tobiasvl [Lexaloffle Blog Feed]https://www.lexaloffle.com/bbs/?uid=29213 Delay in detecting keypresses (devkit vs. btnp) <p>Hey, I'm trying to figure out why btnp(x) seems to be true for one frame after stat(31)==&quot;x&quot; is true in devkit mode, or if I'm doing something dumb.</p> <p>Here's an example cart. Press X, and it will show display the number of the frame that it registered the devkit keypress and the X button press respectively. There seems to be one frame difference.</p> <p> <table><tr><td> <a href="/bbs/?pid=62134#p"> <img src="/bbs/thumbs/pico8_zoyifizotu-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=62134#p"> zoyifizotu</a><br><br> by <a href="/bbs/?uid=29213"> tobiasvl</a> <br><br><br> <a href="/bbs/?pid=62134#p"> [Click to Play]</a> </td></tr></table> </p> <p>My actual usecase is this: I have a password input in a game where I want to record numerical input from the devkit keyboard, but I also want it to record the X button, which confirms the password. Unfortunately, the 8 key is mapped to the X button; when they're also recorded on different frames it becomes a little convoluted to separate the two.</p> https://www.lexaloffle.com/bbs/?tid=33346 https://www.lexaloffle.com/bbs/?tid=33346 Thu, 21 Feb 2019 18:58:57 UTC Iterating over neighboring tiles <p>Just a small snippet from a token-saving discussion on the Discord last night.</p> <p>If you need to iterate over neighboring tiles (for example when writing a path finding algorithm for 7DRL), this natural approach is pretty token heavy:</p> <div> <div style="max-width:800px; overflow:auto; margin-bottom:12px"> <table style="width:100%" cellspacing=0 cellpadding=0> <tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> <td background=/gfx/code_bg0.png> <div style="font-family : courier; color: #000000; display:absolute; padding-left:10px; padding-top:4px; padding-bottom:4px; "> <pre>-- four directions, 29 tokens for direction in all{{-1,0},{0,-1},{1,0},{0,1}} do local x,y=direction[1],direction[2] end -- eight directions, 45 tokens for direction in all{{-1,0},{0,-1},{1,0},{0,1},{1,1},{-1,-1},{1,-1},{-1,1}} do local x,y=direction[1],direction[2] end -- eight directions, 43 tokens directions={0,-1,-1,0,1,0,0,1,1,-1,-1,1,1,1,-1,-1} for i=1,16,2 do local x,y=directions[i],directions[i+1] end -- eight directions, 30 tokens directions={-1,0,1} for x in all(directions) do for y in all(directions) do if x!=0 or y!=0 then -- end end end</pre></div></td> <td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> </tr></table></div></div> <p>Why not use trigonometry?</p> <div> <div style="max-width:800px; overflow:auto; margin-bottom:12px"> <table style="width:100%" cellspacing=0 cellpadding=0> <tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> <td background=/gfx/code_bg0.png> <div style="font-family : courier; color: #000000; display:absolute; padding-left:10px; padding-top:4px; padding-bottom:4px; "> <pre>-- four directions, 16 tokens for i=0,1,0.25 do local x,y=cos(i),sin(i) end -- eight directions, 24 tokens for i=0.125,1,0.125 do local x,y=flr(cos(i)+.5),flr(sin(i)+.5) end</pre></div></td> <td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> </tr></table></div></div> https://www.lexaloffle.com/bbs/?tid=33322 https://www.lexaloffle.com/bbs/?tid=33322 Tue, 19 Feb 2019 10:00:13 UTC Lighthouse <p> <table><tr><td> <a href="/bbs/?pid=61430#p"> <img src="/bbs/thumbs/pico8_lighthouse-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=61430#p"> lighthouse</a><br><br> by <a href="/bbs/?uid=29213"> tobiasvl</a> <br><br><br> <a href="/bbs/?pid=61430#p"> [Click to Play]</a> </td></tr></table> </p> <p>A tweetcart I made to teach myself what sin() and cos() actually do. I never took trigonometry.