obsolete
The technique described here uses a deprecated piece of PICO-8 functionality that will be removed in a soon-to-come PICO-8 version: " _map_display has been deprecated when running on a single display (see 0.2.6b release post)".
In recent releases it's possible to set the address in memory that PICO-8 takes its sprites from and this is a preferable way to have multiple sprite sheets available for a game (see the manual for more info; try searching for 0x5f54 and poking values like 0x80, 0xa0, 0xc0, 0xe0).
-- update: fixed a bug where I was still drawing 16x16 sprites from testing that.
Cart showing how to exploit the undocumented multiple display functions to set up extra sprite buffers that can be mapped back into memory for negligible cost.


Work In Progress:
A tool I made to help learn how fillp() code works as well as the 256 colour combinations.
In future I plan to add a hexadecimal readout as well as a means of changing the colour other than rewriting the colour table in _init(). Comments and better organisation of code is also on the to do list.


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!