I don't know if this is a bug or a debug feature? But when pressing the number 6 while in the designer, it zooms in super huge on the mouse. This is really distracting when coding because it'll flash up huge on the screen if you happen to hit a 6 while you type! 😆 Maybe an option to disable that feature while editing code?
I'm learning to make hitbox collisions (instead of flags collisions).
Vertical collisions seem to work just fine but horizontals don't.
How can this be done?
Maybe hitbox collisions are just to complicated and shouldn't be used?
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function _init() pad_x=45 pad_y=45 pad_width=30 pad_height=30 pad_color=7 pad_speed=3 ball_x=80 ball_y=10 ball_radius=4 ball_color=8 ball_speed_x=2 ball_speed_y=2 end function _update60() btnprss=false cls(1) --ball movement ball_x+=ball_speed_x ball_y+=ball_speed_y --ball-screen collision if ball_x<0 or ball_x>128 then ball_speed_x=-ball_speed_x end if ball_y<0 or ball_y>128 then ball_speed_y=-ball_speed_y end --pad movement if btn(0) then btnprss=true pad_speed=-5 end if btn(1) then btnprss=true pad_speed=5 end pad_x+=pad_speed if btnprss==false then pad_speed=pad_speed/2 end if pad_x<1 or pad_x>126-pad_width then pad_x=mid(1,pad_x,126-pad_width) end pad_color=7 if ball_box(pad_x,pad_y,pad_width,pad_height) then pad_color=8 ball_speed_y=-ball_speed_y end end function _draw() rectfill(pad_x,pad_y,pad_x+pad_width,pad_y+pad_height,pad_color) circfill(ball_x,ball_y,ball_radius,ball_color) end function ball_box(box_x,box_y,box_w,box_h) --conditions where there are no collisions if ball_y-ball_radius>box_y+box_h then return false end if ball_y+ball_radius<box_y then return false end if ball_x-ball_radius>box_x+box_w then return false end if ball_x+ball_radius<box_x then return false end return true end |
This is a work in progress for a midterm. The basics are all there, but the goal, in the end, is to have a single player "snake" like mode, add in some power-ups, work on better hit detection collision when sprites are added, and general cleanup to look more like a SNES game than a basic Atari game.
One of my favorite hobbies of late is trying to transcribe/approximate existing music into PICO-8's tiny tracker, so here is my attempt at "Castles of Cake" from my favorite kirby game, Kirby's Dream Course :D
Technically Interesting Note: I am doing some slightly sneaky swapping of SFX after the intro so I can use a couple of different SFX instruments that are only in the intro and not used in the rest of the song
New version fixes random spawns; mooks will only spawn outside the screen bounds now.
New version (2/6/19) adds levels and backgrounds (shoddy, not-final-product backgrounds)
New version (2/25/19) adds directional sprites to the player and mooks, as well as heart pickups. Additionally, minions will now fire ammo from a distance instead of their previous behavior of standing there... menacingly.
New version (2/25/19) adds a score tracker to end screen and makes minion fire actually, well, visible.
New version (3/2/19) implements a boss at 9000 score, but be careful - he's not exactly balanced.
- Also changes text color in areas for readability.
Just wanted to cross-post this here -- Voxajam is happening all through February, and to announce it @Eiyeron and I put together over a dozen little demos to help pico-8 devs wade into the waters of Voxatron.
These all ignore Voxatron's built-in actor/physics systems, and work by overriding _init, _update, and _draw to create games in a fashion that isn't all that different from making a pico-8 title.
If you already have Voxatron (or are a pico-8 owner looking to take advantage of the $5 'upgrade' to it -- https://www.lexaloffle.com/purchase.php?product=add_voxatron ), I think this could definitely help bridge the gap and let you hit the ground running.
Announcement cart is here:
Voxajam 2019 is LIVE!! Al February long!!
Details are in the cart, along with some demos and helper functions of varying type/depth made by myself and @Eiyeron -- feel free to take a look and use any of them to help get you started! They should be organized so that you can just:
- copy an asset directory
- change the names of the name_i, name_u, and name_d functions to _init, _update60, and _draw, respectively
Here are the details again for convenience:
"welcome to voxajam 2019!
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what: a voxatron jam
theme: "so much more
than 'voxatron'"
there are no official
limitations
..but why not make something
outside the default
'robotron' style?
(a neat effect, a toy, a tool
a tweetcart, a full game--
anything!)- when: all february 2019
- where: voxatron forums!
(lexaloffle.com/bbs)
and itch.io/jam/voxajam
use '#voxajam' on twitter
press ❎ to view some demos
and examples!"
If you have questions or suggestions, please post here in the thread or hit me up on twitter ( @enargy)
(helping spread the word by RTing this tweet would be appreciated also -- https://twitter.com/Enargy/status/1086287474127720449 )
Oh yeah if you have any questions let me know -- there's also an easter egg (or two) hidden in the announcement cart if anyone cares to look :p