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I've struggled with collision for a long time, but I've discovered/learned two collision types that can be implemented into just about any game genre.

This is my first time writing a tutorial so please any advice or mistakes a must.

Some background:

What is an object? An object can be something as simple as you having to make a tabel/array of said thing.

And what is a tile? A tile refers to what you place down in the tile-map which is the brick icon at the top.

A flag is something you can set in the sprite creator. It's the row of 8 buttons underneath the color palette.
The reason for these buttons is for easier management of sprites, if you want to have a block that damages the player you can set a flag for that. Or in this context for a solid wall.

PROBLEMS AND SOLUTIONS OF THESE COLLISIONS WILL BE LOCATED AT THE BOTTOM

OBJECT-TO-OBJECT COLLISION

This collision type involves four to eight parameters.

  • A first X value (x1)

[ Continue Reading.. ]

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4 comments



Cart #bucketball-0 | 2024-07-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


In this game you use the arrow keys to move a bucket and catch a ball from falling into lava

2
0 comments


Cart #knucklebones-6 | 2024-07-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

Knucklebones

Controls

⬅️⬆️➡️⬇️ Move cursor ❎/X or 🅾️/Z Select

Rules

Each player has a 3x3 grid, organized into three columns. They take turns rolling a die and placing it into an open spot in their grid. If there is a matching die in their opponent's matching column, the opponent must remove all matching dice in that column. When one player's grid is full, the game is over and the player with the highest score is the winner.

Scoring

Each column is calculated separately, then added to the player's total score. If there are matching dice in the column, their values are added together and multiplied by the amount of matching dice.

[ Continue Reading.. ]

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5 comments


Cart #zip-1 | 2024-07-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


I am working on compressing .p8 files.
That's all you need to know.

Currently it is only saving characters by only advancing tokens once.

2 comments


Cart #appleget_img_01-0 | 2024-07-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

I decided to test out a cutscene, by loading an IRL apple into Pico 8.
It's for a new project that'll have short clips for getting items.

Tell me what you think, and if you have any tips for this kind of thing. Cheers!

4
2 comments


As far as I know, every variable is returning as nil. That doesn't mean that it is. I cant get far enough into my game to figure out more

I am unsure what i did. I have gone through my code multiple times and i am just done currently. Any help or advice would be greatly appreciated.

[hidden]

-- game loop

function _init()
 gamestart()
	_upd=update_game()
	_drw=draw_game()
end

function _update()
	frm+=1
	_upd()
end

function _draw()
	_drw()
end

function gamestart()
	frm=1
	col=false
----------------
--menus
----------------
	men_main={
		items={"start game","controls"},
		menx=10,
		meny=10,
		curx=2,
		cury=10,
		menoff=7
	}
----------------
--player
----------------
	p={
	sp=1,
	x=48,
	xo=0,
	y=40,
	yo=0,
	w=8,
	h=8,
	ymt=0,
	spd=1,
	flp=false,
	dx=0,
	dy=0,
	--gravity/collision stuff
	hbx1=1,
	hbx2=6,
	hby1=7,
	hby2=1,
	grv=0.2,
	acc=0.5,
	landed=false,
	jumping=false,
	running=false,
	falling=false,
	dashing=false,
	rolling=false,
	attacking=false,
	itemgrab=false,
	--animation (in sprite #)
		frame=0,
		anim_idle=1,
		anim_walk={1,2,3,4},
		anim_jf=5,
		anim_atk={1,4,6},
		anim_dashing=8,
		anim_rolling={9,10,11,9},
		anim_attacking=6,
		anim_itemgrab=7,
	--game stats
		mhp=10,
		chp=10,
		atk=1,
		def=1,
		agi=1.1,--1.1 beacuse fucking math
}
		inv={}
		abilities={}
----------------
--tiles
----------------
	--collision
	t={--x1=l x2=r y1=t y2=b
		wall={x1=4,x2=6,y1=0,y2=7},
		floor={x1=0,x2=7,y1=4,y2=7}
	}
end
-->8
-- updates
function update_game()
--player---------------------
-----------------------------
		p.frame+=1
		if p.frame==5 then
		 p.frame=1
		end
		if (btn(⬅️))	then
			p.dx=-1
			p.flp=true
			p.running=true
		elseif (btn(➡️))	then
			p.dx=1
			p.flp=false
			p.running=true
		else
			p.dx=0
			p.running=false
		end

