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SpaceCat's Game Dev Heroes!

124 members • Free

21 contributions to SpaceCat's Game Dev Heroes!
--good collide system in pico 8--
I want to make a collision system in PICO-8 for objects (not tiles). But I don’t want the collision to use the full 8x8 sprite box — like with spikes, I only want it to trigger when the player touches the sharp part. What’s the best way to do this in code?
0 likes • 16h
In particle simulation, the so-called AABB checks are used. I also saw in some game engines. This is the best and memory-efficient way to check if even something small (particle!) overlaps. https://stackoverflow.com/questions/22512319/what-is-aabb-collision-detection Hope it gives you something to work on. Cheers, Marko 🎮
how would u guys make the ability to mine a block(im struggling)
so im trying to add this feature to my game where when u face a direction and press a button it mines the block in that direction i am wondering how u guys would do this and it could help me alot thank u for ur attention (heres some photos if u dont understand what i mean)
how would u guys make the ability to mine a block(im struggling)
0 likes • 2d
I would: - store a hitpoint value for each mineable tile (e.g. stone = 3 hits, iron = 5 hits). - when the player swings the pick, look at the map cell in front of them (mget). - add 1 to that cell’s damage counter. - if the counter reaches the required HP, replace the tile with empty using mset. - optionally draw a “crack” overlay or play a sound for feedback. That way blocks take a few hits before disappearing. Hope it helps. Cheers, Marko 🎮
0 likes • 1d
@Dennis Guy with mget(). But as miners are working with their pick and not ass 😊, you need to have in mind also the direction of the player. If you're looking for a block of code, I can try to write a few lines later.
Advanced door (but still space for improvement)
A few days ago, we received a new challenge from our admin: make a door. As I went through his tutorial, I got a few ideas, but a special one - doors can be more than just "open/close". So, while running 🏃‍➡️ (I do run a lot), I come to those lines: - make bigger doors, - implement more than just open/close and - interaction is up to the player. MAKE A BIGGER DOOR Here, I soon came to the idea of using two sprites next to each other. While drawing (still new to Pico-8 and Lua!) I found out I can flip the sprite. So, I delete all "right" sprites 🤣 and keep only the left ones. IMPLEMENT MORE THAN JUST OPEN/CLOSE Okay, I didn't know what else to do, maybe locking, but that wasn't the point of this learning process. I've added a feature to my sliding doors, allowing them to slide up or down. INTERACTION WITH PLAYER (Maybe you already found out that English is not my strongest suit 😀) Later, while coding, I came up with the idea that doors slide down when the player is behind or above them and slide up when the player is in front of/under them. As this platform doesn't allow nice code formatting, I'm attaching a p8 file. Also, that you have sprites. Keep in mind - I'm on 7% of Pixel Art for Game Devs! 🤣 Space for improvement or to-dos - Doors are positioned in the middle of the screen without walls, which constitutes a significant security breach 😉 - You can walk through doors. - Doors should open only when the player is close to them. - ... all above can be easily achieved, as this one does not know how to do ... - The player is positioned on a layer lower than the doors, but when it's in front of them (at the bottom part of the screen), it should be positioned on a layer above the doors. Lua is my new language, so I believe that some lines of code are over-complicated ... but this is (mine) a learning curve 😀
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Challenge: MAKE A DOOR.
This week, open up Pico. Make a door that opens and closes! Maybe make it a fancy door??? Show me what u got!!!
1 like • 12d
So, sliding doors. Closed, sliding up or sliding down. How, why and code in a separate post 😉
--Clouds system--
--I mad e a small project. its a clouds spawn system.-- -Is it good?🤔 -Need your feedback. --here is the code-- clouds={} function make_clouds() c={} c.x=rnd(160) c.y=rnd(60) c.spd=rnd(0.5)+0.2 add(clouds,c) end function update_clouds() for c in all(clouds) do c.x+=c.spd if c.x>128 then c.x=-16 c.y=rnd(60) end end end function draw_clouds() for c in all(clouds) do spr(1,c.x,c.y,2,2) end end function _init() for i=1,15 do make_clouds() end end function _update() update_clouds() end function _draw() cls(12) draw_clouds() end
--Clouds system--
1 like • 15d
It looks amazing! Now it is easy to be smart, as we already have a code in front of our eyes 😀 ... an idea: create three different clouds (SPR), place them on different layers, and define a speed for each layer (or the same speed for all clouds on the same layer). This is how you can achieve a more natural parallax movement. And perhaps a smaller range of RND to achieve a smoother movement and a more consistent speed.
1 like • 15d
OK, now I saw what was "bothering" me - speed. The smoothest speed of clouds is when speed = 1 (with UPDATE() or even smoother with UPDATE60()). If it is less, then clouds appear jumpy, due to PICO-8 rendering on a pixel grid (without sub-pixel rendering). So, probably nothing to do about that 🙂 Anyway, a useful code snippet!
1-10 of 21
Marko Zakrajsek
3
31points to level up
@marko-zakrajsek-1326
Pico-8 Nooby ... for now!

Active 6h ago
Joined Aug 24, 2025
Kranj, Slovenia
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