Hello everyone,
I am working on some test code for a game idea and it involved picking up one object at a time. Now my code functions properly for the most part but for some reason the p.detect won't trigger for the key but it will for the gun. And the key can't be placed on top of the gun (correct) but the gun can be placed on top of the key (not meant to happen).
If someone wouldn't mind taking a look for me, most of the code I'm currently working with in is the objects functions and the player functions.
The boolean values are:
p.detect
p.held
key.detect
key.held
gun.detect
gun.held


Put all requests for games, mods (and genres) here:
format games as
name
:name|author|id|
format mods as:
â–’cart name|creator|#id|
IMPORTANT:
a genre is needed to add it to the program
ALL future [carts,mods,genres] added will be a result of comments
I want to put in what you want to play!
(mods for already added games work as well as new games)
game is here (again):
https://www.lexaloffle.com/bbs/?tid=46049
once added, please delete your comment to remove clutter and make it easier for me to know what I still need to add








z,x, and arrow keys to control
double jump recharges with time
double tap and hold direction to stinger attack
You can walljump (though not for much height)
hold up or hold down to do different attacks. Up attacking a stunned enemy gives you height!
Hold x while doing down attack to keep it active. Doing this on a stunned enemy stops this from canceling.
if you do one of the hold button attacks on a stunned enemy (when they flash) it does something different
Normal slashes are best for causing stuns
hold z to use super jump when red bar is filled
Fill the bar with kills (The fountains count! Downslash kills give the most bar!)
please lmk what you think any issues etc!



Hey all,
I've built a shoot-em-up game engine inspired by Tyrian, a classic of the genre released for MS-DOS in 1995. I'm stuck for now on my lack of artistic skill for graphics, art, a title screen, a menu...
I'm a fan of declarative programming, so I've gone pretty far down that path. The base implementations of ships, guns, and bullets handle clamping to the screen space, autoscrolling, acceleration + momentum + drag, damage, regenerating shields, limited power from a generator (which your weapons and shields both draw from), moving in straight lines (for bullets), limited ammo (optional), and poorly-animated explosions.
I've implemented powerups for recovering health and switching weapons. Weapons can have limited ammo.

First milestone for a battleship game. Everything is functioning, but lots left to do.
Currently there's still no AI, sound, artwork... though I've already learned a lot with this project. I figured out how to set up an external editor, do some basic logging, and how pallet changing works.
Next up is the AI, which is definitely an area I'm more comfortable with, though I'm sure I'll find some challenges anyways!
Updates:
- Added a simple AI




I'm going to keep a running total of what gets blocked in Pico-8 or cannot be accessed and - as access is desirable, I'll put it as a task to add to Clipmaster so it can be run in Pico-8. So not now but this thread will get updated and often.
The two commands import()
and export()
do not even work online.
The command, ls
and dir
(same command) do not do anything in code, I remember a time they used to work, however. I could add that to Clipmaster, give you a proper directory with extensions, file sizes, etc.
There is no sortarray()
command. Blitz has a very fast and robust internal sort routine. This could be added to Pico-8.
** There are no large integers, not easily. So, yeah Blitz could dip down and give us quadruple floating point accuracy or internal 64-digit integers. I know we need this ! :D
There are multiple issues I can't seem to figure out such as:
Why isn't the text coming up during the "cutscene" unless I manually set the state="cutscene"
I can't change the spawn point after the cutscene
why do I need to talk to piggy twice after I collect all his apples
I think I'm somehow setting the text on the screen to inactive and I'm not sure how
~Any and all help is greatly appreciated thanks!~





This is a small work-in-progress demo thingy that tries to imitate the way special stages in the first Sonic game work.
Is very unfinished and probably very buggy.
Changelog:
Current version:
- Added the special stage music, as composed by Gruber.
- Modified the check for whether the character is in the air by only checking sensors that are close to the ground.
- Fixed a rounding bug that resulted in in-air checks failing half of the time on walls facing two of the four directions.
- Debug functionality: the background is changed from blue to purple whenever the main character is in the air.
Version 2:
Press X! (Also try holding it...)
About
Chick'n'Doggo is a game I made as part of the GMTK Game Jam 2021 using Pico-8. This is an updated version with some minor fixes, mostly regarding collision as well as some slightly adjusted controls (try holding the button). There's still more to be done, including the, perhaps not so minor, flaw of missing sound, so this version may be updated in the future.






On a fresh boot of pico-8, this glitchy grid effect happens exactly once, the first time that secret colors are used in a screen palette. Then never again.

I discovered this in my latest cart, and was wondering if this is an intentional indicator of "hardware mode change", or a bad sign that something is going seriously wrong. The starting palette of this cart uses only normal 0-15 colors, as does the "raw" palette you see when you press up. However, every other palette will show this glitch once for about 0.5 seconds, before the screen returns to normal. Re-running the cart does not show it ever again, until you reboot pico-8 completely.
Using if(pi==3) poke(0x5f2e,1) stop() poke(0x5f2e,0)
at the end of the _draw function means that the effect will happen for the same amount of time without any game code running at all, which makes me think that this visual glitch is intentional. Note also that without the poke to make the screen palette persist in the editors, there is no glitch effect, likely because it doesn't flip() with secret colors active. Any idea why this is happening, @zep?



Hello there!
Here's my first PICO-8 project, Flap Evolved. It's a really terrible Flappy Bird clone, but it is playable. It was a great project to start my PICO-8 journey out on.
Player Mode (X):
Take control of a really ugly bird and try not to fly into pipes. That's about it. Every 4 pipes passed increases the speed.
Neural Network Mode (Z):
Tired of playing already? Yeah, ditto. Why not watch a population of neural networks evolve over time to learn how to play, instead?
The neural network is pretty basic, but it does support multiple hidden layers and has a basic genetic algorithm included, for all your evolutionary needs.
I'm still learning Lua & PICO-8, but having a blast so far. Thanks for taking the time to read and have a good one!



Alright so my new Razer Kishi finally arrived.
Basically it is a clamp that fits on the left and right side of your cellphone. And it does work with Pico-8 from Firefox, sort of. The arrow keys are the rolling joystick at the top, which is not what I want. I want it to work with the arrow keys beneath that.
Is there some way I can remap these keys in Pico-8 from Firefox so they use the standard 4-way arrows ?