</p> https://www.lexaloffle.com/bbs/?tid=33117 https://www.lexaloffle.com/bbs/?tid=33117 Fri, 01 Feb 2019 09:54:16 UTC Patrick's Picochallenge (tweetweetcart) <p> <table><tr><td> <a href="/bbs/?pid=61429#p"> <img src="/bbs/thumbs/pico8_picochallenge-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=61429#p"> picochallenge</a><br><br> by <a href="/bbs/?uid=29213"> tobiasvl</a> <br><br><br> <a href="/bbs/?pid=61429#p"> [Click to Play]</a> </td></tr></table> </p> <p>A demake of my game <a href="https://www.lexaloffle.com/bbs/?pid=54572#p">Patrick's Cyberpunk Challenge</a> for the TweetTweetJam.</p> <p>The object of the game is to move Patrick the Leprechaun around the board and remove all 28 squares. Squares with special symbols will remove extra squares:</p> <p><a href="https://www.lexaloffle.com/bbs/files/29213/picochallenge_legend.png" target=_view_image><img style="" border=0 src="https://www.lexaloffle.com/bbs/files/29213/picochallenge_legend.png" width=160 height=80 alt="" /></a></p> <p>Move Patrick to a square using the arrow keys. Note that you can (and sometimes must) move diagonally by pressing two arrow keys simultaneously.</p> <p>Puzzles might be impossible to solve, and the game doesn't recognize if you win or lose. If the screen is empty except for Patrick, you win! If you have no legal moves, you lose and must restart the game manually.</p> <p>Source code:</p> <div> <div style="max-width:800px; overflow:auto; margin-bottom:12px"> <table style="width:100%" cellspacing=0 cellpadding=0> <tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> <td background=/gfx/code_bg0.png> <div style="font-family : courier; color: #000000; display:absolute; padding-left:10px; padding-top:4px; padding-bottom:4px; "> <pre>poke(24364,3)x=&quot;웃&quot;v=&quot;▥&quot;h=&quot;▤&quot;b={}for i=1,36 do b[i]=i%9&lt;2 and&quot;&quot;or&quot;█&quot;end for i in all{&quot;⬆️&quot;,&quot;➡️&quot;,h,&quot;⬅️&quot;,&quot;⬇️&quot;,v,x}do repeat f=1+flr(rnd(36))until b[f]!=&quot;&quot;b[f]=i if(i==x)p=f end::_::t=btnp cls()for i=0,35 do k=b[i+1] ?k,i%9*8,6*flr(i/9)+20,k==x and 11 or 7 end b[p]=&quot;&quot;q=p if(t(0))q-=1 if(t(1))q+=1 if(t(2))q-=9 if(t(3))q+=9 if(b[q]and#b[q]&gt;0)p=q t=b[p] if(t==&quot;⬆️&quot;or t==v)b[p-10]=&quot;&quot;b[p-9]=&quot;&quot;b[p-8]=&quot;&quot; if(t==&quot;⬇️&quot;or t==v)b[p+10]=&quot;&quot;b[p+9]=&quot;&quot;b[p+8]=&quot;&quot; if(t==&quot;⬅️&quot;or t==h)b[p-10]=&quot;&quot;b[p-1]=&quot;&quot;b[p+8]=&quot;&quot; if(t==&quot;➡️&quot;or t==h)b[p+10]=&quot;&quot;b[p+1]=&quot;&quot;b[p-8]=&quot;&quot; b[p]=x flip()goto _</pre></div></td> <td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> </tr></table></div></div> <p>&quot;Unminified&quot; source code:</p> <div> <div style="max-width:800px; overflow:auto; margin-bottom:12px"> <table style="width:100%" cellspacing=0 cellpadding=0> <tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> <td background=/gfx/code_bg0.png> <div style="font-family : courier; color: #000000; display:absolute; padding-left:10px; padding-top:4px; padding-bottom:4px; "> <pre>--patrick's picochallenge --by tobiasvl --use 64x64 resolution poke(0x5f2c,3) --generate a blank board of --empty █ tiles board={} --the board is 7x4, but we --represent it as a one- --dimensional table. we also --represent it as 36 tiles, ie --a 9x4 grid, with two columns --of &quot;&quot; on each end, so ⬅️➡️▤▥ --tiles don't wrap around when --they destroy adjacent tiles. for i=1,36 do if i%9&lt;2 then --first and last column board[i]=&quot;&quot; else board[i]=&quot;█&quot; end end --populate the board with tiles --and the player's starting tile tiles={&quot;⬆️&quot;,&quot;➡️&quot;,&quot;▤&quot;,&quot;⬅️&quot;,&quot;⬇️&quot;,&quot;▥&quot;,&quot;웃&quot;} for i in all(tiles) do --find a random tile which is --not in the &quot;invisible&quot; outer --columns repeat position=1+flr(rnd(36)) until board[position]!