Bit of a shorter one, but I'm half way done with the game! I have around 12 more levels to make, and I'm planning on adding another puzzle mechanic and maybe NPC's.
For now though, I've finally finished the chase mechanics, so I can show those soon. I've also decided calling it "lidar game" is dumb , so for the time being, I am calling it "lights out". Please contact me if you have a better name for it.
I'll have some videos soonish, so look out for that!
Okay, so I've been working on a cart as of late, and it's been really fun! However, I've hit a roadblock and I'm not sure how to overcome it, could I have some help?
So the game I'm making is a little factory game, and I'm currently trying to get conveyor belts working, specifically getting objects to stop when they run into each other.
I have two tables for co-ordinates; one for x-values of objects, and one for y-values. There are some subtables for certain objects, but that's not important.
Basically, my collision function checks those tables, sees if there's anything in the way, and if there isn't, it moves the object forward. However, whenever it checks the tables, it checks the entire X table, and then the entire Y table. So if there's an object that's in the obstruction area in the Y table and a separate object in the X table, the code thinks there's something in the way, and it stops the object.
So the million-dollar question is: Is there a way to have for functions stepped through one at a time, so as to keep the X and Y co-ordinates in sync? Or is there a better way? Let me know if ya'll need clarification or code examples.
ZOMG! I just realized it's October already! The PICO-8 advent calendar is just around the corner. Or, maybe not... We're still looking for tons more people to contribute a winter holiday themed PICO-8 project to the calendar. It doesn't have to be an epic masterpiece. Small games and demos are welcome. You can even reskin a game you previously released.
If you're interested, make sure you've joined the PICO-8 Discord server and then see https://discord.com/channels/215267007245975552/220602714982318081/1146905525158682665 for info on how to contribute, cuz we sure need you.
I've found some interesting things tucked away in picotron's code, and I'd like to share them!
First off, you can edit and view any file by typing edit name.ext
, where name is the file and ext is the extension.
There are loads of gui features to mess with and ruin, and my favorite is notify_user(<text>)
. When called, it displays "text" in a little notification bar! Even works with vars! Another honorable mention is the gui text editor. It's buggy sometimes, but you can embed a text editor or code editor anywhere you want in your cart!
As for non-gui things, there are many. You can read keyboard presses (get_key_pressed(key)), actively playing sounds, running processes, open files, OPEN files, delete files, change and list directories, all from within your carts! I'm sure there's a way to make a program run in the background, so this could make for custom themes, keyboard remapping, BG music and sound effects, freaking integration with your, YOUR operating system, the list goes on.
Hello Lexaloffle community, I have spent a couple of days learning Picotron. Figuring out how to modify files etc. I was wondering if anyone would be interested in me writing a full tutorial/documentation on how to use it, containing a full list of terminal commands (not only the ones specified by using the help cmd) and a full list of commands for the programming language. Containing information about each command. If anyone is interested in this please tell me.
Best Wishes, @grandel234
Picotron Playground:
https://www.lexaloffle.com/picotron.php?page=playground
All Official Documentation:
Gfx Pipeline: https://www.lexaloffle.com/dl/docs/picotron_gfx_pipeline.html
Picotron Pod: https://www.lexaloffle.com/dl/docs/picotron_pod.html
Picotron Usr Data: https://www.lexaloffle.com/dl/docs/picotron_userdata.html
The Pixel Toy (TpxT)
2nd picotron game ever made!?
To play, copy and paste code below (click "show") into picotron playground (or actual picotron when it comes out!)
If it says "clipboard can not be read", then don't use base Firefox. if you aren't using base Firefox, then give picotron clipboard permissions in site settings.
