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I have a stationary object firing bullets at foe(enemy object). The problem is the game is running at 30fps, and the bullets are travelling at a pretty fast speed, so fast that they sometimes endup on the other side of the foe, but not so fast that they passthrough foe. I'm using circular collision and the foe have a circle of radius 4 with origin placed at the center of their circular-sprite. The bullets are small with radius of 1 or 2. Everytime a bullet is colliding within the foe's circle the game takes the angle between the bullet and the foe (the bullet-foe-angle) and applies a force in that direction onto the foe. Normally this would mean any bullets fired at the foe push the foe in a 'general direction away' from the bullet's point of origin but not necessarily in the direction of the bullet's projectory(unless it's a dead-on hit). But a bullet which first appears on the other side of the foe's origin... is going to push it forwards, towards the bullet's point of origin. Also of note is that the last bullet to hit the foe before it hits 0 hp determines the direction of the foe's ragdoll/corpse effect(any small bullet bump basically gets pronounced for a second or two). Each object has a dx,dy variable tabulating all the forces applies on it that frame then added to their x,y.

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6 comments


Cart #gebemodaso-0 | 2022-09-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Asteroids

Movement: Arrow Keys
Shoot: X

Clear as many asteroids as you can - the more you clear, the more difficult it gets! How long can you survive?

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1 comment


Cart #proceduralworlds-3 | 2022-09-21 | Code ▽ | Embed ▽ | No License
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I'm making a game with procedural world genration and decided to post the generator here. If you have some suggestion, please tell me xD.

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Cart #ggaughan_shmdown-0 | 2022-09-20 | Code ▽ | Embed ▽ | No License
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shmdown

A shoot-em-up developed for the Basic Shmup Showcase game jam.

Controls

  • Up/Down
  • Left/Right
  • X to fire
  • Z to flip direction

Credits

Code: Greg Gaughan
Music: @gruber_music

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Hi I'm currently working on my first project in pico-8 and I loosely followed a tutorial on collision detection and I wrote this function

function colliderect(x1,y1,w1,h1,x2,y2,w2,h2)
	xs = w1/2 + w2/2
	ys = h1/2 + h2/2
	xd = sqrt((x1)^2+(x2)^2)
	yd = sqrt((y1)^2+(y2)^2)
	if ((xs > xd and ys > yd)) then
		return false //colliding
	else
		return true //not colliding
	end
end

which takes the x and y coordinates and the width and height of two objects and calculates if they collide. The function itself seems to work as it should and gives the correct result when manually inputting the data but when I implement it like this

function update_player()
	for i in all(bullets) do
		if (not colliderect(player.x,player.y,player.w,player.h,i.x,i.y,i.w,i.h)) then
			sfx(1)	
		end
	end			
end

it doesn't work anymore. Even if I am standing right on the bullet it doesn't play the sound it should when colliding (and yes I did check if it's the right SFX). I am also not getting any errors when running the program so I don't really know what's wrong. Any help would be very much appreciated.

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2 comments


Cart #zodujazuhu-1 | 2022-09-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

Fixed the bug (I had an older verison of pico8 and the sub() function behaved differrently, thanks to @choo-t for the solution)

(The game was made for the basic shmup showcase jam following the lazydev'tutorials)

My thoughts on the game:

I followed the tutorials without a lot of changes to the game so at the start of the jam I had to choose what to do with the game I already had, I felt really inspired playing stick it to the stickman and I wanted some similar mechanics in my game, I decided to keep the wave game mode as some kind of "campaign" in which u could win the game and then add the mechanic I wanted in a new infinite game mode. I considered having just one game mode but I didn't think it would change remarkably in terms of token because for the new game I'd still have to copy most the code (I also considered starting from scratch but it seemed to much work), I struggled a little with the token limit in the last days but I guess that no matter what I would still probably have reached it.
Also a few times I lost sight of the vision and just started to add whatever came to mind in the game, I think I should have dedicated more time in the beginning into planning what power ups I wanted in the game and how they could interact with each other (e.g., the xp boost is almost useless it just makes you go faster through the game I thought it made sense when I introduced it in the game because the difficulty was time based while now is level based but still it didn’t really add much to the gameplay)
One interesting tradeoff I had is that the token limitation made me think about writing most of the code in a string and then turning it into code with a function, turning for example an array in a string and then have a function go through it and create the array or do it for function parameters, decreasing the readability of the code. (I only reached the limit toward the end so I only used it in a few arrays that I knew I would probably never modify again)
(English isn’t my first language and I’m writing this after testing and debugging the game if there are some mistakes I’m sorry and pls let me know)

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17 comments


Cart #wubujo-0 | 2022-09-20 | Code ▽ | Embed ▽ | No License
2

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Hey everyone!

I bought pico-8 as both a fun hobby for myself, but also to get my 6-year-old daughter into game development. We had a blast creating this, and it is our first game! It is a short adventure-platformer with a day/night mechanic that changes the levels a bit.

We have collaborated on everything from music, to art, level design, and even some code. She has proudly drawn pixel art, and decided on the main mechanics of the game, as well as the levels (and boss!).

