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Cart #tower-2 | 2022-01-21 | Code ▽ | Embed ▽ | No License
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Tower Noire is a 7DRL roguelike inspired by Cave Noire, Little Nemo, and Powder.

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17 comments


Cart #22602 | 2016-06-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Japanese calligraphy drawing tool

Updates

v.1.1

  • Added mouse input mode (using undocumented mouse feature)

Controls

arrows: move brush
z: put brush to paper
x: new paper
left-shift: toggle input mode (mouse/keyboard)

[mouse mode]
mouse: move brush
click: put brush to paper

Older Carts

Cart #11019 | 2015-05-31 | Code ▽ | Embed ▽ | No License
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36 comments


Hey,

Gideon and I have been working on our first Pico-8 game over the past week and we are close to finishing and submitting the cartridge to the BBS. I love the development environment and I think it represents a perfect sweetspot between limitation and flexibility. The workflow is great!

That said, I would love to be able to do more with the alt-key, specifically:

using alt + left-click in order to simulate a right-click
This would make working with pico-8 a lot easier with Wacom tablets and Laptops with just a touchpad (depending on your setup, right-clicking can be complicated) Also it would neatly behave like Photoshop in the sprite editor then (in Photoshop you do color-picking by alt-clicking).

workspace switcher with alt+1 (code editor), alt+2 (sprite editor) etc.
It would be a nice addon to the current alt+left-right switcher as sometimes it can be a huge timesaver to be able to directly switch between two modes without having to either move the mouse to the top or getting both hands on the keyboard (as it is necessary with the the alt-left/right-switcher). IRSSI and several other terminal based apps have both kinds of switcher modes and they work great in parallel.

[ Continue Reading.. ]

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1 comment


Cart #11038 | 2015-06-01 | Code ▽ | Embed ▽ | No License
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Hi guys,

Here is my second cartridge for Pico-8.

The game can be summarized as "Nibble meets breakout".

You control a worm-like character and you must reach the top of the wall. The play field scrolls down when you eat a nugget. If you don't climb fast enough, you can die by the raising deadly water. When you are blocked in a dead end, you can shrink your worm using button 1.

You cannot destruct directly the bricks. You must rely on balls to do it. The balls can be blocked or pushed by your worm, but beware of not blocking them in a corner, or they will explode!

It is a Work in Progress, and there is still a lot of work to do (and I have plenty of cool idea for it :-) ).
But it is already in a state good enough to share it with you.

There is only very basic sounds for the moment. I suggest to turn the volume off ;-)

[b]Update v0.2

[ Continue Reading.. ]

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7 comments


I'm working on a tune that features a lot of quick arpeggios, so I had to sequence it with double the intended speed so I could squeeze in all the note data. This uses up sfx slots fairly quickly, which wouldn't be such a problem if sound effects past no. 32 were usable as tracks in the music editor.

In case this isn't feasible, it would be nice if the documentation at least noted this limitation. I ended up using only two channels for one of the tunes in Let's Karate, since I had already used up some of the first 32 sfx slots for game sounds.

3 comments


Hi!

A fast question....

I try Pico-8 cartritges published in web using Galaxy S4....

but

The keyboard not work...

Any plans to fix it?

or

Any plans to release a pico-8.APK?

Thanks in advance.

8 comments


Cart #10978 | 2015-05-29 | Code ▽ | Embed ▽ | No License
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UPDATE: final version

Goal is to get the Lemming to the small green tree (to the next screen).

He is able to climb 1 block unit.
Since he has no parachute, he dies if the cliff is higher than 2 units.

Buttons:
arrows .. move/rotate block
c .. drop block
x .. restart level (if no chance of winning)

3 Levels for now.

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12 comments


Cart #10946 | 2015-05-27 | Code ▽ | Embed ▽ | No License
8

Small twitch based platformer I made to familiarize myself with Pico-8 coding.

Left and right arrow keys move the character.

Up arrow allows the character to jump, either holding the key or pressing the key once more in the air allows for a slightly less powerful double jump.

z allows the character to grapple to a green block. Hold z to remain grappled.

The grapple hook is designed to emulate a spring, by pressing left and right the character can swing, by pressing the down arrow key you can tug on the rope to help build momentum to reach higher areas.

Feedback is welcome and much appreciated.

Credit: Collision code is heavily based on the methods used in Jelpi with modifications.

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2 comments



I figured that I should probably do this since there's a cover of Megablast for practically every sound chip ever. I think it's a law or something, and I don't want zep to get in trouble with the computer police.

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0 comments


Cart #40604 | 2017-05-15 | Code ▽ | Embed ▽ | No License
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I haven't written a game since middle school and am really stoked about pico-8! This is me getting a side-scrolling shooter up and running.

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2 comments


Cart #51509 | 2018-04-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Standard 9/6 Jacks or Better video poker

Controls should hopefully be straightforward (directional buttons and primary action button, e.g. Z), with the following notes:
-Press up to scroll up to the pay table above the play area.
-Secret quick-draw feature: After holding, you may press the secondary action button (e.g. X) to instantly "draw"

Note: This game makes use of audio/video synchronization (particularly in the intro) that seems to not work very well on the web version (on my computer at least; maybe you will have better results) and it looks/sounds way better if you run it in the native PICO-8 client.