vvv Code vvv
[hidden]
-- ThePixelToy -- by antibrain --[[ todo: maybe some sort of GOL type sounds/graphics/prebuilt maps when ptron 0.1 comes out scene loader from clipboard to make something like TPT's save browser more pixel types more reactions make neut/prot act like they do in TPT instead of acting like GAS/FIRE saving/loading saves to hard disc. maybe using printh as file? cartdata? chemestry? air pressure heat simulate each pixel individualy so we can track its heat, speed, mass, weight, etc. virus because virus in TPT is very satisfying make fill/line tool not terrible deco layers ability to change sim speed full keyboard support? ]]-- j=0 dc=5 size=0 sim=1 function _update() --update loop mx,my,mb=get_mouse() --get mouse data simulatepixels() --simulate pixels controls() --allow game to be controlled end function _draw() --draw loop mousedraw() --draw with mouse ui() --draw ui end function simulatepixels() if sim==1 then for i=1,4000 do --4000 times per frame (30fps?) local x=rnd(480) --get random x and local y=rnd(270) --y values and local c=pget(x,y) --get the color of that pixel. if c==8 then --is red if pget(x,y+1)!=5 and pget(x,y+1)!=7 then --check all bordering pixels and if any of them arent a wall pset(x,y+1,c) --then set it to red end if pget(x,y-1)!=5 and pget(x,y-1)!=7 then --repeat for all other bordering pixels pset(x,y-1,c) end if pget(x+1,y)!=5 and pget(x+1,y)!=7 then pset(x+1,y,c) end if pget(x-1,y)!=5 and pget(x-1,y)!=7 then pset(x-1,y,c) end end if c==15 then --sand if pget(x,y+1)==0 then --sand pset(x,y+1,c) --f a l l pset(x,y,0) end if pget(x,y+1)==12 then pset(x,y+1,c) pset(x,y,12) end if pget(x,y+1)==1 then pset(x,y+1,c) pset(x,y,1) end end if c==2 or c==10 or c==11 then --gas (fire?)/neut/prot (i couldnt get neut/prot to act normal so i gave up :p ) local j=flr(rnd(4)) --pick random number local q=flr(rnd(2)) if q==1 and c==2 then --decay randoly pset(x,y,0) end if q!=4 and j==0 and pget(x+1,y)==0 then --go in random direction pset(x,y,0) pset(x+1,y,c) end if q!=4 and j==1 and pget(x-1,y)==0 then pset(x,y,0) pset(x-1,y,c) end if q!=4 and j==2 and pget(x,y+1)==0 then pset(x,y,0) pset(x,y+1,c) end if q!=4 and j==3 and pget(x,y-1)==0 then pset(x,y,0) pset(x,y-1,c) end if c==11 then if pget(x+1,y)==1 and pget(x+1,y)==0 then pset(x+1,y,11) end if pget(x-1,y)==1 and pget(x-1,y)==0 then pset(x-1,y,11) end if pget(x,y+1)==1 and pget(x,y+1)==0 then pset(x,y+1,11) end if pget(x,y-1)==1 and pget(x,y-1)==0 then pset(x,y-1,11) end end if c==2 and pget(x,y+1)==12 or pget(x,y-1)==12 or pget(x-1,y)==12 or pget(x+1,y)==12 then pset(x,y,0) end end if c==12 or c==1 or c==9 then --warder/deut/lava physics if pget(x,y+1)==0 then --let it fall down pset(x,y,0) pset(x,y+1,c) elseif pget(x-1,y)==0 then --if there's an open space and it isnt in free-fall, pset(x-1,y,c) --allow it to drip left and pset(x,y,0) elseif pget(x+1,y)==0 then pset(x+1,y,c) --right as well pset(x,y,0) end if c==1 and pget(x,y+1)==11 or pget(x,y-1)==11 or pget(x-1,y)==11 or pget(x+1,y)==11 then pset(x,y,11) end end if c==16 then --remove fill border pset(x,y,0) end if c==3 or c==4 then --wood/plant/foliage if pget(x,y+1)==2 or pget(x,y+1)==9 then pset(x,y,2) end if pget(x,y-1)==2 or pget(x,y-1)==9 then pset(x,y,2) end if pget(x+1,y)==2 or pget(x+1,y)==9 then pset(x,y,2) end if pget(x-1,y)==2 or pget(x-1,y)==9 then pset(x,y,2) end if c==3 then if pget(x,y+1)==12 then pset(x,y+1,3) end if pget(x,y-1)==12 then pset(x,y-1,3) end if pget(x+1,y)==12 then pset(x+1,y,3) end if pget(x-1,y)==12 then pset(x-1,y,3) end end end if c==14 then if pget(x,y+1)==0 then pset(x,y,0) pset(x,y+1,14) end if pget(x,y+1)>0 and pget(x,y+1)!=5 and pget(x,y+1)!=14 and pget(x,y+1)!