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...

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?



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.





Things you may find interesting about this cart set:
Sound Effects
The helicopter rotor sound consists of these four notes:

They play in a loop, and as helicopter throttle and rotor "pitch" change, poke commands are used to alter the speed and tone of the notes:
if heli_sound==10 then -- SFX 10 is the continuous rotor sound -- deltax is used to determine how much -- rotor 'slap' to add local deltax=heli_xspdtgt-heli.xspd -- rotor slap changes the volume -- of the two notes (noise) -- the more tilt the heli has, -- the more pronounced the 'slap' is local rotorslap=({[0]=0x53,0x53,0x55,0x57,0x59})[abs(heli.tilt)] [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=115670#p) |
Hey there! Ive been working hard on my game Foxpedition. Me and my dad added a death system, checkpoints, better camera and i completed the first level. You can play a demo here, an i woul reaaaally appreciate all feedback. Also, in the future there will be a speedrun timer.
The fox statues are checkpoints, and the sign is the end.
Flags do nothing.


Im starting a new project: Foxpedition. Its a platformer game that looks a bit like Celeste but plays like Sonic. I have the art and general movement in place, but the audio is nothing near done.
Also, its going to be JUICY. ( How did i forget to mention such an important game mechanic!?)
Here is a little sneak peek:



Over the past 4/5 months I haven't done much game development in pico 8, but I've started a new project - the sequel to my adventure game
Adventure game v1.0
https://www.lexaloffle.com/bbs/?tid=47009
(embed didn't work)
It's going to use some of my previous code experience to help me make it. It should be released in 2/3 weeks, and I will make another post if there is delays or bugs I need help with.
Adios!
Hi all, just a quick noob question. I'm struggling with making two objects (asteroids in this case) coming down a trajectory on x,y and colliding, deflect each other a little more realistically (but without having to implement a physics engine!). I don't have the maths skills as of yet, I'm guessing something to do with angles/trigonometry?
At the moment I'm basically forcing the leftmost asteroid to the left and the rightmost object to the right, but 90% of times this just looks very unnatural.
Would someone kindly point me some resource I could check up on/read/watch on how to approach this? I don't have the smarts to figure it out on my own, but will be more than ok researching it on my own - just need to be pointed in the right direction. Any tips or pointers would be greatly appreciated.
Thank you in advance!
Pedro.



With the theme of this jam being "Roll the dice", I made a game where you set your team up and roll the dice on who attacks. There are different effects that interact with each other and I am still working on the game! After years of saying that I wanted to join the game jam, I am making my first game!
I haven’t had the time to make a proper tutorial, but here is a little explanation. At the beginning, you choose three heroes you want to bring to the battle. Afterwards, you can press x to “roll the dice” and a random hero will attack. Each hero can have attributes. There's: Lighting (battery icon), explosion (bomb icon), nature (leaf icon) and fire (fire icon). Lighting does 2 damage to lighting, explosion does 1 damage to all the opponent, nature heals everyone 1 hp, and fire does 2 damage to nature. I still want to keep working on it and improve and add stuff to it. If you have tips and recommendations, tell me!