Good luck :)

EDIT 2015-06-11: Updated for PICO-8 0.1.1 compatibility
EDIT 2017-06-16: Fixed coin-count display bug, adjusted several sfx volumes to avoid distortion
EDIT 2018-04-10: Added support for some things that did not exist in PICO-8 when I first made this: saving to cartdata (and "cash out" menu option to reset), button glyph on title screen

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22 comments


Cart #10909 | 2015-05-25 | Code ▽ | Embed ▽ | No License
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Either P1 button (X/Z by default) will start/restart the game, arrows move. You'll see that the circles follow you in a very predictable pattern. All you have to do is use that pattern to your advantage by making them overlap. Enjoy!

In 2011 I threw together a silly game called Just Evasion using OpenGL and some dodgy C while waiting for a flight. It was my first proper game, in that it was the first game I'd ever felt was remotely finished. Later that summer I made a Flash version of it using Adam Saltsman's Flixel library. Since I've started messing about with PICO-8 I have had many vague game ideas that didn't go anywhere, but one night I thought of trying to remake this old thing again and so here we are. It doesn't ramp up in difficulty the way the original did, but the core stuff is the same. And it was my first attempt at spriting up some letters, which was great fun and brought me back to the old days designing typefaces on copybooks at school. Vibrant times.

[ Continue Reading.. ]

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0 comments


Adjustments to the collision detection.

Cart #10908 | 2015-05-24 | Code ▽ | Embed ▽ | No License
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A simple game to test the waters. Mostly playable. A few bug fixes and polish left. :]

Cart #10903 | 2015-05-24 | Code ▽ | Embed ▽ | No License
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2 comments


Cart #11006 | 2015-05-30 | Code ▽ | Embed ▽ | No License
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Cart #10937 | 2015-05-26 | Code ▽ | Embed ▽ | No License
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Cart #10897 | 2015-05-24 | Code ▽ | Embed ▽ | No License
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A local multiplayer competitive game.
Paint the most area of the floor with the color you are assigned to win.
Catch bombs to paint large area at a time.

[b]Controls

[ Continue Reading.. ]

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9 comments


Cart #10893 | 2015-05-23 | Code ▽ | Embed ▽ | No License
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Update: tweaked the cooldown

Cart #10888 | 2015-05-23 | Code ▽ | Embed ▽ | No License
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just a simple demonstration of the undocumented feature of stat(x)
using the demo musics of course

feel free to use it in your music carts :D

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6 comments


I'm not a lua expert, so I can be totally mistaken on this - please correct me if so.

I can't see any reason why a variable should be global in pico-8... Defining as a local outside any functions, makes it accessible from that file (or module? or what is the correct lua terminology for this?) and since pico-8 only has one code file, that is essentially makes it global.
And as far as I know locals are way faster in lua than globals.

So I suggest just removing the keyword, and making everything local by default.
If there is a reason for globals, I would still ask for local-by-default, and suggest introducing a "global" keyword - just to save on the code size.

Again, I don't know much about the inner workings of lua/pico-8, so just ignore this if it doesn't make any sense. :)

3 comments


Cart #10855 | 2015-05-22 | Code ▽ | Embed ▽ | No License
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Update: Actually, why not go a bit further, and create a code viewer. Includes a custom font by me.

Cart #10853 | 2015-05-22 | Code ▽ | Embed ▽ | No License
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A quine is a non-empty computer program which takes no input and produces a copy of its own source code as its only output.

This achieved by having the program modify it's own source and re-launch via the "run" command.
Essentially it does this:

print([[
(original program source here)
]])
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1 comment


Cart #10838 | 2015-05-21 | Code ▽ | Embed ▽ | No License
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-- GOAL
Can you bring the wolf, the goat, the cabbage, the hunter, the gun, the monkey and the washing machine on the other side !?

-- RULES

  • You can only get one of them in the boat at a time.
  • You can hide one object in the washing machine.
  • When you re not around your folks will interract this way :
    you can learn these rules by playing or read them by clicking the 'show' button

    1 The goat will eat the cabbage.

    2 The goat will eat the gun if the hunter is not there.

    3 The wolf will eat the goat.

    4 The wolf eat the monkey if he can't hide on the washing machine

    5 The hunter will kill the wolf with the help of his gun

    6 You need the gun to convince the hunter to come into the boat.

    7 The monkey will turn on the washing machine and destroy its contents if not playing with the cabbage.

    8 The monkey will throw the cabbage at the wolf if they're on opposite sides ( The wolf will flee )

    9 You need help from the hunter to lift the washing machine.

[ Continue Reading.. ]

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37 comments


is it possible to avoid the aliasing when you move diagonally?

like a movement vector of {1,1} is okay because you are moving full pixels, but { 0.707, 0.707 } starts to alias.

is there anything to be done here?

0 comments


I've been looking at a few carts and most of the closest to being actual games are right on the Lua code limit (but they have plenty of graphical / map space.) It seems that the real major limitation is the code size and not the sprite limit.

The code size limit is causing hard to read code and ugly shortcuts. I absolutely understand the reason for the limit, but I think it should be raised considering the code isn't compiled or compressed and a lot of carts have vast sprite spaces but no more code space. In most applications the code text doesn't cause any appreciable size increase. It's always the graphics and sound assets.

That said, I think there might be some interesting ways to fit more code in the size of that space but at what point does it circumvent the spirit of the Pico-8? Cutting variable names and comments doesn't make a game easier to write or eliminate design fatigue. It just makes it more difficult for difficulty's sake.

I'm not sure if the text size limit has anything to do with the .png cart format though.

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