Hi folks,
I realised I hadn't shared this in the BBS yet!
I made this game back in July for the LITHOBREAKERS - 01 Defenestration Jam. It is an anonymous jam with between friends, so I originally had to publish it under a pseudonym. Hence why I didn't post it here at the time.
This is my first Picotron (and pico-whatever) ever!
I made it using about.p64
as a base. The text is picked up from a .tsv file and it uses a parser that a friend wrote for me. If you check the code it also has a function for visualising table data that I found in stackoverflow LOL
I really enjoyed making this and trying to figure out Lua and the quirks of Picotron!
Speed, skill, luck...high scores
This is a high score companion cart to Steel Hunter. Navigate the minefield to collect as many pickups as you can within 2-minutes, or see how fast you can complete levels as they get more challenging.
- 2 modes of play
- 3 difficulty settings
- High score tables
Controls
Arrows / D-Pad = Move submarine
Gamepad recommended. Controller mappings may vary.
Modes of play
-
Challenge mode - You get 2 minutes to collect as many pickups as you can. You get bonus points for lasting the entire time and for each extra sub you have.
- Survival mode - Collect all the pickups as quickly as possible to advance to the next level. Bonus points are relative to speed.
Difficulty settings
- Easy: Screen wrapping. No oxygen meter. Only grid minefield.
- Normal: Screen wrapping. Oxygen meter. Grid and maze minefields.
- Hard: No wrapping. Oxygen meter. Only maze minefields.
Collect high scores
High score tables for each mode and each difficulty. Challenge yourself or challenge your friends to get your name etched into history.
Behind the game
I found myself treating the first level of Steel Hunter as a speed challenge, not unlike the original "Sea Chase" game I used for inspiration. That along with some suggestions from the community brings you Steel Hunter: Evasion Tactics!
For more sea battles and a boss fight,
Feature Overview
Buttons input
getbtns()
updates the extended button(key) input state.
- This must be done in the
_update()
function. - Required
poke(0x5f2d,1)
- button values:
- btrg: returns true only for frames where a key was entered.
- butrg: returns true only for frames where a key was released.
- btns: returns true whenever the key is pressed.
- btnc: returns the count while the key is held.[number]
- _key: typed characters.[string]
- _ent: enter key typed.
- _del: delete/backspace key typed.
- modifier keys values:
- _ctr: ctrl/command key pressed.
- _alt: alt/opt key pressed.
- _sft: shift(left) key pressed.
I'd like to make some associative tables e.g. table={x=7,y=90,z=40}
but I want to save tokens by using a string because I'm going to have a lot of them, and make a function that returns a table based on whatever is in the string.
So something like:
string1="x=7,y=90,z=40" string2="empty=100, dinner=casserole, transport=horse, weight=150" table1=assoc_table(string1) table2=assoc_table(string2) ?table1.z -- 40 ?table2.transport -- horse |
how do I go about this? split
wont work. what does my function assoc_table(str)
look like?
Hey! I need help with my first platformer game, goddess of the wind.
The collision isn't working as I hoped, and the reason is either im doing it completely wrong, or the collision box is too small.
Heres the code for the collision:
if btn(0) then
p.dx-=.2
end
if btn(1) then
p.dx+=.2
end
if p.dx<0 and not fget(mget((p.x-1)\8,(p.y+3)\8),0) or p.dx<0
and not fget(mget((p.x-1)\8,(p.y+4)\8),0) or p.dx>0
and not fget(mget((p.x+8)\8,(p.y+3)\8),0) or p.dx>0
and not fget(mget((p.x+8)\8,(p.y+4)\8),0) then
p.x+=p.dx
end
if p.dy<0 and not fget(mget((p.x+3)\8,(p.y)\8),0) or p.dy<0
and not fget(mget((p.x+4)\8,(p.y)\8),0) or p.dy>0
and not fget(mget((p.x+3)\8,(p.y+9)\8),0) or p.dy>0
and not fget(mget((p.x+4)\8,(p.y+9)\8),0) then
p.y+=p.dy
end
If you have any ideas or better ways to write the code, please tell me. Thanks!
Hello everyone.
As I strive to become better at programming, theres one thing that is annoyingly very recurrent in my code which are counters.
I have counters for playing a sound effect only when changing scene, or when a collision first happens.
I have counters to manage the speed of swapping animation frames
I also have counters just to tell the passage of time or trigger elements or behaviours after a while.
My general approach is: Create a global time variable with the name for the thing it's timing
animationcounter = 0
Then on update or draw I have some sort of
if animationcounter <= 20 then sp +=1 animationcounter = 0 else animationcounter +=1 end |
Is there a better way to do this that can be used for all counters necessary? With a function? or maybe an object where we instantiate counters or something?
