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Cart #10625 | 2015-05-13 | Embed ▽ | No License
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Monsters vs Monsters (WIP)

This Level Is A Little Fight :)

THXS!

2 Friends Are Uploading Same Thing :D (Different Monsters)

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Cart #10617 | 2015-05-13 | Code ▽ | Embed ▽ | No License
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A toy that pokes the sfx RAM full of random garbage and lets you play the results on multiple channels. It'll mostly sound like generic computer ambience from an old educational film.

The randomly generated sounds will be stored in the ROM on startup, so comment out the cstore() at the end of the _init() function if you want to save your sounds for posterity's sake.

Disabling a single channel should technically stop playback on that channel, but it occasionally won't. This might be due to the weird looping points that the program generates for each sfx.

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2 comments


Feature request: Have control-click act as right-click, to better support Macs with one-button mice.

There are two controls that use click and right-click to increase and decrease a number, namely sfx speed and music pattern selector. Macs usually come with one-button mice or trackpads, so right-click actions are often also available as control-click (hold Control, click). In 0.1.0 control-click acts as "fast increase" instead of "decrease." It'd be great if control-click were "decrease" in these cases.

I notice shift-click is also "fast increase," so there's no loss of a feature. Shift-control-click could be "fast decrease."

Thanks!
-- Dan

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Cart #10610 | 2015-05-12 | Code ▽ | Embed ▽ | No License
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So I'm getting ready to make a new game, in which the player will be able to push other objects around in an AOE.
I have a table, ACTORS, which will hold all my actors; each one will have x/y coordinates.
So, to get everything within radius R of point X, Y:

function get_near(x,y,r)
  for i in all(actors) do
    --use some math to get the hypotenuse
    vx=i.x-x --get the distance on X
    vy=i.y-y --same for Y
    --SOME TRIG GOES HERE
    --Sorry, still a little fuzzy on my trig
    if(result<r)then
      add(list,i)
    end
  end
  return list
end

Which would return a list containing...what, exactly? This is where I run into the problem.
If adding an item from one list to another copies the original to the new list, then I get a list of actors that's basically useless--I can't push them around, because if I do anything to list, it won't affect actors.
However, if adding an item from one list to another creates a pointer to the first list, then I'll be able to use this to conveniently push stuff within a certain distance.

4 comments


Hey,

I picked up the bundle. When I went to redeem - I got a copy of PICO-8. When I go back to the bundle page - PICO-8 is no longer an option to download??? Where is it?

Edit - NVm found it in updates

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Dear Zep,

I Would Like To Go Discussion And Check: Zep: Updates & ideas

This Is For Updates And Ideas :D

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Cart #10590 | 2015-05-10 | Code ▽ | Embed ▽ | No License
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you are a duck!
z to sprint, x to quack (this will be tied to an eating mechanic later)

Spent a couple of hours working on this today once I realized I had access to Pico-8 :D.
Once time runs out, nothing happens. There is no score yet. You have three lives with no way of losing any of them.
There are no goals except for being a duck.
No real gameplay yet, but I'm posting it here to force myself to update it and to keep working on it.

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I need help deleting various blogs! I am bored of them an is done or have enough ideas for a blog. I am wondering in future BBS update you can add a delete button for blogs in editing, but you must confirm. CONFIRM
It would be great because a blog like this needs that, also add a name changing system. You would have to add a filter so people can't copy names:
Cause Zep people could take your picture and name, and copy every post you add! That would suck for anything, because the would fake the editing license. Also I would like an option to make an account without email! Thanks!
-Datbuilder

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1: Journey Of Ceazar

In This "BBS Cart" There Is A Boy (You Can Add Hair Color, Etc) & One Day he Figures Out He Has Powers, And This Crazy Killer Aliens Are Hunting Him Down :)! He Has To Fight Him With Guns Knives (Gun: The Azz) (Knife: The Azz)

Thanks!

Also Add Cyclops, Dragons (Edited) and Elfs!

-DatOneBuilder

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Limitations always make me think about breaking them, and when last time I realized that you can “load()” cartridges while your program is running, that seemed something exploitable :)

So here is one way to circumvent the limitations somewhat: You can only fit one “fullscreen” picture in the gfx space in pico-8 - BUT the cartridge change and load is fast (at least compared to changing a physical cartridge :) ) so what if I put more pictures my program need in other cartridges, and load when I need?

