Zeepso [Lexaloffle Blog Feed]https://www.lexaloffle.com/bbs/?uid=41210 Rhythm 5-6-oh (TweetTweetJam) <p> <table><tr><td> <a href="/bbs/?pid=75933#p"> <img src="/bbs/thumbs/pico8_r56oh-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=75933#p"> r56oh</a><br><br> by <a href="/bbs/?uid=41210"> Zeepso</a> <br><br><br> <a href="/bbs/?pid=75933#p"> [Click to Play]</a> </td></tr></table> </p> <p>A game made in 560 characters for <a href="https://itch.io/jam/tweettweetjam-4">TweetTweetJam 4</a>. The sound effects are generated from the poke commands at the top. The note pattern is random and can be a little unfair at times. I wanted to try a smarter way to generate the notes, but with 560 characters, there's not much room.</p> <p><strong>Z or C</strong> - Top line<br /> <strong>X or V</strong> - Bottom line</p> <p>If you're looking for a more readable version of the source code, check the spoiler:<br /> <div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></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>-- The Poke commands generate the music, poke4 creates the first two notes -- the first poke2 creates the third note (when you miss) -- the last poke2 sets the speed of the notes (16) poke4(0x3200,0x5ba4.380c) poke2(0x3204,0x6911) poke2(0x3240,0x1001) c=0 -- combo count. h=0 -- high score. t={} -- notes in play. m={} -- flags if you hit a button and missed a note (for both bars). o=0p=0 -- delay between note generation, so 40 of them don't stack on top of each other. _set_fps(60) -- set fps to 60, so the scrolling doesn't look awful ::e:: -- normally, gotos are ugly, but for code golf, they're a necessary evil. -- clear screen and render the bars. A rectangle generates both lines. cls() rect(-1,56,128,72) circ(15,56,4) circ(15,72,4) -- reset and tick down parameters for next frame. p-=1o-=1m[4]=1m[5]=1 -- generate a note randomly, if it's created, add delay until next note (p and o). if(rnd(25)&lt;1 and o&lt;0)add(t,{x=127,y=53,b=4})o=12 if(rnd(25)&lt;1 and p&lt;0)add(t,{x=127,y=69,b=5})p=12 -- loop over each note, see if it was correctly played, missed, etc... for i in all(t)do i.x-=1 -- come on down, you're the next contestant! ?&quot;♪&quot;,i.x,i.y,12 -- draw the note -- if note was played inside the circle, play the sound, -- remove it from play, and signify the player didn't miss,. if(btnp(i.b)and i.x&gt;=8 and i.x&lt;=20)sfx(0,0,i.b-4,1)del(t,i)c+=1m[i.b]=0 -- if the player missed. remove their combo, play the missed note sound. if(btnp(i.b)and m[i.b]&gt;0)sfx(0,0,2,1)c=0 -- if the note left the screen, remove it from memory. if(i.x&lt;0)del(t,i)c=0 end -- if the current combo is higher then the old one, add it to the high score. if(c&gt;h)h=c -- print hud ?&quot;combo: &quot;..c,5,5,6 ?&quot;high: &quot;..h,90,5 -- render the crowd, have them dance to the left and right depending on the note hit. for i=0,4 do ?&quot;웃웃웃웃웃웃&quot;,40+m[4]-m[5],100+i*6 end -- draw to the screen, loop back to the beginning. flip()goto e</pre></div></td> <td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> </tr></table></div></div> <p></div></div></div></p> https://www.lexaloffle.com/bbs/?tid=37773 https://www.lexaloffle.com/bbs/?tid=37773 Wed, 06 May 2020 05:01:07 UTC Load breadcrumb bug on forum carts <p>After trying to debug why my recent game doesn't work on the forms (but works fine in Splore and when exported), I've discovered if you don't include a breadcrumb string parameter in the load function, the cart will never actually load, and will just hang instead.</p> <p>I'm assuming this isn't intended, since it's marked as an optional parameter, and it behaves fine inside Pico8 itself (or an exported cart).</p> <p>As a quick example:</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>load(&quot;#cartid&quot;) -- won't work on forums (but will everywhere else) load(&quot;#cartid&quot;, &quot;back to title&quot;) -- will work</pre></div></td> <td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td> </tr></table></div></div> <p>Also, as a side note, this may or may not be intended, but it seems the &quot;fantasy glitching&quot; when reloading (ctrl+r) effects the general use / work ram. Meaning if you rely on it to pass data to and from carts (like in Picoware), a player doing so may break the game.</p> https://www.lexaloffle.com/bbs/?tid=37239 https://www.lexaloffle.com/bbs/?tid=37239 Thu, 02 Apr 2020 01:08:36 UTC Thyef <p> <table><tr><td> <a href="/bbs/?pid=74368#p"> <img src="/bbs/thumbs/pico8_thyef_title-2.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=74368#p"> thyef_title</a><br><br> by <a href="/bbs/?uid=41210"> Zeepso</a> <br><br><br> <a href="/bbs/?pid=74368#p"> [Click to Play]</a> </td></tr></table> </p> <p>Point, click, and scamper like a mouse,<br /> for riches untold in a strange house.<br /> As a thief you only have one goal,<br /> The diamond is the ticket to your payroll.</p> <h1>Now Fixed On The Forums!</h1> <p>I've discovered the bug that was causing issues going between rooms, I've reported it <a href="https://www.lexaloffle.com/bbs/?tid=37239">here</a></p> <p>I've also uploaded a <a href="https://zeepso.itch.io/thyef">web exported version to itch</a>, if you'd prefer that version.</p> https://www.lexaloffle.com/bbs/?tid=37230 https://www.lexaloffle.com/bbs/?tid=37230 Tue, 31 Mar 2020 18:58:51 UTC Dogrotto <p> <table><tr><td> <a href="/bbs/?pid=71265#p"> <img src="/bbs/thumbs/pico8_dogrotto-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=71265#p"> Dogrotto</a><br><br> by <a href="/bbs/?uid=41210"> Zeepso</a> <br><br><br> <a href="/bbs/?pid=71265#p"> [Click to Play]</a> </td></tr></table> </p> <h3>Controls</h3> <ul> <li>z - Jump</li> <li>x - Restart Puzzle</li> <li>Down Arrow - Use</li> <li>Left/Right Arrows - Walk left and right</li> </ul> <h3>Info</h3> <p>The project started as an experiment for learning Lua (and Pico8 to some extent). I had fun, so, I decided to finish and release it. I hope you like it!</p> <p>Sorry for the lack of snake casing in the code. I usually use camel casing, but Pico8's editor doesn't support upper case letters :/</p> <h3>Update 1.1:</h3> <ul> <li>X now restarts the puzzle.</li> <li>Down arrow is now the use key.</li> <li>Hint added on the second puzzle that shows how to restart a level.</li> </ul> <h3>Version 1.0:</h3> <p> <table><tr><td> <a href="/bbs/?pid=71265#p"> <img src="/bbs/thumbs/pico8_dogrotto-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=71265#p"> Dogrotto</a><br><br> by <a href="/bbs/?uid=41210"> Zeepso</a> <br><br><br> <a href="/bbs/?pid=71265#p"> [Click to Play]</a> </td></tr></table> </p> https://www.lexaloffle.com/bbs/?tid=36311 https://www.lexaloffle.com/bbs/?tid=36311 Fri, 20 Dec 2019 21:08:55 UTC