Hello! I just recently started messing around with pico-8 and am currently trying to make a fill detection function for a drawing game im working on
this function will take a 96x80 table (drawing_board) of either true or false values and will locate all enclosed loops of true values and fill them in.
My code works albeit very inefficiently (takes about 3 seconds with a sparse canvas) so any tips/suggestions to improve my functions would be greatly appreciated
-- Fill functions function fill_enclosed_areas(drawing_board) local enclosed_areas = check_enclosed_areas(drawing_board) for i = 1, #enclosed_areas do fill_area(drawing_board, enclosed_areas[i]) end return drawing_board end function check_enclosed_areas(drawing_board) local visited = {} local enclosed_areas = {} local enclosed_areas_coords = {} -- need to copy the drawing board to visited for x = 1, 96 do visited[x] = {} for y = 1, 80 do visited [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=156107#p) |
Controls :
O : Jump
O + UP : Throw subweapons (Requires hearts and you can throw multiple if upgraded)
X : Whip attack (Longer if you pickup the green upgrade)
Hello everyone ! Here is my latest game called Ghostvania, which is obviously an hommage to the Castlevania series but most specifically the first entry on the NES. I wanted to make it feel as close as possible as the first castlevania in the way it plays (difficulty, continues, lives, jumping, attacking, game loops, bosses).
So the story is you are a ghost and you are traversing the world of death. For that you need to go through portals but the problem is those portals are protected by creatures known as "Passage Demons". So embark on this adventure to help the ghost find it's way!
Have fun! Let me know if it's too hard or unfair, I would like to tune the difficulty. I tried my best to balance it.
And thanks for playing,
Au plaisir!
As many around here I've found the four, current, issues of the PICO-8 fanzine beyond inspiring, so I designed my first semi-serious project to celebrate inventiveness of everyone involved in the platform.
P.S. If you've just discovered the series maybe don't look at #2 too intently :)
When you do, give all props to johanvinet, a true pixel art wiz.
The premise of a jigsaw puzzle is deceptively simple:
-
take a fully formed picture
-
scramble the pieces to make an undistinguishable mess
Hello!
How to change the current music pattern, while maintaining tempo?
In my game, I have my music looping pattern 0,1,2. When an enemy enters the map, I would like the pattern 4 to play, without loosing tempo. Ideally, the pattern change would happen on bar.
I have succeeded using function stat(407) to read the last track of my pattern and detect the beats. However, when I call music(4) inside _update() to switch the current music, the transition happens too late, and I hear shortly the beginning of the next bar of the current music, and then first note of the new music. In short, when stat(407) returns 1, it is too late to schedule a music change.
I would need a hook or callback in the music sync code to peek the timing, and post the music change exactly at the right moment to have smooth transitions. How to do that?
Thanks!
Hey again!
I've recently assembled the raspberry pi powered pico8 game console that I have been showing off, and I'm proud to show that it is fully capable of running splore now! We still have quite a lot of tweaks to make before launch, but it's great to see it coming together. Now if you would excuse me as I go spend a couple of hours playing games...
I can't embed videos here, so checkout the reddit post for an actual gameplay video :))
A quick phased platform editor, play challenges from other players and create your own maps to share.
Made for Pico8 as a prototype to develop my future games.
Shortcuts:
Left mouse button: Draw tile
Right mouse button: Clear tile
G: God mode.
I: Editor palette.
C: Character selector.
I: Activate manual(mouse) menu.
B: Save map.
M: Open/Close Minimap.
M+B (In that order): Clear map.
A, W, D, S: Movement keys.
Spacebar: Jump.
1,2,3,4,5,6,7,8,9,j,k,l: Tile editor selector.
Navigate through menu: Click on the gear, and select your menu or click on the gear again to close the menu.
Within menu, if you Left mouse button the cartridge option, it will save, if you Right mouse button, it will clear them map (reversible through Ctrl + R)
Controls
Run: left, right
Jump: Z
Swap: X
Menu (restart options): P
About
Based on the pick up mechanic from Mini and Max in UFO 50, I made a sketch where a character swapped with walls. Then I kept working on it and here we are.
This thread started in the WIP forum, so the carts below are old builds you can inspect for historical purposes. The cart at the top is the latest version.
I consider this game finished, but it has about 2k tokens free, some map space, and some sprite space free for further experiments.
ORIGINAL 1ST POST BELOW... |
This probably has a bunch of bugs and I'm not sure what it's good for, but, well, here it is anyway.
Controls
- Left click to paint with foreground color, right click to paint with background color. Same buttons to choose colors from the palette on the right.
- Slider on the right controls brush size.
- "x" button at bottom of right toolbar replaces whole scene with background color.
- Ctrl-z to undo. Undo stack size is 16. (edit: This seems to be broken on the web build for some reason?? Works okay locally.)
- Ctrl-p to replace canvas with wave-warped canvas. This is undo-able.
x
key swaps foreground/background color.- Brush size affects wave height.