Bubble sort Algorithm example


Hi everyone!
First experiment with pico-8, visualising the bubble sort algorithm steps, for the array {3,10,5,7,2,13,1}.



Hi everyone! I'm working on a platformer that has endless map loop.
But now, I got stuck because I don't understand how to make the collision follow the map scroll.
In reddit, I was given a lot of great advices, but I can't solve this problem.
People say ''Use the camera to scroll map with collision'', can anyone tell me what should I do?
So sorry for my being a beginner.


(Updated to fix a crash caused by a PICO-8 update)
This was made in 48h back in February for a stream event revolving mods of CELESTE Classic- finally got around to posting it here! :D This version comes with an "Explorer Mode" (accessed via the pause menu) to skip/practice various sections.
Based on Getting Over It with Bennett Foddy by Bennett Foddy
🎵 Post-jam music by RubyRed 🎵
Controls
Mouse - Move hammer
Left-click - Push hammer
Explorer Mode Controls
Right-click - Warp to mouse position
Middle-click - Warp the 1-up to your hammer








I made a little banner for my profile pic, which was 60x10 pixels. I used it, and it was heavily antialiased, looking really bad. I personally think this has to be a BBS bug, because the main product, PICO-8, is a pixel art game. I'd hope to see this fixed at some point
EDIT: my computer might have antialiased it on its own
EDIT EDIT: actually it didn't...

A while back, I saw someone had made a platformer engine in <100 lines of code. The game itself worked, but collision detection wasn't great (You could jump up through a wall)
A while later, I started to make my own platformer.
The way it runs, its actually less than 100 lines of code. so here it is.
To add a new collision block, give it the first flag.
Here it is, but it isn't commented. Might do that soon.

Pan Janek Zielinski was a lowly janitor in Krakow nuclear power plant, whose life consisted of guzzling cheap alcohol and pretending to work hard, until one day he was urgently called to pani Director's office. Turns out, something broke down in the depths below the plant, radiation readings were off the charts, and now the whole city of Krakow was in danger of a nuclear disaster. Director has sent many brave souls to try and fix the problem, but none have returned. Janek nodded silently, grabbed his stuff (of which Director immediately confiscated all alcohol), and bravely descended into the darkness, like the true son of Poland he was...
This is a simple roguelike about resource management. There are four resources:
Lava Joe is a fun game to play to kill time. Its simple gameplay loop allows you to play it while putting most of your focus on something else, and that's exactly why it's my go-to game to play on the side while doing stuff such as watching YouTube and things like that. However, over time, certain things in the game started to bug me, and while it was fully understandable that the game wasn't the most polished thing in the world as it was made for a game jam, I still had a little voice in me telling me to change it to my likings. And so, recently, I did just that.
The main issue that bothered me was the fact that all enemy types give the same amount of points(50). To me, this makes no sense as the later enemies prove to be quite a pain to deal with before the lava flood gets you. As such, I have modified the system so that starting with the snake, each new enemy would give an extra 25 points for its defeat. So, the little blue guy is still 50 points, the snake is 75, etc.


So, for a game, I want to fade everything thats not being recurrently drawn (such as a character) to black. You can see the effect here, in PICO Space. How would I go about doing this?



Shooter is our first game coded with PICO 8 and the help of many programmers from the internet.
Following the destruction of your planet and the disappearance of all your loved ones, you must take revenge. Using your laser will cause you to lose life. Try to go to the end of the game.
PBES studio is a duo of very amateur french developers, we currently master the if loop and a little the elseif. We have a multitude of game ideas and if you want to help us make them a reality, please share our game around you.







How to Play
Cherry Bomb is a basic arcade Shoot 'em up game (Shmup) reminiscent of Space Invaders or Galaga. Pilot your red spaceship to blast your way through 9 waves of attacking aliens. Use the following controls:
- Arrow keys - Move the ship
- (X) - Shoot
- (O) - Bomb (Depletes your 🍒. See below)
Shoot the enemies to destroy them. Enemies will attack you. Destroy or avoid all enemies in a wave to proceed to the next wave. There are 9 waves in the game. If you get hit you will lose a ❤️. If you lose all ❤️ you lose the game.
Pickups
Occasionally, defeated enemies will drop a 🍒 pickup. Collect them to increase the strength of your Bomb. Triggering the Bomb will deplete your 🍒. You cannot use the Bomb if you have no 🍒.










Hello:
While you can see here that I've had many suggestions for Pico-8, many of which have come to light:
https://www.lexaloffle.com/bbs/?tid=35330
I was thinking up one this morning called, "spawn."
Very simply you type in immediate mode, spawn
followed by the ENTER key and a new Pico-8 is loaded. No need to hunt down in Explorer or click the desktop icon if if it's not immediately available. I think this would be helpful for people such as myself who always has 3-4 Pico-8 frames open and being worked in.
It can have an argument too such as, spawn "project9"
Which would not only bring up a new Pico-8 but additionally load project9
if it is available in the default directory.
The command could instead be, reboot
which is already in use. Yet in this if you type reboot 0
or any other non-NIL value, it would bring up a new Pico-8 frame. Reboot could further use a filename such as "project9" above.
This may not be a good idea though as if anyone types reboot
without arguments it would reboot the current frame losing the work of whatever was there.



ello
I made a half working cart about bezier curves and wanted to see what people think about my code, so if you want to pls give feedback
note: you can add points by using the up and down arrow keys then move the points by using the mouse and cycle between them using X and O
--bezier curve time function clone(t)--clone a table return{unpack(t)} end function lerp(s,e,m) return s*(1-m)+e*m end function lerp2d(p1,p2,t)--lerp lx=lerp(p1[1],p2[1],t)--two 2d ly=lerp(p1[2],p2[2],t)--points return lx,ly end poke(0x5f2d,1) --devkit mouse p1={64,64} --first point ptt={ p1} --point table pts=0 --number of desired points ind=1 --index used for selected point t=.5 --time value used across lerps function lerpcheck()--lerp the points po1=lerp2d(ptt[1],ptt[2],t) l=#ptt-2 for i=0,#ptt-1,1 do if(ptt[i+2]~=nil)lx,ly=lerp2d(ptt[i+1],ptt[i+2],t) --lx stands for lerped x [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=116089#p) |


Things are beginning to come together! I have been working on a new feature: Jumppads. These will be used a lot in level 2, which i am working on right now. I also added a effect for the checkpoints, so its clearer when you have activated one. Thanks to @profpatonildo for suggesting to change the speed up sound, the new one is a lot more suddle and i think you wouldnt even notice it when playing. Now you have 4 lives at the begiing of the game and when you bump into walls, you lose your speed.




"Strummin' Along"
280 characters
n,m,t,w,o,l=32,128,0,0,ovalfill,line::_::cls(1)for i=0,n do c=4if(i==n)c=9 o(16,64-i,m,99-i,c)o(-n,78-i,m,m-i,c)end for i=16,m do x=97-i c=4if(i%9>7)c=6 if(i<20or i>46)l(i,x,i+n,x,c)o(n,48,84,62,0)end for i=7,n,5 do l(9+i,82,m+i,-n-(w+i)%3,7)end flip()t+=1if(t%n<1)w=9 w*=.9goto _ |