=&quot;&quot; board[position]=i --remember the player if (i==&quot;웃&quot;) player=position end --game loop ::_:: cls() --print the board --here's the only obfuscation i --left in: here i loop from --0 to 35, instead of 1 to 36, --because then i only need to --do i+1 once instead of i-1 --twice. for i=0,35 do local tile=board[i+1] --the player is green if tile==&quot;웃&quot; then color(11) else color(7) end --properly centering the board --takes up too many characters --so just an approximation print(tile,i%9*8,6*flr(i/9)+20) end --erase the player character --and destroy the tile board[player]=&quot;&quot; --remember the player's position new_player=player --move the player's position if --an arrow key is pressed if (btnp(⬅️)) new_player-=1 if (btnp(➡️)) new_player+=1 if (btnp(⬆️)) new_player-=9 if (btnp(⬇️)) new_player+=9 --if we're still inside the --board proper, ie the tile isn't --nil (outside the board) or &quot;&quot; --(the border columns), make --that the new position. if board[new_player] and board[new_player]!=&quot;&quot; then player=new_player tile=board[player] end --if the player lands on one of --the special tiles, destroy --adjacent tiles if tile==&quot;⬆️&quot; or tile==&quot;▥&quot; then --destroy three tiles above board[player-10]=&quot;&quot; board[player-9]=&quot;&quot; board[player-8]=&quot;&quot; end if tile==&quot;⬇️&quot; or tile==&quot;▥&quot; then --destroy three tiles below board[player+10]=&quot;&quot; board[player+9]=&quot;&quot; board[player+8]=&quot;&quot; end if tile==&quot;⬅️&quot; or tile==&quot;▤&quot; then --destroy three tiles left board[player-10]=&quot;&quot; board[player-1]=&quot;&quot; board[player+8]=&quot;&quot; end if tile==&quot;➡️&quot; or tile==&quot;▤&quot; then --destroy three tiles right board[player+10]=&quot;&quot; board[player+1]=&quot;&quot; board[player-8]=&quot;&quot; end --put the player in the new --(or old!) position board[player]=&quot;웃&quot; --loop flip() goto _</pre></div></td> <td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> </tr></table></div></div> https://www.lexaloffle.com/bbs/?tid=33116 https://www.lexaloffle.com/bbs/?tid=33116 Fri, 01 Feb 2019 08:53:03 UTC Alt+arrow key moves cursor in code editor <p>Not a big problem, but probably easy to fix.</p> <p>If you're in the sprite editor and press Alt+Left to go to the code editor, the cursor will move one space to the left.</p> <p>The same happens if you're in the music editor and press Alt+Right; the cursor will move to the right.</p> https://www.lexaloffle.com/bbs/?tid=33113 https://www.lexaloffle.com/bbs/?tid=33113 Thu, 31 Jan 2019 23:26:26 UTC CTRL+G in code editor skips occurences <p>Here's a strange bug I found. If you write something like this in the code editor:</p> <div> <div style="max-width:800px; overflow:auto; margin-bottom:12px"> <table style="width:100%" cellspacing=0 cellpadding=0> <tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> <td background=/gfx/code_bg0.png> <div style="font-family : courier; color: #000000; display:absolute; padding-left:10px; padding-top:4px; padding-bottom:4px; "> <pre>rectfill(0,0,5,5)</pre></div></td> <td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> </tr></table></div></div> <p>and you search for 0 with CTRL+F, it will highlight the first 0. If you then press CTRL+G, however, it will fail to find the second one. The same goes for the 5.