Hacker Newsnew | past | comments | ask | show | jobs | submit | frenchie14's commentslogin

I also took a look and couldn't find any info. If you want to take a leap of faith, once you buy the assets there's metadata files including individual glyph sizes and kerning info so you could find all the ones that fit your project


Is there an actual source for this? Where is the 20,000 number coming from? There are no references to back up any of the claims in the article


This is a clickbait (or fake) news from a user (site has UGC feature) on a Russian news site, which some English-language news media for some reason used without fact checking https://overclockers.ru/blog/Dante/show/160459/Po-rossijskim... (you can translate it via google translate)


I took a look at what's a part of my car controller[1] if you want some inspiration. A lot of these wouldn't make sense in an F-Zero type game

- Wheel modifiers (which wheels are on road, grass, boost tiles, etc)

- Control loss when airborne

- Slow turning when at low speed (a bit different from yours since the impact drops to zero very quickly)

- Speed / accel penalty when hitting a wall

- Visually rotating the car (this is what happens when a player presses the turn key but the actual velocity rotation is handled separately)

- Boost handling

- Nudge the car to the side a little if it's trying to turn but is blocked by a wall

- Acceleration, friction, breaking, and drift-breaking

- Corrective side force (basically an extra friction perpendicular to velocity like you have)

- Artificial speed limit (alternatively, you can include a drag component which applies a force proportional to the square of speed, but I've found it hard to get this feeling good in the past)

- Velocity rotation to align velocity direction and visual direction. This is a minor effect - it's mostly handled by the other physics

- Gravity

- Out of bounds checks

I think you've got the main pieces already. What's more important is understanding what you want your game to feel like and continuously tweaking until you get there

[1] https://github.com/maxbize/PICO-8/blob/master/Driftmania/dri...


It allows you to race against a replay of yourself. Turn on ghost then finish a map and select retry


I posted a bunch of gifs on Twitter during development:

https://twitter.com/MaxBize


There are 15 levels with a variety of start directions. Which direction I picked was based on how I wanted that particular level to flow


Sorry about that! There's another version uploaded here: https://www.lexaloffle.com/bbs/?tid=140202

Does that one work better with vimium?


It's not your fault, of course.

I just figure HN is the only place where someone might commiserate with me for the self-inflicted pain of using a half-baked Vim keybinding plugin for the browser.

It's nice to have the BBS link so I could star it though. :)


My .p8 file just has `#include driftmania-min.lua` and I do all the code edits in an external editor on that file. By splitting it out you remove the conflicts from modifying code and audio/graphics at the same time


I have an RGB30 and can confirm PICO-8 looks and runs great on it! It's a Linux handheld and can run the native PICO-8 binary


Ah, you must be entering a race from the pause menu. PICO-8 controls are arrow keys, Z, and X (emulating old school consoles with limited input options). There's a level select screen just off the title menu


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: