Cấu hình iPhone SE 3 5G mạnh mẽ hơn với vi xử lý A15 Bionic, có hỗ trợ kết nối 5G
Chúng ta đã biết iPhone SE series thường có bộ xử lý tương tự như các dòng iPhone chính trong cùng khoảng thời gian ra mắt và điều đó rất dễ xảy ra vào tháng 3 này. Về phần lưu trữ, các tin đồn không tiết lộ về dung lượng lưu trữ của điện thoại này nhưng nếu dựa trên lịch trình nâng cấp bộ nhớ cho iPhone của Apple, nhiều dự đoán rằng iPhone SE 3 sẽ có hai tùy chọn 64 GB và 128 GB. Thế nhưng, mình cũng không loại trừ khả năng iPhone SE 3 5G sẽ có phiên bản bộ nhớ trong từ 128 GB như trên dòng iPhone 13, mà nếu như vậy thì quá hời cho chúng ta luôn.
iPhone SE 3 5G
Phiên bản iPhone SE hiện tại đang sử dụng chipset A13 Bionic, còn mẫu iPhone SE 3 5G mới dự kiến sẽ được Apple nâng cấp khá mạnh mẽ về cấu hình phần cứng bên trong - Dòng SoC A15 Bionic như các mẫu iPhone 13 mới nhất. Có thể khẳng định đây sẽ là con chip di động mạnh mẽ nhất trong năm 2021 và thậm chí là cả năm 2022, ít nhất là cho đến khi A16 Bionic được giới thiệu cùng với iPhone 14.
Thiết kế iPhone SE 3 5G
Một điểm thú vị là các tin đồn đều có cùng quan điểm rằng iPhone SE 3 5G sẽ hỗ trợ kết nối 5G. Vào tháng 6 năm ngoái, nhà phân tích Ming-Chi Kuo đã tiết lộ iPhone SE 3 sẽ có hai nâng cấp lớn: Đầu tiên về bộ xử lý tốt hơn, điều thứ hai như thiết bị được trang bị công nghệ 5G. Đến khoảng tháng 10, blogger người Nhật - Macotakara cũng đưa ra dự đoán tương tự về một chiếc iPhone SE 5G. Điều này theo mình thì cũng hợp lý thôi bởi vốn đã là năm 2022 khi mà 5G là thứ công nghệ thuộc hàng cơ bản phải có trên các smartphone.
First PICO-8 game, made a while ago but never shared.
Messy little retro space game, featuring:
Thrilling boost mechanic
Various different enemies
3 Intricate Levels + 2 Boss stages
Gripping and entirely necessary story
Making a game similar to Tractor Beam on the Amiga. Intending to add some puzzles next. Took a while to get the physics working and it's probably still quite janky :)
Press X to use the beam!
Use X, C, or the arrow keys to view different screens showcasing the tileset.
I made a slightly improved version of the Celeste tileset. Now there are inner corner thingies and other random stuff. Of course this would be pretty hard to use in a Celeste mod because of the extra sprite space it takes up but I mainly made it as a concept to see what the Celeste tileset could look like with more features.
This isn't meant to be used in mods, it's just a random concept thing. If you use saved mapdata or whatever, and have extra sprite space, then I suppose it would be usable.
All credit goes to Maddy Thorson and Noel Berry for the orignal tileset.
I've seen many demos and cool art made with pico8 on Twitter, so I tried to do something. This is my first tweetcart. There's probably many ways to optimize it more, but at least it works.
Press left and right arrows to widen or narrow the road, and up or down arrows to move the horizon.
Some values can also be changed in line 3:
b: default horizon position
s: offset between the sun center and the horizon
p: default road position
n: amount of horizontal lines
i+=2: speed of horizontal lines
l=line r=rectfill b=64s=5e=128h=64p=45n=6i=0poke(24364,5)::_::i+=2i%=e r(0,0,h,b,2)r(0,0,h,.6*b,9)r(0,b/3,h,b*.6,8)circfill(h,b-s,20,10)r(0,b,e,e,1)l(0,e,p,b,2)for j=1,n do k=(i+e/n*j)%e x=p*(e-k)/e y=k/e*(e-b)+b l(x,y,h,y,2)end d=btn()p+=d\2%2-d%2b+=d\8%2-d\4%2flip()goto _
VVhat's new ?
✅ New BTN() can now be called with no arguments, returns numeric of all buttons, thanks to @SmellyFishstiks.
✅ Beefed up the documentation and usage instructions.
First off, I did not make the game. This is JELPI, written by @zep, a demo game which is included when you purchase Pico-8.
What I have written are two functions. One to record keystrokes as you play the game and the other is to play them back.
btn() function is 436-characters or 141 tokens so it's not that big. The other functions of
playback() are quite small, each about 46-characters.
When you choose RECORD, you can play the game as normal with no changes to your sourcecode. Every keystroke is recorded through a new version of BTN(). To stop recording at any time by pressing all 4-arrow keys, this will also stop the cart and return back to the editor. Then you can choose a line of your source code and press CTRL+V to paste the new button set you just used to play your game.
Then select PLAYBACK and run your cart again. You will see all of your keystrokes played back exactly as you did them with exact timing and everything. When the end of your keystrokes is reached, game input returns to normal and you can continue playing your game right where it was left off.
There is slight compression in here in that it counts the number of cycles you repeat a keystroke or series of keystrokes. So it doesn't just record 30-numbers for 30-frames of data, that would make the data too big. In fact, to play this entire demo game from beginning to end took only 265-numbers or true 687-characters of space.