Turns out it can be done. :)

Here is a demonstration: a “fullscreen” anim player. It reads the frames from the cartridges in the “frames” directory, and copies the contents to the screen.

It is not that fast as I hoped to be, but it is still useable. It plays an animation with no problem, and with some planning it should be useable for other purposes too (while something else is still happening on the screen, like a game for example :) )
As the screenshot shows: it consumes 96% of cpu time, but only in the frame when the load and refresh happens. (I refresh every third frame, that’s how the average is around 32% - two frames with zero cpu load, one with 96%).
In theory you could spread the cartridge load and the refresh to different frames, but unfortunately the load is not “silent” (it prints a message to the screen), and that scrolls/writes in the picture. I couldn’t come up with a way to hide that yet, but the separete load/update lowers the max cpu usage to 49.6% (the average is stays the same, because now we have one frame with zero, and two frames with roughly 49%).

But of course an animation player is really the stress test of this technique. Apart from… you now, actually playing animations (like intros or something) you don’t really need to refresh that fast probably, and loading data from other cartridges can be used a number of different ways: backgrounds for an adventure game or transition screens, or replacing the tileset for an another world in the game, etc.

I have the sample for you to download (I don't think it will work in the web player), but it seems that I can't post any links in this forum, so please go to my blog post on tumblr and download from there if you want to check it out: http://blog.ccatgames.com/post/118623662172/still-playing-with-pico-8-limitations-always-make

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Basically what the title says. I don't know if you are aware of this or not, just leaving this message here just in case.

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Cart #10569 | 2015-05-10 | Embed ▽ | No License
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This is a cartridge I've been working on for a bit. The props are essentially "angelic" and "demonic" versions of the
pre-existing ones. I think they look pretty good- I'll probably make a more polished version of this some time. But it's definitely not any time soon.

Note: Set your SL button! One of the weapons [slide] are controlled with it.
I used a mouse while testing it, keep that in mind.
one more note. Hold left as soon as you begin.

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Cart #10566 | 2015-05-09 | Code ▽ | Embed ▽ | No License
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Trying out this pico-8 thing.
Good luck! ;)

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Cart #10606 | 2015-05-12 | Code ▽ | Embed ▽ | No License
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Might as well call this the finished version, since barring optimization and cleanup I'm out of space.

CHANGES:
-There wasn't really much point in moving away from your opponent, so backward movement has been replaced with a longer backstep that can be used to avoid attacks
-Tweaked a few pixels

ADDED:
-Logo graphics
-2 new backgrounds (chosen randomly for each round)
-Randomly generated character appearances (loser's character gets replaced after each round)
-Characters now have shadows
-1 new music track
-Options menu to change/disable the music and choose between 3 CPU difficulty levels

FIXED:
-Player 2 could still go slightly outside the screen's bounds

KNOWN BUGS:
-There's a certain set of inputs that will prevent a character from going into the win pose after knocking an opponent out, thus being able to move around freely and preventing the round from ending. I have no idea how to do it apart from buttonmashing. The CPU will occasionally manage to do this, since technically it's constantly buttonmashing. Don't think of it as a bug, think of it as the ultimate victory celebration!

Cart #10588 | 2015-05-10 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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Hello, and apologies that this was my first post, but I'm having a problem getting in to Pico-8. The keyboard keys don't work, so I can't even enter help, no other letters either. I also can't escape via my usual task manager way, so I have to sign out. If it helps, my machine is an Aorus X3.

Get back to me soon, I really want to give this thing a whirl!

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Cart #10554 | 2015-05-09 | Code ▽ | Embed ▽ | No License
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A submarine explores an asteroid field. Very simple. Not a game.

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Cart #10552 | 2015-05-09 | Code ▽ | Embed ▽ | No License

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Cart #10550 | 2015-05-09 | Code ▽ | Embed ▽ | No License
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Arrow keys to move
Intersect targets for points
Game lost if ball dropped

https://github.com/buffis/bounce

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Cart #10548 | 2015-05-09 | Code ▽ | Embed ▽ | No License
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Simple and pointless; this is not a game.

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