Hi All,
I wrote a small function to scale 8x8 sprites using a sprite number instead of using sspr() itself and having to pick out the x and y position each time.
I'm using it for the Toy Box Jam 2 where you have a spritesheet already made and you want to quickly resize things.
Updated function with feedback from @freds72 and @MBoffin:
function xspr(sprt,x,y,w,h) --sprt: sprite number --x: x position --y: y position --w: new sprite width --h: new sprite height local sx=(sprt%16)*8 local sy=sprt\16*8 sspr(sx,sy,8,8,x,y,w,h) end |
Original function:
Probably already exists someplace but thought I'd share my own solution to the problem.
I use an external editor when working with P8. Due to years of programming experience with CamelCase, I have written all my code in that format, accepting that it won't look right in the P8 editor. Everything has been working fine for me.
I discovered today, though, that there's no mechanism for me to inspect values at runtime, since I can't type "puny" (uppercase) letters into the Esc command line. Thus I can't do
print(myVariable)
I tried copying from my external editor, typing in all standard-case, or pressing Ctrl-P. None of these helped.
A game made in roughly 3 days for the ToyBoxJam 2020! Plant some crops and stay out of debt. See how many days you can last.
This doesn't quite have all the stuff that I wanted to put in it, but now that the deadline is extended I'll probably keep playing with the concept :)
It definitely needs a good chunk of optimization, but I still think it's a fun little toy.
This was made in two weeks for Toy Box Jam 2020, a jam in which we had to make something using only premade graphics/sfx/music assets.
In Super Mumtaz Bros. you join the titular plumbing brothers on their mission to rescue Princess Sana from... chickens?
•Hunt down radioactive chickens by using the Geiger counter!
•Break pipes!
•Repair pipes!
•Run around!
•Climb!
•Platform action!
•Discover secrets!
•Collect trophies!
•No jumping!*
Super Mumtaz Bros. is a highly realistic plumbing simulator that was made in Pico-8 for Toy Box Jam 2 from 18th December 2020 to 3rd January 2020.
Tips
Ali can find chickens stuck in pipes using his Geiger counter. He can then stomp on pipes to get the chickens out.
Introduction
Hello, i hope everyone is having a good 2021 so far :)
A good friend of mine ( @dad Jr.) introduced me to Pico-8 back in November 2020, and i set about looking for a tutorial on youtube to learn the Pico-8 interface and how lua works in general. Coming from Python the syntax was a little weird but was easy enough to get around (i hate tables).
Eventually i found a video series from Dylan Bennett ( @MBoffin) describing how to create a simple top down adventure game
After that @dad Jr. and I collaborated, and today we believe we have a demo ready for use!
Mally and the Missing Manuscript
Setting
You are Mally, an archivist working for the local museum.
One day a patron requests to see a manuscript from the old archives located in the ruined basement, a place no one has been in since the museum was rebuilt years ago.
Can you safely traverse the old archives, and find the missing manuscript?
How to Play
Controls
Arrows: Movement / Turn Actions
❎/X/5: Turn Actions
🅾️/Z/4: Contextual Actions
Items
Bombs
- Can Destroy cracked walls and skeletons. Inert when planted, Must be activated by using contextual action button.
- Takes 3 turns to detonate.
- Bombs explosions can be chained together to produce traps for enemies, given you've found or purchased enough bombs to do it.
Description
My submission for #toyboxjam2. It's PICO-8 clone of Snood! Match 3 or more snoods in a row to clear them or even make other surrounding snoods fall. Clear all the snoods to beat each level. Keep an eye on your Danger meter! Each time it fills the snoods inch closer to the bottom. Once they're low enough you lose. Making snoods fall will lower your Danger meter.
Controls
- Left and Right -- Rotate launcher left and right
- X -- Launch snood
- Z -- Hold in conjunction with Left or Right to aim more precise shots
Entry for the One Hour Game Jam 297th, Theme: Follow.
A Shadow is following you, and you need to reach the Goal. Your Shadow(s) also need to reach a Goal.
Note:
It took me four Hours instead of only one to make this Cart. It would be dishonest to other Jammers if I would hide that fact^^.
I like the Idea, maybe I'll work on some more Levels and a better presentation, but I really don't know atm^^.
Have Fun!
Low-Rez pixel art is the great equalizer.
Anyone can do low-rez pixel art and make it look at least decent.
There was a high school teacher that taught his students how to code homebrew games on the Game Boy Advance via emulators and a flash cart.
While this teachers deserves applause, ultimately all the student projects looked amateurish next to commercial Game Boy Advance games.
The fuze basic for the Nintendo Switch also appeals to students but it relies on a pre-packaged library of professional 3d assets. Simply reusing professional assets leads to a mish-mash of styles. Your own artwork next to these assets also looks unflattering.
The low rez resolution and reduced color palette of pico-8 makes for more visual consistency. Yes professional pixel artists will still produce better looking games but the beginners art does not look like crap in comparison either.
You can still be a one-man shop like in the days of bedroom coding in the UK of the eighties. Instead of being at least a artist/coder duo.
Introduction
In Dice Mice, players take the role as a posh mouse fighting through trash monsters that have taken over your land. In your disposal you have five dice that can be used for attacking the monsters five different cores.
Defeat monsters by attacking their heart core, but just focusing on that core won’t do you any good, you have to take into account the attack and defence core as well. If you are feeling adventurous during a fight then try to go for a quintuple for an instant victory!
Just know that if things get tough there is always the flee core; run from the battle and try a new one! Maybe the next encounter will be in your favor? Or if you are in a real pinch, try to build on the bandage core to heal during battle!
Controls
Left/Right - Walk on Bubbles
X - Jump
What is this?
This morning I was thinking about one of Spelunky 2's bosses, and older games like Bubble Bobble, and was just sort of working out how a platformer jumping on bubbles would work. I decided I'd try and knock out a game in a day and just started hacking on it.
Ended up having some errands to run and projects to work on around the house, but for working on a thing off and on this is a decent start. There's nothing to do yet besides jump around on the bubbles. I'll probably just have some basic collectible, a high score system, sounds, and a game over screen and call it done.
One of my goals for 2021 is to complete a small game each week so I want to be better about identifying my design goals and cutting scope.
Credits
Music by Gruber (https://www.patreon.com/Gruber99)
Character Design from https://modsama.itch.io/4ssplatform
Per this discussion, I wanted to mockup a potential new idea for the Pico8 editor, to better incorporate some of the undocumented features that are being used more and more often by people. The 32 color extended palette is the major one, which I still think does not play nice with the existing editors, for three reasons:
- Repeatedly tweaking the colors in your art requires you to look up arbitrary numbers and re-type them into a line of code, which introduces a huge delay that makes doing this in Pico8 very unpleasant. Some tools have been coded by other people to help you with this in-game, but I'm talking about the editor itself. The current art tabs don't work with the alt colors at all, and color is important enough that this is kind of making them unusable in their current state. I feel like every game I've played in the past year here has tweaked at least one color from the starting 16 into an alternate, so it's a huge use case.