Hey I made a galaxy map thingy where you can look at a galaxy and read-up on aliens I guess.
not much to it but here
Hi! @zep I was wondering if we could have more ways to make the pico-8 code editor more customizable.
I think it would be really nice if the color-highlighting syntax stuff was changeable for what color it would display it as. so if I don't want numbers to be blue I could make them green etc.
this also goes for the background color which is changeable already but it would be nice to have some more options with that. (I really like the dark green background.)
Other options to change color syntax would be nice like function calls() being a different color from vars as well.. (maybe some other stuff too I'm not thinking about..)
Anyways it would be nice if you could make the code editor more customized to how you like to code, and having all of this be some numbers in the config file would be awesome!
For example if the function call stuff by default was still lightgray it would be nice to change that to be different. so even stuff that's the same by default could be changed if people didn't want it that way.
Anyways Here's a example of what I was talking about; if it isn't to much work I think this would just give more options to how people want to work in pico-8 without changing pico-8's editor by default at all.
Thanks for reading this! ^_^ (not sure if #bugs was the right place to post it but here)
so I was messing with a little tweetcart esc thing;
t=0u=0g=1pal(0,14) cls(7) ::♪:: if(t>=256)t=1u+=1 t+=1 oval(t+g,t-100,t/2,t/2-1000,t/16) g=sin(u/100)*500 goto ♪
and when I put the "if" next to the "::♪::" it turns gray like it's part of the "::♪::".
and then when I put a ";" before with a space or without it gives me a error even if the "if" is pink..?
Is this a bug? I'm on 0.2.1B
I feel like if it doesn't like the if touching the label it should like it if there's a simicolin touching between them.. IDK..
PS: anything after a goto is gray for some reason even with spaces now that I think of it
Super Paper Mario Tunes V1
Hi! this is a project I thought of forever ago and finally got around to doing it. (or part of it..)
I wanted to try to make covers from one of my childhood classics; Super Paper Mario.
IDK the songs are super complex but I tried my best to translate them into pico-8. (I'm terrible at music)
I've only done LineLand Road as of Version 1. (I might do more stuff later.)
(here's the original song: https://www.youtube.com/watch?v=yqW1GFxRGvg)
Hope you enjoy let me know what you think I spent a long time working on this! :D
1 - LineLand Road
Uploaded LineLand Road.
Ice reflection demo
Hi this is a simple cart that has a ice reflection effect in 2 functions!
I was going to use this for little ice reflection tiles maybe but I figured I could share it too.
Feel free to use this! :p
Delve Feedback help
Hi! I was looking back on this project that I wanted to get back to work working on..
But before I do that I wanted to get feedback on what to add,change,etc.
(I allready know somethings like music,horizontaldrill,notcrashingonlvl4,enemies,etc...)
But I wanted feedback regaurdless for things I might miss!
Thanks if you looked at this!
Asking what people think about my game with 0 ideas thrown at the player is probably not the best idea so here's some topics that I would like help with thanks again :) :
- titlescreen / options
- map generation issues
- area concepts or misc ideas about gameplay
(some problems I might already know about but please tell me anyways)
was messing around with having █ and ▒ being written to a file with printh()
But then it wasn't working when I tried to read them...
Then I looked at the chr list and █▒ (48,50) arn't on there and instead 0,2 are 48,50...?
How would I use chr() to give me █/▒? is it possible?
This is a tiny cart I made to learn Tline. Then I got carried away and made a scene and everthing else...
IDK if you want to look at the code to see how stuff is done feel free! I did some poke shanagains with
-- 0x33dc (sfx7note1..3) rng=64+flr(rnd(32)/2)*2 for i=0,2 do poke(0x33dc+i*2,rng+i*2) end sfx(7)
if your curious. : p
Hope this is relaxing or what ever!
- up Down | move flag
- z | play randomized sounds
Was wondering if someone could help me figure out a poke that I wanted to do.
I was trying to figure out how to edit the first note in sfx7,
So when I hit a button it pokes that address and then plays a diffrent pitch depending on the value I poke.
could someone help point out what address(es) that would be?
Thanks in advance! (I'm newish to peek/poking!)
Hi, This is my game Squid Defense that (originally for V1.) I spent a little over 8 days working on!
I spent forever trying to make sure it was perfect, but it has some bugs and annoying things to it but I hope it's still fun still. : )
(Might update this later, IDK.)
Try to defend the Beachball by shooting various sea creatures with ink! (ink has limited use with quick recharge.)
your ball has 4hp and it heals by 1hp at the end of a wave.