=29 then circfill(x-4,y-4,16,2) end end if c==6 then if pget(x,y+1)==10 or pget(x,y+1)==9 then pset(x,y,9) end if pget(x,y-1)==10 or pget(x,y-1)==9 then pset(x,y,9) end if pget(x+1,y)==10 or pget(x+1,y)==9 then pset(x,y,9) end if pget(x-1,y)==10 or pget(x-1,y)==9 then pset(x,y,9) end end if c==7 then if pget(x,y+1)==0 then pset(x,y,0) pset(x,y+1,7) end if pget(x,y+1)==12 then pset(x,y+1,7) end if pget(x,y-1)==12 then pset(x,y-1,7) end if pget(x+1,y)==12 then pset(x+1,y,7) end if pget(x-1,y)==12 then pset(x-1,y,7) end if pget(x,y+1)==2 or pget(x,y+1)==9 then pset(x,y,12) end if pget(x,y-1)==2 or pget(x,y-1)==9 then pset(x,y,12) end if pget(x+1,y)==2 or pget(x+1,y)==9 then pset(x,y,12) end if pget(x-1,y)==2 or pget(x-1,y)==9 then pset(x,y,12) end end if c==9 then local q if pget(x+1,y)==6 and q==0 then pset(x+1,y,c) end if pget(x-1,y)==6 and q==0 then pset(x-1,y,c) end if pget(x,y+1)==6 and q==0 then pset(x,y+1,c) end if pget(x,y-1)==6 and q==0 then pset(x,y-1,c) end if pget(x+1,y)==12 or pget(x-1,y)==12 or pget(x,y+1)==12 or pget(x,y-1)==12 then pset(x,y,6) q=1 else q=0 end end end end end function mousedraw() if mb==1 and not(btn(5)) then --if left click then circfill(mx,my,size,dc) --draw red/wall at mouse pos elseif mb==2 then --if right click (or ctrl click) circfill(mx,my,size,0) --erase (draw black at mouse pos) end if btn(5) then --check if x is pressed if mb==1 and j==0 then --only do this once per fill! ox=mx --set old mx to mc oy=my --same for old my j=1 --j end if mb==1 then-- if mousedown omb=1 --set old mouse click to 1 rect(ox,oy,mx,my,16) --fill outline elseif omb==1 then --if its one then rectfill(ox,oy,mx,my,dc) --fill omb=0 --set old mouse button to 0 (because mouse was released) ox=nil --nil ox and oy oy=nil j=0 --j end else ox=nil --if x isnt pressed, nil x and y, then j oy=nil j=0 end end function ui() --ui bar rectfill(0,0,480,8,29) --bar circfill(4,4,2,dc) --current color rect(0,0,8,8,5) --outline on current color print("size:"..flr(size),50,1,0)--brush size print(scolor,12,1,0) print("Cpu: "..flr(stat(1)*10),100,1,0) if sim==1 then print("running",445,1,0) else print("paused!",445,1,0) end if dc==0 then scolor="erase"end if dc==1 then scolor="deut"end if dc==2 then scolor="fire"end if dc==3 then scolor="plant"end if dc==4 then scolor="wood"end if dc==5 then scolor="wall"end if dc==6 then scolor="stone"end if dc==7 then scolor="snow"end if dc==8 then scolor="eater"end if dc==9 then scolor="lava"end if dc==10 then scolor="proton"end if dc==11 then scolor="neutron"end if dc==12 then scolor="water"end if dc==13 then scolor="paint"end if dc==14 then scolor="bomb"end if dc==15 then scolor="sand"end end function controls() --controls if btn(1) then dc+=0.1 end --change brush color if btn(0) then dc-=0.1 end if dc<0 then dc=0 end --dont let color be too much or little or else if dc>15 then dc=15 end --the screen dies :( if btn(2) then size+=0.1 end --change brush size if btn(3) then size-=0.1 end if size<0 then size=0 end--dont let it go negative if btn(4)==true then sim=0 else sim=1 end --pause when z is held if btn(1)==false and btn(0)==false then dc=flr(dc) end end |
Breakout clone - none of this stuff is serious, just playing with Lua for fun and to share with a couple of friends. Chill people.
x launches the ball.
Probs need to break up the hitbox detection so that I can change the angle the ball bounces - at the moment it just reverses DY, so DX never changes - I did notice the ball can get trapped on the right edge if you launch the ball with the bat off screen. Bugs hey?
Just the list of chr() numbers and corresponding outputs.
Some are invisible, like chr(8) since this is backspace or chr(129)(▒) for no reason (?).
https://www.lexaloffle.com/bbs/files/62268/testing.txt.
As the above file is weird, you can check it out on google drive:
https://drive.google.com/file/d/1DdpsxRyfPPM7pB-ukgd8aD_0eL-WqgrU/view.