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Cart #11242 | 2015-06-11 | Code ▽ | Embed ▽ | No License
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Hi,

This is Helitaxi 2000

By the year 2000 (the far future) the surface Earth is doomed, ruined by atomic wars fought between evil corporations. The survivors live in huge caves underground and for transport, they use armored helicopters, because that makes complete sense in a cave.
You are one of the pilots, trying to make a living by taxiing people in the hostile environment.

This game is a mix between Space taxi and Airwolf. At least thats the aim, but right now it is mostly like Space taxi - there are no enemies on the level, just environmental hazards. I run into code size limitations, and didn't wanted to go over the whole thing and shorten the function/variable names... (Actually there is a lot of unused code in it, but I wanted to use those later by yet-unwritten code parts...)

I originally wanted to wait for pico-8 v0.1.1 to raise the code size limitations somewhat to finish the cart, but I'm not sure when I will have time to actually work on it again, so I just post it here as it is.

There are a couple of bugs (like stucking in the walls, or not ending the game when the fuel runs out), but it is quite playable anyway.
There is only one level, and no real end goal yet, but you can play it just for the highscore.
Who could make the most money? :)

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Cart #11243 | 2015-06-11 | Code ▽ | Embed ▽ | No License
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I WAS BORED OK

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Cart #11240 | 2015-06-11 | Code ▽ | Embed ▽ | No License
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Only 1 fish at the moment. You deliver it to the basket on the ground on the left.

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I'm learning more about memory stuff with the pico-8 and it's super interesting!
I had one quick question for zep.

What is meant in the documentation by this line?

"0x5f00 draw state [,cart data] (1024 bytes incl. unused)"

What exactly is draw state?
How is the data interpreted/formatted?
What does [,cart data] mean?
What is meant by (1024 bytes incl. unused)?

Every part of this is so cryptic to me, please help!

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When loading things in pico-8 without specifying a file extension, it searches for ".p8.png" files as well as ".p8" files.

It's only a few seconds time saved, but it adds up over time.

So in case I wasn't clear what I'm requesting is that when I type "load cart_name" it could look for both cart_name.p8 AND cart_name.p8.png files.

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Hi,

I was wondering if Zep could give us an approximate release date for the next update of Pico-8.
Or at least if we should expect it to come shortly, or if we will have to wait several months for it.

The biggest feature I am waiting for is the raise of the code size limit.

Anyway, I am already having great fun with the current version of Pico-8.
Thanks a lot for this wonderful toy.

Cheers,
Dragfly

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Is there an easy way to flip sprites both horizontally AND/OR vertically via code?

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This is my first pico8 game. The tile collision detection is a little ropy, the code is terrible, and there's no restart loop, but I like the handling and the animation of the little hat dude. Even though when standing still he looks a little like a horse in a yellow coat.

Cart #11143 | 2015-06-06 | Code ▽ | Embed ▽ | No License
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Cart #11162 | 2015-06-07 | Code ▽ | Embed ▽ | No License
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Controls:
Arrow Keys to Explore.
X to jump 1000 bytes forward.

This is my first program made with PICO-8.
I just did this to get used to the PICO-8 API.

It is a very rough memory explorer.

One problem I have is that most of the memory seems to get wiped when you run the program.

Also anything I'm doing poorly or inefficiently please let me know how to do better.
I've never programmed anything in lua before.

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How can I make my character collide with map tiles?

Thx in advance :)

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Hey, I'm pretty new to PICO-8, and really enjoying it so far. I was wondering if anyone would be up for collaborating on a few simple games, with a focus on creativity and gfx. I don't really have anything to show right now, but send me an email if you're interested. (7bitdesign[nospam]@gmail.com)

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Cart #11253 | 2015-06-12 | Code ▽ | Embed ▽ | No License
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A quick game made with @mithos (gfx) for a 2-button gamejam.
Z to jump / X to stick your tongue out and catch insects.

v1.1 added multiplayer (saved with PICO-8 0.1.1 -- update if you can't load it!)

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I been having trouble figuring out how to draw a map (room)
:(
Can someone do a cartridge that does nothing else but draw a map.
So I don't get lost in code for player controls, etc...
Thank you so much in advance :)

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hey cool, a pico-8 write up on tig source, and links to Benjamin Soulé games!
http://www.tigsource.com/

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Cart #11077 | 2015-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Wanted to share this, because I'm pleased as punch with just now getting the pathfinding to work. I'm planning on making a little demake of the LEGO rock raiders game.

feat:

pathfinding
task system
*autotiling

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Cart #11073 | 2015-06-02 | Code ▽ | Embed ▽ | No License

Howdy folks, this is a quick demo of a method I use when making tile-based games to make sure characters don't get stuck on corners. Try using the arrow keys to go through the hole and you should see how it feels.

The basic idea is to save the last movement for both axes and to use that to correct the player's movement when they collide with something. While it feels pretty natural, there are two cases where it falls down:

  1. The Long Slide - because the slide state never times out, you can go right while pushing up indefinitely (or whatever). This seems unnatural when you do it, but it's not really something I've seen players do intentionally.

  2. Overshooting - Try overshooting the gap in this demo and you'll see that you head off to the right. Ideally you'd gravitate towards the hole, and while there are lots of ways to arrange that I'm not familiar with any that are as easy to implement as this (but if you have ideas please tell me!). In practice I find people tend to undershoot more than overshoot, and that the visual feedback from overshooting allows for easy correction in a way getting stuck doesn't.

Anyway, hope this helps someone.

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Episode III is out! -> Puzzle Cave III - That 70s Bunny

Episode II is out! -> Puzzle Cave II - The Clone Potatoes


Hey guys,

here is our first Pico-8 game!

Help Pinkbunny to collect all stolen potatoes and save Pinkbunnyland!

Use the arrow keys for movement and X to reset the level if you get stuck.

Please post your total playing time! We're curious how long it might take you to beat the game.

Have fun!

Team Hackefuffel,
gideon & gizmo


Update:

1) We needed to change our "bunny:hop()" function to a global "hop()" function.
For some reason that function returns nil in the webplayer?!?.

2) The game is now available under the CC4-ATTR-NC-SA License! \o/

3) We're about to release the second episode! And by popular demand the difficulty level will be much higher :D

4) Fixed that nasty sound bug (~_~)\

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Cart #11045 | 2015-06-01 | Code ▽ | Embed ▽ | No License
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Not so much a game as a tribute to the fishing minigame in Deadly Premonition. I mean, technically you could try to go for a high score, but you probably won't want to.

Fire 1/Z to cast your fishing rod and stop the roulette once you catch something.

As of Pico-8 0.1.0, the intro screen is subject to this bug. If you're running the cartridge in the native version of Pico-8, pressing Esc while the logo is scrolling off the screen will crash the entire program.

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