--collisions & gravity
		local ly=p.y
		p.dy+=p.grv

--check collision left and right
  if p.dx<0 then
    if collide_map(p,"left",0) then
      p.dx=0
    end
  elseif p.dx>0 then
    if collide_map(p,"right",0) then
      p.dx=0
    end
  end

  --jump
  if btnp(⬆️)
  and p.landed then
    p.dy-=2
    p.landed=false
  end

  --check collision up and down
  if p.dy>0 then
    p.falling=true
    p.landed=false
    p.jumping=false

    if collide_map(p,"down",0) then
      p.landed=true
      p.falling=false
      p.dy=0
      p.y-=((p.y+p.h+1)%8)-1
    end
  elseif p.dy<0 then
    p.jumping=true
    if collide_map(p,"up",0) then
      p.dy=0
    end
  end
	p.x+=p.dx
	p.y+=p.dy
--animation
	if p.jumping or p.falling then
		p.sp=p.anim_jf
	elseif p.running then
		if frm%5<=4 then
			p.sp=p.anim_walk[p.frame]
		end 
	elseif p.attacking then
		p.sp=p.anim_attack
	else --player idle
		p.sp=1
	end

end

function update_mm()
	upd_menu(men_main)
end
-->8
-- draws
function draw_game()
	cls()
	map()
	spr(p.sp,p.x,p.y,1,1,p.flp)
	camera(p.x-60,p.y-60)

	print(p.dx,1+p.x-59,1+p.y-59,8)
	print(p.dy,9+p.x-59,1+p.y-59,8)
end

function draw_mm() 
	cls()
	menutext(men_main.items,men_main.menx,men_main.meny,8)
	drw_menucur(men_main)
end

-->8
--functions
function does_tile(flag,x,y) -- bool
	tile=mget(x,y)
	has_flag=fget(tile,flag)
	return has_flag
end

function collide_map(obj,aim,flag)
 --obj = table needs x,y,w,h
 --aim = left,right,up,down

 local x=obj.x  local y=obj.y
 local w=obj.w  local h=obj.h

 local x1=0	 local y1=0
 local x2=0  local y2=0

 if aim=="left" then
   x1=x-1  y1=y
   x2=x    y2=y+h-1

 elseif aim=="right" then
   x1=x+w-1    y1=y
   x2=x+w  y2=y+h-1

 elseif aim=="up" then
   x1=x+2    y1=y-1
   x2=x+w-3  y2=y

 elseif aim=="down" then
   x1=x+2      y1=y+h
   x2=x+w-3    y2=y+h
 end

 --pixels to tiles
 x1/=8    y1/=8
 x2/=8    y2/=8

 if fget(mget(x1,y1), flag)
 or fget(mget(x1,y2), flag)
 or fget(mget(x2,y1), flag)
 or fget(mget(x2,y2), flag) then
   return true
 else
   return false
 end

end

-->8
--menu

function startmenu(menutable)

end

function menutext(menutable,x,y,off)
	for i=1, #menutable do
		print(menutable[i],x,y+menutable.off*i)
	end
end

function drw_menucur(menutable)	
	local x1 = menutable.curx-8
	local y1 = menutable.cury-10
	local x2 = x1+12
	local y2 = y1+6

	rectfill(x1,y1,x2,y2,7)
end

function upd_menu(menutable)
	if btnp(⬆️) then
	 menutable.cury-=7 
	end
	if btnp(⬇️) then
	 menutable.cury+=7
	end
--	if btnp(❎) then menuacc(menutable)
--	if btnp(🅾️) then menuden(menutable)

end

[ Continue Reading.. ]

1 comment


I've been trying for a day to figure this out and I can't. There's barely any information online about this. Although it feels like everyone knows it but me.

My idea is on initialize to run a nested for loop and add any enemies to a list. And in the update move them.
I did this and it worked! But it incremented in grids. There's no actual code of this since I deleted it, but I could easily reprogram it, if someone asks what the block was.