She wanted me to release this game "to the world" 😊 so obviously it's going on here. It's incredibly short, and more of both me and her learning the pico-8 platform.

We hope you enjoy this brief little platformer!

Cart #tokapamiwe-1 | 2022-09-20 | Code ▽ | Embed ▽ | No License
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Cart #monkeyisland_2022_9_20_3-0 | 2022-09-20 | Code ▽ | Embed ▽ | No License
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An animated section of the first scene of the great game The Secret of Monkey Island.

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Cart #guzonawasi-10 | 2022-09-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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-Tumbleweeds you miss will pile up to the left, filling the screen and cutting of your space to move. The game ends when tumbleweeds fill all the way to the right.
-Hit shots without missing to fill your combo meter and get score multipliers.
-Shooting quickly will lower your accuracy. Let the recoil go down to stay accurate.

This game was created as part of Lazy Devs Academy's Basic Shmup Showcase.

I made this game to try and break some of the conventions I often see in the shmup genre. The combo system rewards accuracy over holding down fire the entire time. The low visual clutter aids comprehension, and the theme and setting offer a bit of variety to a genre full of ships shooting other ships.

Consider supporting my game on

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8 comments


Wikipedia said that the Electric Piano 2 slot is often an FM piano patch, so I went in and tried to make something with a similar vibe:

[sfx]

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8 comments


Cart #bobworld-15 | 2022-09-23 | Code ▽ | Embed ▽ | No License
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6 comments


Cart #invertworld-4 | 2022-10-27 | Code ▽ | Embed ▽ | No License
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I have finally released my first game/demo for pico-8! It's and endless runner that it's main concept is that you can flip or invert the world. The idea came about after reading through the Playdate SDK and seeing there was a way to flip the colours on the 1bit display. I thought I'd prototype on pico-8 first and then port to the Playdate console. The port is going well and I hope to have it released by the weekend. I will attach a link to an itch.io page when it is ready.

The code is not the most efficient but if I do decide to extend this then I will work on not loading in and inverting the whole map on each Z button press.

CONTROLS
-- UP or X to jump
-- Z to invert the world

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2 comments


Cart #compito_vacanze-1 | 2022-09-19 | Code ▽ | Embed ▽ | No License
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Help Lucy drink all the lemonade she can find. But watch out for the wasps.

A little game made for summer jam.

Cart #kwikrick_lemonade-6 | 2024-08-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Changelog:

  • Added a highscore list (cartdata)
  • Works again (was broken with 2.5e).
  • Fixed some small bugs.
  • Small improvements in gfx and sound.
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Cart #nap-3 | 2022-09-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[UPDATE#3]
I found a better solution for the bullet issue thanks to an fellow anonymous gamedev. Turns out I did not need to use "poke" at all. So, yeah. Also, I hope to make this is the final update. Let me know how it goes though. For now, I need a break.

[UPDATE#2]
Realized how too easy this game is, so I changed these:

  • Score system from by 10 to by 1
    This makes sure that the score doesn't overflow into the negative.

  • How bullets behave:
    Bullets now won't appear as much. Also, bullets will now disappear after you hit enemy.

Happy shooting.

[UPDATE] Fixed bullet hitbox.

My first Pico-8 game that actually is cool. <3
An endless shmup where you shoot down enemies in the night sky and score points. How high can you go?

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Cart #blue_space-0 | 2022-09-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just some music and a little demo for a school assignment.
Some inspiration from Dandara :)

edit, made drumbeat more noticeable, changed graphics, more tweetcart besides music.

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Cart #mcg_ssg-0 | 2022-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello, everyone! This is my first PICO-8 game, started on an airplane with no wifi and finished as a fun little shmup toy while I was out of steam working on my main project.

Spiffy Spaceguy is an endless 80's-style side-scrolling shooter. Powerups will either switch your weapon type, power-up your current weapon (if you choose the same powerup style as the weapon you currently have,) or heal you. Different weapons have different strengths and weaknesses; play with all four to find your favorite!

While this is technically a work in progress, it's pretty complete. Have fun!

(PICO-8 is a delight to work with. I could see never going back to making larger games...)

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6 comments


Cart #linjat-0 | 2022-09-18 | Code ▽ | Embed ▽ | No License
8

Here is my Pico-8 version of Linjat.

Original game idea, levels from Juho Snellman

396 levels in 4 packs:

  • easy (6x9) --> 99 levels
  • medium (7x10) --> 99 levels
  • hard (8x11) --> 99 levels
  • expert (9x13) --> 99 levels

Have fun!

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Cart #midnightdrive-0 | 2022-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

This is an exercise in whether I could and not whether I should try and write a primitive 3D engine within 1024 compressed bytes. Turns out I could but visually it would've been better to fake it. Nevertheless, I thought I would upload it here anyway. As it's pretty rough I won't enter it officially into the jam. It would be interesting to see how people from the community who are more proficient go about the same challenge.

It lacks any depth ordering so I put some dithering in there which I wanted anyway and helps mask the problem. Similarly I thought it would be cool to have a street light effect on the "road" so dithering was used there. It also has some really ghetto hacks to prevent clipping.

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