</p> <p>From my testing, this seems to only happen with every other occurence. If you search for 0 here:</p> <div> <div style="max-width:800px; overflow:auto; margin-bottom:12px"> <table style="width:100%" cellspacing=0 cellpadding=0> <tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> <td background=/gfx/code_bg0.png> <div style="font-family : courier; color: #000000; display:absolute; padding-left:10px; padding-top:4px; padding-bottom:4px; "> <pre>rectfill(0,0,0,0)</pre></div></td> <td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> </tr></table></div></div> <p>then CTRL+G will only highlight the first and the third argument.</p> <p>I've only had it happen with function arguments, and only with single-character arguments; single-letter variable names also have this problem. Putting a space after the commas also makes it behave properly.</p> <p>It's a bit of a problem when writing tweetcarts where you have little whitespace, short variable names, and want to find variables or number literals to replace while optimizing :)</p> https://www.lexaloffle.com/bbs/?tid=33112 https://www.lexaloffle.com/bbs/?tid=33112 Thu, 31 Jan 2019 23:23:14 UTC sunrise <p> <table><tr><td> <a href="/bbs/?pid=61403#p"> <img src="/bbs/thumbs/pico8_sunrise-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=61403#p"> sunrise</a><br><br> by <a href="/bbs/?uid=29213"> tobiasvl</a> <br><br><br> <a href="/bbs/?pid=61403#p"> [Click to Play]</a> </td></tr></table> </p> <p><a href="https://twitter.com/Spug/status/1090559155436511232">Tweetcart</a>, 272 chars.</p> <p>Grid based on <a href="https://www.lexaloffle.com/bbs/?pid=24283#p">tweetcart</a> by <a href="https://www.lexaloffle.com/bbs/?uid=10844"> @electricgryphon</a>.</p> https://www.lexaloffle.com/bbs/?tid=33108 https://www.lexaloffle.com/bbs/?tid=33108 Thu, 31 Jan 2019 18:30:57 UTC Can't use DEL key on the first character <p>In the code editor, if you place the cursor at the very first character in the file, the delete key does nothing.</p> <p>Expected behavior: It should delete the character under the cursor.</p> https://www.lexaloffle.com/bbs/?tid=33090 https://www.lexaloffle.com/bbs/?tid=33090 Wed, 30 Jan 2019 19:19:34 UTC Parsing errors for escaped backslash <p>There seem to be some bugs with the parsing of an escaped backslash:</p> <p><a href="https://www.lexaloffle.com/bbs/files/29213/PICO-8_000.png" target=_view_image><img style="" border=0 src="https://www.lexaloffle.com/bbs/files/29213/PICO-8_000.png" width=160 height=160 alt="" /></a></p> <p>So, two issues:</p> <ol> <li>The syntax highlighter doesn't stop parsing the line as a string if it encounters two backslashes in a row, although it will run without problems</li> <li>...except when used as an argument to the ? shorthand function, which will give an error</li> </ol> <p>It's not in the screenshot, but if there are any trailing characters after the double backslash, the syntax highlighter will be happy again.</p> https://www.lexaloffle.com/bbs/?tid=33089 https://www.lexaloffle.com/bbs/?tid=33089 Wed, 30 Jan 2019 19:17:55 UTC The Zen of PICO-8 <p>I watched <a href="https://www.lexaloffle.com/bbs/?uid=1"> <a href="https://www.lexaloffle.com/bbs/?uid=1"> @zep</a></a> <a href="https://www.lexaloffle.com/bbs/?tid=31634">talk about PICO-8 and cozy design spaces</a> again today, and it really resonates with me. I work as a developer, and I really hate all the cruft we have to deal with. Like the web! God, I hate the web and what it has turned into.