Hi, quick question.
Does anyone know if there is a limit to how many leaderboards can be created for a cart?
Documentation says scoresub() only returns the top 64 scores, but is there a limit for how many leaderboards can be made? Or can i just keep making new ones?
I assume only @zep would know, but maybe someone has the inside scoop?

Hi, new here. I'm trying to figure out how to handle collisions for a 16x16 player sprite with 8x8 map tiles with flags. I followed this SpaceCat tutorial https://www.youtube.com/watch?v=oBzmFxG2ezM.
Some edges do collide correctly and prevent the player (blue square) from crossing the map tile (green square) with flag set, but some edges don't and blue can cross over green.
I put together a very basic sample cart (and hopefully uploaded it correctly).
Can someone tell me what I'm doing wrong? Am I missing some math for the 16x16 sprite dimensions?
Thanks!

Call of Pico: Survivors!
Survive as long as you can
Kill enemies for points
Use points to buy perks and unlock new areas
controls:
🅾️ = shoot
❎ = interact
❎ + ⬅️ / ➡️ = switch weapon
❎ + 🅾️ = pause
I basically tried to make a fusion game of Call of Duty: Zombies and Vampire Survivors.
Pretty much my first game so there's probably tons of jank.
Im the only person that actually play tested this, so feedback is much appreciated
How far are you guys getting? Does the difficulty spike too fast?
Are you able to find the other weapons? Should I leave more tips or hints?
---------------Spoilers for Game--------------
--EE Steps--
--Get 4 new weapons by getting kills near weapon crates
--active teleporters by getting all weapons
--teleport to get soul keys in uwu room
--unlock doors with soul keys
--locked doors give either:
-- 1 more perk slot (up to 4),
-- parts to upgrade uwu (up to 4),
-- parts to increase perk level (4 parts for +1),
-- parts to craft wonder weapon
-- 4 perk slots can be unlocked by shooting 4 cracked tiles with wonder weapon
-- lvl 5 perks unlocked by shooting active box with lvl 3 weapon and 12, lvl 4 perks
--Final Step--
--after all weapons are lvl 3, use uwu to activate final step
--zombie spawn rate is increased and round does not increase
--interact with all weapon crates to level up uwu to teleporter
--interacting with the uwu teleports the player and finishes the game
What better way to get back on track than by making a little game? In "DIAMS ! DIAMS ! DIAMS !", you destroy monsters by matching groups of three of the same color. Every third monster earns you diamonds—both for itself and for any others it takes down with it. If you play without making mistakes, the number of diamonds earned per group of three increases. A good color combo also grants a lucrative bonus to help you smash the high score. The current house record is 42,182 points. I hope you have fun!
ressources :
https://davemakes.com/extremelyspecific/
https://nerdyteachers.com/PICO-8/Pico-view/16
inspirations :
https://www.lexaloffle.com/bbs/?uid=9308
https://www.lexaloffle.com/bbs/?uid=11047
precious friends of mine :
https://ghettobastler.itch.io/
https://www.lexaloffle.com/bbs/?uid=69071
https://scotaire.itch.io/
https://www.lexaloffle.com/bbs/?uid=17263

P8-38P
P8
303
808
Poly
12 voices: 8 rendered to PCM, 4 native PICO-8.
303
Saw/square into a resonant filter with envelope mod and decay. Per-step accent and slide.
808
Seven synthesized drum sounds. Per-step accent. Closed hat chokes open.
P8 Poly
Four voices, eight waveforms, six octaves (below PICO-8's pitch floor), and bass-boost.
Mixer
Per-channel faders, meters, mutes. Sends to two master effects.
Effects

Preface
Last night I was gripped by the urge to make a tline() based map renderer so I could make cool distortions. I ended up finishing it after a couple hours of research and hacking, and I felt it was a good thing to write about.
This is going to be one of those tutorials where all the steps are explained. If you just want the final code, I won't judge, just scroll down and grab the demo cart, it should be well-commented and easy to pick apart.
Method
The specific way we're going to render the map with tline() is by defining the viewport with 4 points on a quadrilateral and rendering each column of the screen individually. We sample 128 points along the bottom and top lines using tline and draw those to the screen. This is actually the only rendering trick you need to pull off, all effects based on this just depend on how you move the four points!
TUTORIAL START
Defining Our Points
function _init() toplx1=0 toplx2=128 toply1=0 toply2=128 [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=192886#p) |
objective
In "blob jump" you are a blob that can jump, you need to get the coin in every level while avoiding the spikes
lessons learned
Okey so I wanted to practice a few things but not create a ton of levels... this are just two levels, but I got to
- Practice platforms collisions
- Gravity and more advanced movement
I got a ton of inspiration for achieving this things from:
- nerdyteacher https://nerdyteachers.com/PICO-8/Community/
- kevin thompson for the background and understanding how to approach oop in pico 8 https://youtu.be/X9qKODb-wXg?si=DvwAKJV5t_ietgmW
- And this cart for understandind plataformer collisions https://www.lexaloffle.com/bbs/?pid=28248#p
This is a reworked version of my first go at making Scoundrel in Pico-8
- I have fixed the rules so that it follows the correct rule set from the original physical game.
- I have also added 2 new styles to the game to play.
[ UPDATES ]
1.1
- [NEW] Game resets to the last mode played in the menu after losing a game
1.2
- [FIXED] The UI cursor would highlight hidden options by mistake when your hand was less than 4 cards or you avoided a room.
- [FIXED] When playing HOUSE rules cards would display the sword is dull message on cards that could still be attacked by mistake

This is a simple little game I made for a short jam with a theme of "If you can't see it, it doesn't exist".
Decided to keep it simple with a one-button single screen game.
Sporting equipment is coming at you, but it can only hit you if you can see it: Hold (X) to blink while things go through you.
Your score increases while your eyes are open, and will decay if you keep them closed for long.
Things get harder as you reach certain score thresholds - More frequent and varying objects! Harsher score decay (but also faster score increase)!

With the next iteration of my favorite retro PC game of all time (Star Control 2) being released soon, I decided to try and port the melee battle mode to Pico8 as a challenge. I tried to be as high fidelity as I could, utilizing the open source and I think I hit a pretty decent middle ground of what is a recognizable version of the game - with a single token to spare. It features all 25 ships, battle music, sound effects, basic AI for single player, and 2 player support.
Ships were originally 16x16 sprites, but when I tried upping them to 24x24 I thought they really looked good, so unfortunately I ran out of room for several graphics for things like projectiles etc. they are replaced with pixel or line drawing routines. I also didn't have the space to include graphics for things like the x-forms 2 different modes, or the orz's spinning turret (tho they both are functional gameplay wise). The low resolution really limits readibility of the battlefield at min zoom, but the game indeed FEELS like the original.

feel free to just ignore this, putting it on bbs in hopes of embedding it somehow allowing that to use the logged in lex account. update: it does not, but it also doesn't deny it, maybe using slightly diff stuff because its not a .html but it is technically from bbs, but the cookies or whatever isnt stored on there so it doesnt work; won't be asking users for their lex login so won't have that work
for https://bbs.astralsparv.cc/ and the upcoming picotron music service





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