Also watch out for the ever changing tide, it might make you rethink how you need to play!
The # of stars after a map's name show the difficulty of that map, every map has 20 waves see if you can beat them!
(Feel free to share your scores and let me know! : P)
Thanks for checking this out and have fun!
left,right / move
Z shoot ink
- menuitems (resetsavedata, endgame)
[The following list may have spoilers! you have been warned!]
Hey it's a cute squid that has massive destructive capabilities,
Nothing bad about that! ~bloop~
These may seem like tiny octopuses BUT DON'T BE FOOLED!
they are tiny starfish and they will attempt to ruin your day!
Prickly fellows that will pop your balloon if you don't watch out!
(They also hurt to step on, don't do it)
They may just be flopping around now but they will swim; and surf like crazy if they get in water!
SHHHhhoooowwwwshshshshHshh!! uhmm.. anyways watch out for them they won't even go after the ball they will just chase you down!
Watch out! they might be one of the fastest foes due to their insane jumping ability,
didn't know that jelly tentacles were that strong!
Ummm your on your own here.. They are the most formidable creature known in all of the sea!
Just uhh run?
- uploaded to BBS.
- settings carry over through reset
added old vers to bbs thread
Bug/Nonbug fixes and code changes (Note: there might be some things I miss.)
- Removed the "hard" mobs spawns that didn't work (crabs had special spawn points.) (removed that spawn flag stuff)
- Redid some resetgame stuff (got rid of resetfade(). )
- Fixed map geometry making enemies in the bottom left of Cavern ★★ get stuck forever.
- removed transparent gray pal swap for space
- changed settings stuff for the fix for settings
- combined ink effects for certain mobs into one func for space
- mob's deathtimer var changed to be nil till dead to save space
- canged the msg for ending a game with the menuitem when Freeplay is set to true to be the same as not. (It was a bit rude to say "quit freeplay" vs "quit game".)
- changed a lot of code about getsavedata() in general
- game checks for initalbootup when you don't have savedata yet, and then sets dotunes=true, dosfx=true, col1=0, and col2=7 by default
- changed "made in 8 days" text
Old game versions
Hi! I was working on a game and I was trying to make it so that for ex:
1,2,3,4,5,6,7,8,9,10,11,12 ... would be translated into
and I was wondering how do you "apend" stuff to a string? I might be doing a doofus play but I forget some stuff about PICO-8 since I took a break from it : o
here's the code snipit I'm trying to figure out so far
wavenum+=1 wavestring=tostr(wavenum) if (#wavestring==1) add(wavestring,"0")
(was wondering if you can use add() to add to a string maybe..
I was wondering what colors were useable for the background and when I went to go look I was sad because darkgreen wasn't useable :| I was wondering if more colors that aren't used for text colors could be background colors! IDK it's not really important but I would love a darkgreen background option.
[EDIT: forgot that the mouse has dark blue when pal swapped img. : o]
I was making a game (I don't want to spoil it) but I'm sspring a 16x16 sprite on to the screen;
But when it's drawn to the screen it shows up as:
It has weird brown and blue pixels in it's gobbler...
But if I replace one of the pixels;
It dosen't anymore...?
I'm on ver 0.2.0 so maybe that's it? If anyone knows why this is happening please tell me, thanks!
Oh yea; here's the code as well
-- talking iftalk=false smoothslidein=0 function coversation() taint(0) uitoggle=false if (smoothslidein<18) smoothslidein+=.5 nicebox(camx,camy,128+camx,128+camy,▥,1,0) --sspr(0,96,16,16, camx,96+camy, 32,32 ) sspr(talkinfo.id*16,96,16,16, 96+camx,96+camy, 32,32 ) --taint(1) end
Coin Dash ROM Hack
I made a custom cart with new assets, levels, and goofs.
If you want more info about this go to the old post about CoinDash.
Hope you enjoy!
sprite flag problems
I've been brute-forcing sprite flag numbers for a while and I gave up after like 2000..
What's the number for flag 6+7?
I know that 6 alone is 64 and 7 alone is 128, but combined I have no idea..
Please send help, thanks
This was a game I was making and then covid19 struck and I haven't worked on it to much, I might come back to this and finish it but here it is if you want to look at it. (the game dosen't auto-reset so you will have to your self.)
Hope you enjoy it anyways.
Coin Dash V1.5.1
Venture through 8 levels trying to collect as many coins as you can!
Coins are really useful because not only between levels can you buy power-ups,
But there also your life and the more you start dying the more you lose..
