The Argus is watching all, always,. .
(small graphic/sound test)
loving the hard limits of this system,.
except the color limit, can we currently peek/poke to dynamically alter the colors in the 16 ?
I like the limit of 16 palette,. however would rather be able to change these sometimes., all greens or blues,. cycle one, etc.
very cool system otherwise.
So far I found these bugs in the code editor (v0.1.0 on Windows):
- Delete key doesn't work when cursor is at the very beginning of the program (also applies to the command line).
- Copy-pasting adds a blank character at the end of each pasted line.
- Shift-Home and Shift-End don't work properly.
- Saving and reloading the cartridge adds a newline at the end, resulting in lots of blank lines over time.
It may be done but It is not finished.
I am not, I repeat NOT going to continue on this project. Hopefully it works okay.
It contains 2 Nights with 3 Animatronics, 1 of which is not functional.
This is an accurate FNAF clone with some differences in the way you play it. Click things to activate them and watch the cameras to see where the animatronics are. The left vent does not have a light so you have to know when he gets in there. by checking the cameras.
Note this is very buggy.
Despite being made up of almost still images, THE JUMPSCARES STILL STARTLED MY FRIENDS!!! just a warning, I don't want to be sued for heart attacks.
On Night Two you might die out of nowhere this signifies that the second character got you. He doesn't have a jumpscare.
Finally please use this if you want to I give full permission as long as my name is visible in the credits area.
Ask any questions you like I will respond, but I will not continue working on this

You are Flynn Flier, Ace Aerospacer, Space-Dart Superhero! After escaping Tranus's Test, you fly to planet Zondak, a land of energy-ball beings! You've been tasked with circumnavigating Zondak--with every ball of plasma on the planet trying to kill you! Weave through the world of the Zondaks, zapping everything in your way! Will you make it through the 13 zones of Zondak?
SPACE-DART PILOT'S MANUAL Use the ARROW KEYS to maneuver your craft LEFT, RIGHT, FORWARD, and BACKWARD. Note that you will pilot this ship in THREE DIMENSIONS! Press the Z key to ASCEND. Release the Z key to DESCEND. Your ship will automatically hover above the ground, so don't worry about crashing! Apply pressure on the X key to fire an ENERGY BLAST. Your ship can only manage the energy for one ENERGY BLAST per second, but each one is powerful enough to disrupt one Zondak Plasma Sphere. You will score 10 points for each Zondak Plasma Sphere you destroy, and clearing a zone scores you 100 points times that zone's number (clearing zone 1 gives you 100 points, zone 2 gives you 200, etc). You have 3 LIVES to reach Zone 13. Once you have made it past the final zone, you will see the GAME OVER screen, with your final score flashing on screen. Post a screenshot of this screen, with the zone and score clearly visible, and see how you stack up against other pilots! |
In new to Pico-8 so maybe you can tell me if I'm doing something wrong.
In the code below, the sprite and the squares render just fine, but the circles only appear when the camera offset is exactly 0,0(whether by calling camera() or camera(0,0) or by never changing it).
The manual doesn't mention any incompatibilities between circfill() and camera()
I'm using Pico-8 0.1.0 for windows
pico-8 cartridge // http://www.pico-8.com version 4 __lua__ -- noid by noid -- s a r a c a t u n g a local x=0 local i=0 local u=64 local v=64 sfx(0) --music(0) local function _update() x = flr(59*sin(time())) y = flr(59*cos(time())) if (i<15) then i += 1 else i=0 end if (btn(0)) then u=u-1 end if (btn(1)) then u=u+1 end if (btn(2)) then v=v-1 end if (btn(3)) then v=v+1 end end local function _draw() cls() camera(u-64,v-64) rectfill(0,0,128,128,13) rectfill(x+u,y+v,x+u+10,y+v+10,i) circfill(x+u,y+v,5,i) spr(i,x/2+u,y/2+v) circfill(u-x/2+x/4+4,v+y/2+y/4+4,2,2) end |
Hi everyone! Here goes my first submitted thing : a recreation of the good old rotoscaling effect, quite known in the demoscene... scene... in way less than 1kb of code. I made it fit to a round 1kb by comments in the source code to explain some tricks about the calculation.
Rotoscaling is based on two things : rotation (good old cossin sin-cos) and scaling. I precalculate scaled sine and cosine tables according to the current angle in the update loop to gain some overall speed.
I programmed it on the alpha 0.0.5. I don't know if anything changed around to the speed/cpu usage but this should run quite quickly (don't expect 30 FPS neither, I couldn't make the pixel blit faster) on the 0.1 alpha.
I really liked playing with PICO and I'm not done at all with it! :D

You are Flynn Flier--Star Speeder! Known throughout the galaxy as one of the fastest pilots in the universe, you've always loved dodging danger and dashing through deadly dares.
One day, as you zoomed through the Altair constellation, you happened across a wormhole. Being the brave adventurer you are, you stepped on the gas and slipped through the tear in space-time...
You find yourself in a strange labyrinth, with your lazers disabled and a booming voice in your ear:
"I AM TRANUS, MIGHTY RULER OF THE MAZE YOU SEE BEFORE YOU. I ISSUE YOU A CHALLENGE, FLYNN FLIER--PASS THROUGH ALL THREE ZONES OF THE LABYRINTH, AND I SHALL SET YOU FREE!"
Your space-dart's engines roar behind you. The only way out is to get through the barriers before you. Will you reach the final Zone?
SPACE-DART PILOT'S MANUAL Use the ARROW KEYS to maneuver your craft. The Z KEY will perform a BARREL BOOST ROLL. This will make your SPACE DART speed up. However, you won't be able to move while performing the BARREL BOOST ROLL! You will score POINTS for flying through the holes in the WALLS at high speed, and for staying near the right edge of the screen. You score more points for moving quickly--but beware, your SPACE DART is not built for collisions, and running into a wall is sure to end in disaster! Your ship will AUTO-ROLL every four walls. Be prepared! Flying is harder when you're moving too fast to see! You will start in ZONE 0. After 5000 POINTS, you will reach ZONE 1. After 10000 POINTS, you will reach ZONE 2. Post a screenshot of your ship flying through ZONE 2, with your score clearly visible, and show off to your friends that you've passed Tranus's test! |
I'm trying to put together a simple game in which the player must avoid obstacles. I'm trying to put together a table that holds all the obstacles, with their x/y positions, as tables within tables, so that the table structure looks like this:
ActorsTable *Wall1 1.Wall1's X 2.Wall1's Y *Wall2 1.Wall2's X 2.Wall2's Y |
However, when I want to get--for instance--ActorsTable.Wall1.X, I get an error:
"ATTEMPT TO INDEX FIELD '?' (A NIL VALUE)". |
I know that this means something's not initialized. But what exactly hasn't been initialized?
For reference, the code so far. I'm working on making a series of walls for the player to fly past. Error occurs at line 86.
http://pastebin.com/4k7DBv2X

I'm just trying out PICO-8 on Linux (Ubuntu 64-bit) and it is lovely, but I noticed it uses 99% of my CPU even when idling at the command prompt. Perhaps it needs a vsync option?
EDIT: Hmm I just upgraded to Ubuntu 15.04 (I was on 14.10) and now it's not using all the CPU anymore. Maybe it was just a video driver issue and PICO-8 is actually using vsync already? So I guess this is not a bug. Although it does say 111 FPS, and I would expect 60 if it was using vsync.






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