Bonjour,
j'ai créé un jeu sur pico 8, et j'ai besoin de vos connaissances pour corriger des erreurs.
Lorsque l'on crée des sprites, nous avons plusieurs pages de sprites. 0, 1, 2 ,3.
J'ai rempli tous les sprites pour mon jeu et utilisé les 4 pages, mais dans mon jeu, la page de sprite 2 est générée automatiquement, au hasard, dans les emplacements vides. Cela fait un désordre dans les cases que je n'occupe pas dans mon jeu. Connaissez vous la solution svp ????
Je Vous le montre dans l'exemple ci dessous...



Hello hello,
I wanted to share my first Pico-8 game.
presenting the
gothic rouge-like arcade mini-golf bonanza
You can also play it on itch.io
Featuring
- 44 levels
- 1 cute goth
- loads of different parts
- buggy physics
Release notes
0.3.7
First public release, physics are still buggy, but since this is my first time programming physics in any engine, I am satisfied for now.

The concept could be expanded on mainly with adding more levels and improving the physics, but I am also open to any other suggestions.
Excited to start sharing stuff with the Pico-8 community!


This is a cart that I created as part of a team in 24 hours for the 2024 Binghamton HackBU Hackathon! I worked on the combat and gameplay, and my partner Liz worked on the procedural generation for the map in the background. Right now, it's very unfinished - there's a lot of stuff that I didn't get a chance to add, including changing enemy types based on the map, and what's there is often very unpolished. Still, this works as a good example of the potential of procedural generation in a PICO-8 game, and we will hopefully develop this more in the future!
Gameplay:
Find the four monuments, defend them, and save this land!
Once you find a monument, get close to it in order to summon the enemies you need to defeat

I went onto splore and was looking at another games code and I went into a game and started mucking around with the code and messed some stuff up. Did I wreck the game for the guy? I changed some sprites and stuff, I was trying to learn movement coding etc.
Other question, how to change the png. for the screen of the game in Splore and how would I go about coding a splash screen?

Hi,
I am probably quite late to the party, but since discovering pico-8 recently I've been really impressed with the platform.
Like many others have done I am working on my own Pi Zero based arcade console to play Pico-8 games, mainly for the fun
and challenge of building one.
I've been able to use Pico-8 via Retropie (using the paid pico-8 executables) and get it fully working, although I don't like the slow boot-up and slow performance on a Pi Zero.
I found that using PicoPi (after finding posts on it like https://www.lexaloffle.com/bbs/?tid=35926) is much faster to boot and the games run better (with Retropie some pico-8 games are stuttery).
However I can't work out yet how to get my audio via USB working with PicoPi & Pi Zero. It seems to have HDMI audio by default which isn't what I need.
Many thanks in advance for any pointers!
Risk of rain demake in the celeste classic engine
This is a in-progress mod i am currently working on. Here are some gifs of items working, mechanics.
Ukulele + Wisp in a jar + Gasoline (WIP Visual effects)

Molotov Cocktail Utility

Health System

Killing enemies

I dont know how long this mod will take, but armed with aseprite and everhorn, im sure it wont take that long.
For anyone wondering where CORE went, Its fully moved over to n.p8, and was fully rewritten for the new codebase.
The switch from hex to base256 level loading and the addition of bg tiles has forced me to abandon my levels, but i was going to do that anyways.
Look forward to both Risk Of Snow and CORE, coming (hopefully) soon.


My second progress update:
I'm trying to implement the ability for my player character to create temporary blocks which can be used as platforms to reach otherwise unreachable areas. The idea is that the bunny player character digs up earth which piles up behind him and then disappears after a few seconds.
- When the player presses the o button while on a ground tile, a 'newblock' is added to a table so that it can be deleted after its set duration. In order to ensure the original map tile is restored after the 'dirt block' disappears, mget is used to grab the original tile sprite as 'oldblock.'
`if btnp(🅾️) and p.landed then
newblock={}
newblock.spr=14



I've got this bunch of enemies that run after the player, but i can't seem to figure how to make them collide each other since they all are in a same table.
I've managed to do it with two for loops that calls them differently, but this makes a game overload after there's more then 40 enemies spawned.
Maybe somebody could give me a hint on this one.



I've started up a new project and I'll be making extensive use of the trig-functions, so I started playing around with them. I soon found out about the input range and the inverted sin, but I still can not explain the behavior I'm seeing.
What you would expect from sin(x)cos(x) and what you can intuitively read from the graph is that first peak of sin(x)cos(x) should be negative, and the second positive. The actual behavior can be explained by the inverted sin-function, but with the inverted sin-function, I would expect the sin-graph to reflect the inversion, which it does not.
Code:
function _draw() cls() print("cos(x)",10) print("sin(x)",12) print("sin(x)*cos(x)",14) for x=1, 127 do pset(x, 64,3) pset(x, 64+32*cos(x/127),10) pset(x, 64+32*sin(x/127),12) pset(x, 64+32*sin(x/127)*cos(x/127),14) end end |
(Sorry, I don't know how to format code on the BBS)