1
5 comments


Cart #pico8incart-0 | 2024-07-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


lol 3 tokens

2
1 comment


Cart #onemillons_jelpis-0 | 2024-07-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


WARRING
is cartidges lag

0 comments


Cart #scarecrows-0 | 2024-07-18 | Code ▽ | Embed ▽ | No License
1


This is my second 3D game demo. But I am not finished it yet.
control:

common mode:
press ⬅️ to turn left
press ➡️ to turn right
press ⬆️ to move forward
press ⬇️ to move backward
press 🅾️ to shift to left
press ❎ to shift to mouse mode

mouse mode:(only available on splore)
use your mouse to turn around
press Key_S to shift to left
press Key_F to shift to right
press Key_E to move forward
press Key_D to move backward
press ❎ to shift to common mode

Done:
--basic raycasting
--textured wall
--static sprite

plan:
--animated sptite
--moving enemies
--shoot game
--dialogue

[ Continue Reading.. ]

1
0 comments


Cart #casheste1x2-0 | 2024-07-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

Bite-sized Celeste Classic mod.
Requires no tech.
Intermediate-Advanced difficulty. Designed with non-linearity in mind.

The character featured is Cash, designed by Lash sleeper. I do not own them.
This card was designed under 3 days for the artfight 2024 event.

v1.2 : Changed menu music (again)
v1.1 : Changed menu music
v1.0 : Initial release

8
3 comments


Edit 18/07/2024: Cursor is omnipresent, fixed font.

Cart #hipshot_03-0 | 2024-07-18 | Code ▽ | Embed ▽ | No License
1

Edit 17/07/2024: Fixed interlocking issue and added square movement fidelity

Cart #hipshot_02-0 | 2024-07-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

base upload

Cart #hipshot_01-1 | 2024-07-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

[ Continue Reading.. ]

1
2 comments


Is test of worm

Cart #slinky_womrs-0 | 2024-07-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Code

a={}
for i=1,20 do
 b={}
 b.x=64
 b.y=64
 add(a,b)
end

function _update()
 if (btn(0)) a[1].x-=1 sfx(0)
 if (btn(1)) a[1].x+=1 sfx(0)
 if (btn(2)) a[1].y-=1 sfx(0)
 if (btn(3)) a[1].y+=1 sfx(0)

 for i=2,20 do
 a[i].x=a[i].x*0.8+a[i-1].x*0.2
 a[i].y=a[i].y*0.8+a[i-1].y*0.2
 end
end

function _draw()
 cls()
 for z in all(a) do
 spr(1,z.x,z.y)
 end
end
0 comments


Cart #pendulum_wip_25_07_2024-0 | 2024-07-24 | Code ▽ | Embed ▽ | No License
3

3
6 comments


Hey everyone.
What year do you think Pico-8 would've been released if it was a real console that physically existed?
Late 80's? 90's? Before or after NES? Let's talk about this.
P.S. Another topic, would Pico-8 be a hand-held or a home console? Personally, I think
it'd be a cube-shaped home console, square-sided just like its display. Similar to GameCube but more "cuber" (with equal dimentions) and quite small in size. Regarding the colors, i think dark grey body with a red outline would look stylish. Like on the picture, but a different color.

1 comment


Cart #bisiduyaya-0 | 2024-07-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

This is a proof of concept! It's a platformer where you use buoyancy to gain altitude. The deeper you dive, the more altitude you gain when popping out of the water! Kinda like a floatie in the pool.

Use left and right to move. Press X to dive deeper (when submerged) and O to move upwards (also while submerged). On land, press O to jump. Try to collect all the gems.

3
2 comments


Cart #stoolmod-1 | 2024-07-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

Madeline is climbing Mount Celeste again, but this time she's brought a stepstool to help her reach new heights.

Featuring difficult stool-based tech, new sprites, remixed music, 23 levels, and a secret ending!

Controls

Arrow keys - Move
C/Z - Jump
X/V - Dash

Down+X to pick up a stool, and X to throw it.
Hold Down while throwing to place the stool gently instead.

Credits

  • Original game by Maddy Thorson & Noel Berry
  • Music is a remix of "First Steps" by Lena Raine
  • Token sprite taken from newleste.p8
  • Stool mechanic is inspired by True North by Meep
  • Based on Evercore and Smoothleste

This thing has been in development for way too long. A large portion of it was procrastination, as I ran out of level ideas and I'd set the goal to have at least 24 levels. I think it turned out pretty cool though, and I can't wait to see what the speedrunners do to it :)

10
6 comments


Im don't put PCM sample in PICO-8 cartridges

0 comments


Cart #onewingfarmtime-0 | 2024-07-16 | Code ▽ | Embed ▽ | No License

0 comments




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