</p> <p>I really like stuff like <a href="https://www.python.org/dev/peps/pep-0020/">Zen of Python</a>, programming aphorisms, principles like DRY, POLA, KISS, etc. I watched through the video and tried to write down some nuggets of wisdom. Apologies to <a href="https://www.lexaloffle.com/bbs/?uid=1"> <a href="https://www.lexaloffle.com/bbs/?uid=1"> @zep</a></a> if he feels misrepresented in any of these quotes.</p> <h2>Manifesto</h2> <ul> <li>Small things matter</li> <li>Discard and move on (the &quot;license to abandon&quot;)</li> <li>Inhabit boundaries</li> <li>Follow a new path</li> <li>Ignore the real world</li> <li>Work in a cosy place</li> </ul> <h2>The Zen of PICO-8</h2> <ul> <li>When you type cls() you're not just clearing the screen, you're clearing your mind and your soul, preparing for something new.</li> <li>You're among friends.</li> <li>Value design over content.</li> <li>Be playful.</li> <li>Focus on what's important to you and throw away what's not important.</li> <li>Confront cute problems.</li> <li>Don't be afraid to do anything wrong.</li> <li>Make something for the love of making.</li> <li>Just make something, capture the concept, and then move on to something else.</li> </ul> <h2>The Zen of Zep?</h2> <p>And then some words of wisdom that aren't necessarily tied to PICO-8, or directed at us as PICO-8 users.</p> <ul> <li>Software sucks. It's terrible.</li> <li>The tools shape the work.</li> <li>Remove the semantics.</li> <li>No magic.</li> <li>Avoid minification.</li> <li>People don't know what they want.</li> <li>Fantasy consoles are impressionist hardware.</li> <li>The tool has the manifesto inside itself.</li> <li>A tool sometimes invites you to make something for it.</li> <li>Machines can be cute.</li> <li>The thing that makes a console a console is not the hardware, it's everything else.</li> </ul> https://www.lexaloffle.com/bbs/?tid=32928 https://www.lexaloffle.com/bbs/?tid=32928 Thu, 17 Jan 2019 20:56:19 UTC Lights Out (tweettweetcart) <p> <table><tr><td> <a href="/bbs/?pid=59034#p"> <img src="/bbs/thumbs/pico59036.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=59034#p"> Lights Out (tweettweetcart)</a><br><br> by <a href="/bbs/?uid=29213"> tobiasvl</a> <br><br><br> <a href="/bbs/?pid=59034#p"> [Click to Play]</a> </td></tr></table> <br /> The classic Lights Out puzzle game for the <a href="https://itch.io/jam/tweettweetjam">TweetTweetJam</a>. The source code fits in <a href="https://twitter.com/Spug/status/1063201690982248448">two tweets</a> (560 characters).</p> <p>Your goal is to turn all the lights off. However, each light toggles all four adjacent lights as well.</p> <p>I didn't have room for different levels, but there's two modes:</p> <ul> <li>Lights Out Classic: Lights toggle between off and on (red). Best solution is 15 moves.</li> <li>Lights Out 2000: Lights toggle between off, red and green. Best solution is 18 moves.</li> </ul> https://www.lexaloffle.com/bbs/?tid=32251 https://www.lexaloffle.com/bbs/?tid=32251 Thu, 15 Nov 2018 18:15:34 UTC Meteor Night <p> <table><tr><td> <a href="/bbs/?pid=56746#p"> <img src="/bbs/thumbs/pico8_meteor_night_2_0-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=56746#p"> meteor_night_2_0</a><br><br> by <a href="/bbs/?uid=29213"> tobiasvl</a> <br><br><br> <a href="/bbs/?pid=56746#p"> [Click to Play]</a> </td></tr></table> </p> <p>This is a small game based on the <a href="http://famicase.com/11/softs/39.html">Famicase &quot;Meteor Night&quot;</a> for the &quot;Chill&quot;-themed <a href="https://itch.io/jam/a-game-by-its-cover-2018">A Game By Its Cover jam 2018</a>. (<a href="https://tobiasvl.itch.io/meteor-night">itch.io page here</a>)</p> <p><strong>Instructions</strong></p> <p>There's a meteor shower coming, and you take your friend or date stargazing after dark. They've never gone stargazing before, so you'll have to point out any meteors you see to your friend or date.