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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?

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Cart #breakoutgame-0 | 2019-01-20 | Code ▽ | Embed ▽ | No License

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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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Cart #hermo-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


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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
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Cart #fahidajegu-2 | 2019-03-03 | Code ▽ | Embed ▽ | No License
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Cart #fahidajegu-0 | 2019-01-20 | Code ▽ | Embed ▽ | No License
1

1
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Cart #mumodoyuye-1 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #zosohatoko-0 | 2019-01-20 | Code ▽ | Embed ▽ | No License

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.

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Cart #jekifuyida-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Testing for a class

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Cart #kuhetiwozo-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #nususituya-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #zombies-2 | 2019-07-27 | Embed ▽ | License: CC4-BY-NC-SA
4

Doors were braking the game play. hopefully fixed.
Added couple of new rooms


Hopefully fixed weapons not working
Updated version, with more updates coming in future.

Added boss battle, rooms should all play through.
Added a cart label

4
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Cart #castlesofcake-1 | 2019-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
22

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

22
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Cart #blockrupt-1 | 2019-01-19 | Code ▽ | Embed ▽ | No License

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So, next thing Co is dead. But, is there a way to update Pico-8 to the latest version?

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Cart #comets_game-8 | 2019-03-02 | Code ▽ | Embed ▽ | No License

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It's just a litle game for my firends

I know there are still bugs in this game, but it was a good experience to play with this tool :D

Cart #modacles-0 | 2019-01-19 | Code ▽ | Embed ▽ | No License

press c to destroy the the fireworks
press x to jump

uses <- && -> to move

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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.

Cart #sejuferete-7 | 2019-03-03 | Code ▽ | Embed ▽ | No License

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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:

https://www.lexaloffle.com/bbs/?tid=32932

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Cart #paidxp-0 | 2019-01-18 | Code ▽ | Embed ▽ | No License

OK now have a studyfile.I'll working on it!

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Cart #voxajam2019-2 | 2019-01-18 | Embed ▽ | No License
15

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:

  1. copy an asset directory
  2. 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!

  • 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

15
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It's new here.
Start to learn..
and GLHF.

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