You can also try to go for good scores as well,
Do do you want to try and collect every coin? Or try and march through enemies as
fast as possible?
When in a level
Left (Move left)
Right (Move right)
When in a menu
Left (Move cursor left)
Right (Move cursor right)
X (Not shop / Exit shop)
Z (Open shop / Buy from shop)
X (Try again)
Z (Give up)
Restart (Sets you back to after title)
ToggleMusic (Turn off/on music)
Reset Highscore (Reset your Highscore and BestTime)
These shiny collectables are worth 1.
Red Coins are a bit rarer and they are worth 8.
Power-ups can be bought between levels. But you might not want to
always buy them because then you will have less lives for later..
Once you buy a power-up you can find it in the next level.
This Power-Up is 8 coins and instead of dying when you get hit,
You will tank it like a boss and keep on going!
For 16 coins you gain the ability when you press z to shoot
energy blasts! use this to snipe enemy's out of your way!
Lastly for 16 coins you can ignore damage for a while!
(Comes with free bopping jam.)
Player & Enemies
The main protagonist of the game!
Can jump, Climb, Run, and most importantly:
Be cute. Go get them!
This is the most basic creature in the game,
So basic that they don't even look both ways before
jumping off a ledge. just look at those eyes..
These sprouts seem a little bit smarter than their more basic form.
Before they jump off a ledge they turn around like the true warrior they are!
These grotesque creatures are what happens when a sprout lives in a cave
for too long.. (Best not to think about it.) They are more aggressive than sprouts,
So aggressive that they will chase you down!
I don't even know how this creature was made..
They have a blaster on their face and they seem to be part machine...
Kill these suckers for some coins!
Instead of trying to kill you they seem to want to run away..
These random birds will fly out of nowhere, Just to relive them selfs on your
Here's some helpful notes to explain how scoring is kept.
Score is equal to highest coin count before death,
BestTime is not saved.
Score is equal to coins+16+(If no death, 16)
BestTime=CombinedTime if CombinedTime<BestTime
(Combined time is time spent playing, siting in the menus like the shop
or shop prompt does not count. this makes sure that you don't have to mash
through menus and more time strategizing if you want a powerup!)
- Uploaded to the BBS
- X is jump as well as Up
- Tweaked Shop UI
- Made Power-up UI more intuitive
- Fixed Bug with flash during the credits
- Fixed Bug with besttime not being saved
- Pits are nicer (Pits now can't be DMG-boosted and glass is set beneath player up to 48 even when you don't die to the pit)
- Made thread nicer
- Actually fixed bug with besttime
- TitleScreen Tweaks
- Now saves scores when you get a gameover
- Made Gameover screen nicer
- Made shop screen nicer
- Finally fixed bug with besttime (Hopefully...)
- Big boi Flap nerfs (range on explosion form 20x to 8x)
- Edited pit respawning a tiny bit (Restimer)
- Compressed particle system more
- Fixed pal swapping with particles in caves
- Reduced amount of sparkles spawned on res
- Fixed cart label text on png
- Edited Pirate msg
- Fixed embarrassing bug with Reset not working..
- Fixed another bug with Reset where the screen wouldn't show up due to cam
- Beam ball got a buffed hitbox so you hit more often
- Beam balls now have a quicker cooldown when you hit
- Added scoring section on thread
- Compressed more stuff for space (GlintPars -> Pars, Destoryed ppos
(hope that doesn't bite me..), tweaked player init spawning )
- Mushys and Goldys have been changed in-terms of how often particles are produced (Also Mushys now have a death explosion)
- Goldys have been buffed form 4 coins on kill to 8
- Might have added a secret... :I
- Added noCoin runs
- Added some coins and level changes for more challenge/noCoin runs
- Got rid of that one rock block in lvl7 that didn't make any sense
- Fixed bug with the secret happening when it shouldn't of
- saved a ton of token space by: removing initing some vars, removed print()s and replaced with ?s, combined _draw() and update()
- Finally Added Spoiler/hidden tabs to the thread if you don't want a ton of stuff on your screen or the enemies spoiled and such
- On the topic of the thread; reformatted the thankyou, coins, etc to make it way better and nicer on the eyes :p, added on to thankyou
- Fixed stupid mistake with the thankyou old ver demo breaking the in-PICO-8 BBS.
This is my first game and thanks for playing it!
Im well aware that it's very wonky but hopefully it's still fun.
Feel free to remix it, Just make sure it's cool! :D
PS: This game has come quite along ways from one of the oldest builds I have of it. (right here:)
And Once again thanks for playing this and i'll see you in the
next dumb project I tackle.