</p> <p>It's chilly outside, so make sure you keep your friend or date warm. If they see a beautiful meteor, they will forget the cold for a little while; if they keep missing meteors you point out, they'll grow frustrated and cold.</p> <p>Eventually, though, they'll probably want to go home. Maybe to your place?</p> <p><strong>Controls</strong></p> <p>Using a mouse is recommended for precision and speed. Don't miss the meteors!</p> <ul> <li>Mouse / arrow keys: Look around the sky</li> <li>Left click / X: Point out meteor</li> </ul> <p><strong>Chill/Chill Out</strong></p> <p>Press O on the title screen to toggle between Chill mode and Chill Out mode.</p> <p>In the default Chill mode, your friend or date will get colder with time. Point out as many meteors as you can to get a new high score.</p> <p>In Chill Out mode, it's a warm, summer night; you won't get cold, and can just chill out as long as you want to. High score is not tracked in this mode.</p> <p><strong>Credits</strong></p> <ul> <li> <p><a href="http://tinycartridge.com/post/5140085690/tiny-cartridge-x-ashley-davis-in-famicase-2011">Title screen and cartridge art</a> by Ashley Davis, based on an idea by Eric Caoili and JC Fletcher of Tiny Cartridge, used with permission.</p> </li> <li>Music: &quot;Arpument&quot; from <a href="https://www.lexaloffle.com/bbs/?tid=2619">Nine Songs in PICO-8</a> by Robby Duguay, used under CC BY-NC-SA 4.0.</li> </ul> https://www.lexaloffle.com/bbs/?tid=31893 https://www.lexaloffle.com/bbs/?tid=31893 Sun, 16 Sep 2018 16:52:29 UTC Put a flip in it <p>Found this nice little snippet on Twitter: <a href="https://twitter.com/kometbomb/status/1029402873623445504">Put a flip in it</a></p> <p>There are some cool ones under the hashtag <a href="https://twitter.com/hashtag/putaflipinit">#putaflipinit</a></p> https://www.lexaloffle.com/bbs/?tid=31819 https://www.lexaloffle.com/bbs/?tid=31819 Wed, 05 Sep 2018 07:26:37 UTC LaserTank <p> <table><tr><td> <a href="/bbs/?pid=55663#p"> <img src="/bbs/thumbs/pico55662.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=55663#p"> LaserTank 1.0</a><br><br> by <a href="/bbs/?uid=29213"> tobiasvl</a> <br><br><br> <a href="/bbs/?pid=55663#p"> [Click to Play]</a> </td></tr></table> </p> <p>A remake of the classic computer puzzle game LaserTank for PICO-8, for the Demake jam.</p> <p>Includes a hand-picked collection of 50 levels from the original game. I think I'll have to make a multicart version to include more levels.</p> <p>I haven't implemented all the physcis quirks (bugs) of the original game, but I don't think any of the included levels rely on them to be solved. At least I hope not.</p> <p><a href="https://tobiasvl.itch.io/lasertank-pico8">itch page</a></p> https://www.lexaloffle.com/bbs/?tid=31740 https://www.lexaloffle.com/bbs/?tid=31740 Sat, 25 Aug 2018 14:10:40 UTC zep talk: PICO-8 and the Search for Cozy Design Spaces <p><object width="640" height="400"><param name="movie" value="https://www.youtube.com/v/87jfTIWosBw&hl=en&fs=1&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="https://www.youtube.com/v/87jfTIWosBw&hl=en&fs=1&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="400"></embed></object></p> https://www.lexaloffle.com/bbs/?tid=31634 https://www.lexaloffle.com/bbs/?tid=31634 Fri, 10 Aug 2018 02:32:28 UTC Patrick's Cyberpunk Challenge <p> <table><tr><td> <a href="/bbs/?pid=54572#p"> <img src="/bbs/thumbs/pico56257.