To record or playback keystrokes for any other Pico-8 cart you need to copy the following code to that cart:
- function record()
- function playback()
- the programming line, _b0=btn()
- the new function btn() to replace the original btn()
There are more details in the cart functions, examine them for additional assistance.
And that's it ! Choose RECORD first and play the game as well as you can. When done recording press all 4-arrow keys. Return to your code and Press CTRL+V to paste the new
btnpb (button playback) string. Then select the PLAYBACK function instead of record, run the code, and sit back and watch it.
If you want to, paste your own Pico-8 cart playing back your own movements for the game, to show everyone else how well you can play it.
If greater compression over raw numbers is desired, (6-bit characters for instance), I can certainly write that for you.
Thanks to @Cadaeib65 for getting my brain spinning on this.
Hope This Helps !
With all the fuss over the Wordle game, I thought it would be a fun afternoon project to throw together a version for pico-8.
The word dictionary is quite small and I didn't get a chance to add in any sfx. However, it's fun to play and was a good exercise to keep learning new things.
Update #1 - added instructions screen
Update #2 - added some simple sfx
DUNGEON! is a retro-styled video game where a different course of levels is randomly generated with every new attempt. See how far you can get by platforming and defeating monsters!
-A variety of enemies that get harder as the game progresses
-Powerups you can buy from a gift shop with coins you collect
-Different zones that change the appearance and music of levels
-A large pit with like 12 slimes in it
-Wall jumping (people seem to enjoy this mechanic)
For more information, check out my itch.io page -> https://deklaswas.itch.io/dungeon
Thank you to all the play testers who played the alpha build and gave me valuable feedback. This includes Bonemangaming, Technetium, Quintus, Superandrews, and Banana_kokichi.
Another huge thank you for merwok for helping me compress the pico8 code.
Yuo guys are awesome :)
Take photos of hidden animals in a tiny park!
Beware of the wandering mushroom!
How to play:
There are animals hiding in the forest, and you have to take photos of them. Every forest has one animal, and once you take a photo you can move to the next forest. There are 30 levels in the game, and your can check your progress in the bottom left corner. If you find all 30 animals you win the game. You have 3 lives (bottom right corner). You lose a life if you let the red mushroom catch you, or if you go too close to the animal. You cannot see too far ahead so walk carefully!
There are cheat codes if you find the game too hard:
Left/Right: rotate (controls can be flipped in the pause menu).
X: take a photo
Progress is saved automatically, the save can be erased in the pause menu.
Sprites and music is by me, as well as the code except the polyfill function by scgrn
This is my first PICO-8 cart! Enjoy!
It is a simple implementation of the classic board game Peg solitaire. I made this as an exercise to familiarize myself with PICO-8.
You can jump a peg over an adjacent peg into a hole, removing the jumped peg.
Your goal is to empty the board, except for a single peg in the marked hole.
Consecutive jumps with the same peg are counted as a single move.
Try to solve the puzzles in the least number of moves!
Arrows: Move your cursor
Arrows while holding X: Move a peg
Z: Undo last move
Tip: To make consecutive jumps with the same peg, just hold X and press the arrows you need.
- Added support for boards based on hexagonal grids
- Added the triangular board
-To move use the arrow keys
-To jump press x
-To open the inventory hold c/z (if on mobile use the O key )
-To slide run into a block and stop before you hit it
-To ground pound. In the air hold down until you hit the ground
-To air jump , jump while falling
I am currently a student in college and one of our units is game development.
Now most people might flock towards unity or unreal to make some really impressive high fidelity game....but I only have a couple moths to learn the software and make a competent game. So I was introduced to Pico-8.
Now only 2 and a bit months later I think I've make a competent enough game to use, at the very least as a reference point, in making my unit submission game.
I've also been wanting for a long time to make a game for an itch.io game jam and the FFS jam seemed perfect to enter this into.
If you want to view it there the link is: https://rising-dawn.itch.io/portals-in-mutation
link for the other Jam games:https://itch.io/jam/finally-finish-something-2022/entries
Welcome to frogo flippy froggers fantastical fun froggtastic fiasco flip flappin-tastic fantasy fun forever. its me everyones favorite GAME-CREATOR. JThburvs wowie. in this maze you can:
- HAIL THE FROG OF THE MAZE ARIEAHFUIOAWE(FA(CSA(CS_AC*(suf8sdvjdf98vr89-f89-ds89-fgsd
wowie does that sound like fun. have fun!
Daun has been dating an archdemon she met on Tinder for the past three weeks, but their relationship goes sour when the demon keeps proposing that she marries him.
This is a little hybrid of top-down action adventure à la Zelda and Breakout. Daun can fire up to five sugar balls at once which will deflect upon impact to a wall or destructible blocks, or damage an enemy and disappear. But this costs her sugar if she attempts to fire more balls than her current level: e.g. at level 2, she can shoot two with no extra cost, but the third shot will cost her extra sugar.
Defeated enemies will leave various dessert items for (somewhat) plot-plausible reasons, and this will replenish her sugar. Her blood sugar level depletes over time, so the player will need to actively search out for the demon's minions to stay afloat. While I sometimes get game overs when I'm not careful, the game shouldn't still be too challenging.
Daun does not get experience from defeating enemies. There are four macaron items in the dungeon that will increase her level by 1.
This game pulls ideas and code snippets from all my previous games plus a few new tricks I've learned along the way. The game should take about ~10 mins to finish.
Known issues that can be improved:
- When the ball hits an enemy standing next to a wall and the ball comes into collision with both the wall and the enemy, the ball is blocked by the wall and doesn't hit the enemy.
- When shooting the ball into a narrow gap, Daun's position needs to be exact or the ball will bounce back.
I might need some time to think how I might resolve these...