pad_width)
    end

    pad_color=7
    if ball_box(pad_x,pad_y,pad_width,pad_height) then
        pad_color=8
        ball_speed_y=-ball_speed_y
    end
end

function _draw()
    rectfill(pad_x,pad_y,pad_x+pad_width,pad_y+pad_height,pad_color)
    circfill(ball_x,ball_y,ball_radius,ball_color)
end

function ball_box(box_x,box_y,box_w,box_h)
    --conditions where there are no collisions
    if ball_y-ball_radius>box_y+box_h then
        return false
    end
    if ball_y+ball_radius<box_y then
        return false
    end
    if ball_x-ball_radius>box_x+box_w then
        return false
    end
    if ball_x+ball_radius<box_x then
        return false
    end
    return true
end
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Cart #fahidajegu-2 | 2019-03-03 | Code ▽ | Embed ▽ | No License
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Cart #fahidajegu-0 | 2019-01-20 | Code ▽ | Embed ▽ | No License
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Cart #zosohatoko-0 | 2019-01-20 | Code ▽ | Embed ▽ | No License

This is a work in progress for a midterm. The basics are all there, but the goal, in the end, is to have a single player "snake" like mode, add in some power-ups, work on better hit detection collision when sprites are added, and general cleanup to look more like a SNES game than a basic Atari game.

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Cart #jekifuyida-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Testing for a class

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Cart #nususituya-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #castlesofcake-1 | 2019-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

One of my favorite hobbies of late is trying to transcribe/approximate existing music into PICO-8's tiny tracker, so here is my attempt at "Castles of Cake" from my favorite kirby game, Kirby's Dream Course :D

Technically Interesting Note: I am doing some slightly sneaky swapping of SFX after the intro so I can use a couple of different SFX instruments that are only in the intro and not used in the rest of the song

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6 comments


So, next thing Co is dead. But, is there a way to update Pico-8 to the latest version?

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New version fixes random spawns; mooks will only spawn outside the screen bounds now.

New version (2/6/19) adds levels and backgrounds (shoddy, not-final-product backgrounds)

New version (2/25/19) adds directional sprites to the player and mooks, as well as heart pickups. Additionally, minions will now fire ammo from a distance instead of their previous behavior of standing there... menacingly.

New version (2/25/19) adds a score tracker to end screen and makes minion fire actually, well, visible.

New version (3/2/19) implements a boss at 9000 score, but be careful - he's not exactly balanced.

  • Also changes text color in areas for readability.

Cart #sejuferete-7 | 2019-03-03 | Code ▽ | Embed ▽ | No License

1 comment


Just wanted to cross-post this here -- Voxajam is happening all through February, and to announce it @Eiyeron and I put together over a dozen little demos to help pico-8 devs wade into the waters of Voxatron.

These all ignore Voxatron's built-in actor/physics systems, and work by overriding _init, _update, and _draw to create games in a fashion that isn't all that different from making a pico-8 title.

If you already have Voxatron (or are a pico-8 owner looking to take advantage of the $5 'upgrade' to it -- https://www.lexaloffle.com/purchase.php?product=add_voxatron ), I think this could definitely help bridge the gap and let you hit the ground running.

Announcement cart is here:

https://www.lexaloffle.com/bbs/?tid=32932

1 comment


Cart #paidxp-0 | 2019-01-18 | Code ▽ | Embed ▽ | No License

OK now have a studyfile.I'll working on it!

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Despite experience programming for over a decade, this is my first real completed game, ever. I did it basically just as a learning project before tackling something bigger in PICO-8. It's a very simple top-down shooter involving what looks to be robots. Enemies spawn faster and faster, and have random health. The gimmick (and thing that made implementation easier) is that you can only shoot while moving unless you're pushing against a rock. See how high of a score you can get! I got to 47. If an enemy touches you its game over.

Cart #fedofawahe-0 | 2019-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I watched @zep talk about PICO-8 and cozy design spaces again today, and it really resonates with me. I work as a developer, and I really hate all the cruft we have to deal with. Like the web! God, I hate the web and what it has turned into.

I really like stuff like Zen of Python, programming aphorisms, principles like DRY, POLA, KISS, etc. I watched through the video and tried to write down some nuggets of wisdom. Apologies to @zep if he feels misrepresented in any of these quotes.

Manifesto

  • Small things matter
  • Discard and move on (the "license to abandon")
  • Inhabit boundaries
  • Follow a new path
  • Ignore the real world
  • Work in a cosy place

The Zen of PICO-8

  • When you type cls() you're not just clearing the screen, you're clearing your mind and your soul, preparing for something new.
  • You're among friends.
  • Value design over content.

[ Continue Reading.. ]

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9 comments


Cart #breakoutjbh-0 | 2019-01-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

2 comments




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