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=54572#p"> Patrick's Cyberpunk Challenge 1.2</a><br><br> by <a href="/bbs/?uid=29213"> tobiasvl</a> <br><br><br> <a href="/bbs/?pid=54572#p"> [Click to Play]</a> </td></tr></table> </p> <p>Remove all 28 squares from the board in a neverending series of calm, randomized puzzles set in a dystopian, cyberpunk world.</p> <p>Patrick�s Cyberpunk Challenge is fun for all ages. Are you ready for the challenge?</p> <p>The object of the game is to move Patrick around the game board and remove all 28 squares. Squares with coloured balls will remove extra squares and can make the game trickier. The games are randomly generated, but you can also create your own games or input game codes made by others.</p> <p>This is a fanmade sequel to the 1998 freeware sensation Patrick's Challenge II by <a href="http://reldni.com/">Reldni Productions</a>, for the <a href="https://itch.io/jam/sbigjam2018">Cyberpunk-themed &quot;So bad it's good&quot; Jam 2018</a>.</p> <p>The puzzle codes are compatible with Patrick's Challenge II. You can also go to Reldni's website to <a href="http://web.archive.org/web/20020127141411fw_/http://www.reldni.com:80/archive/patrick2.html#CODES">find more codes</a> and play hand-crafted Reldni puzzles.</p> <p>You currently have to use the devkit mouse to place the objects in the correct squares manually, but I hope to have proper gamepad support soon so you can type in the codes. I also plan to add support for saving puzzles, so you can make your own (limited) run of puzzles to get a high score in.</p> https://www.lexaloffle.com/bbs/?tid=31586 https://www.lexaloffle.com/bbs/?tid=31586 Wed, 01 Aug 2018 09:40:00 UTC 32-bit unsigned integers? <p>Is there a way to display a PICO-8 number as a 32-bit unsigned integer?</p> <p>I considered implementing a password system in a demake I'm making, but it requires me to interpret 4 bytes as an unsigned 32-bit int. I can't find a way to do that though.</p> <p>Has anyone made a library to do this? If there's no native support, I assume you need to do some arithmetic that operates on an intermediate string representation of the number.</p> <p>Note: I don't need to do 32-bit arithmetic. I just want to get the decimal representation (as a string is fine) of a number, as if it were an unsigned 32-bit int.</p> https://www.lexaloffle.com/bbs/?tid=31269 https://www.lexaloffle.com/bbs/?tid=31269 Sat, 12 May 2018 17:04:51 UTC Picolarium <p> <table><tr><td> <a href="/bbs/?pid=51985#p"> <img src="/bbs/thumbs/pico54284.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=51985#p"> Picolarium 1.0</a><br><br> by <a href="/bbs/?uid=29213"> tobiasvl</a> <br><br><br> <a href="/bbs/?pid=51985#p"> [Click to Play]</a> </td></tr></table> </p> <p>Hey! This is my first Pico-8 game, a clone of the DS game Polarium.</p> <p>It contains 100 levels. You can get a hint for every level if you're stuck.</p> <p>There's also a level editor, which lets you create your own custom levels. You can even share levels with other people with 30-digit passwords. These passwords are completely compatible with Polarium, so you can also find lots of levels other people have made online for an extra challenge. 20 custom levels can be stored.</p> https://www.lexaloffle.com/bbs/?tid=31179 https://www.lexaloffle.com/bbs/?tid=31179 Wed, 25 Apr 2018 04:11:49 UTC