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Cart #11490 | 2015-07-07 | Code ▽ | Embed ▽ | No License
16

Yo, got mesmerized by PICO-8 yesterday. Got into the tracker a bit, made a music cartridge.

If this ain't up to par I'll gladly remove and improve, as I don't wanna crap up this still small library of carts.

On that note: Tell me what you think!
I love this project and I'll gladly slide into the community like a cheesy slice of pizza.

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6 comments


Cart #11462 | 2015-07-06 | Code ▽ | Embed ▽ | No License
67

Hello fellow pico-8-ers!

I was tinkering with this wonderful thing, it's magical.
My only minor curiosity so far is the palette color choices - not so much the limitations (I LOVE that part of the entire point so very much) but the specific color values that were chosen.

I'd be curious to hear:

  • info and opinions on the existing palette
  • your user experience dealing with the provided palette in practice, like the low/mid/high and shades you can make with it for example.
  • and for the devs: if it will remain fixed, or if the color values may potentially be modified in future, perhaps hardcoded into the file somehow so it's still fixed, just configurable. I understand if that's beyond the goals.

[b]Palette exploring

[ Continue Reading.. ]

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18 comments


Cart #11461 | 2015-07-05 | Code ▽ | Embed ▽ | No License
25

A veeery old thing I did in 2013 when I didn't really know how to program yet.
I was bored in math class so I did this thingy on my calculator.

I pretty much copy-pasted the whole thing and applied a few fixes for pico8, but it's really the same old code (ewww...)
At the time, the thing blurted out a frame every 28 seconds. Needless to say I was REALLY bored.

nostalgia link to the original code
A friend of mine already adapted it for Love2D a while ago, with much better results (video).

For fun times, try doing what I first did when I wrote this code: setting elasticity above 1/2.

EDIT: oh, yeah, you can control the camera with the arrow keys and reset the cloth with x

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8 comments


Cart #11454 | 2015-07-05 | Code ▽ | Embed ▽ | No License

Wanted to see how little I could add to the game beyond a tiny animation to indicate movement up or down. Think it came out playable at least.

Button 1 to fire/start/restart, up/down to move.

Shoot dudes!

3 comments


Cart #22937 | 2016-06-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
160


Every console needs a copy of this game!
Use Z or X to start the game.

Update 1.0.1:
Fixed bug where ghosts would get stuck.
Fixed bug where fruit would remain during the gameover sequence.
Added simulated AI bug.

Update 1.0.2:
Fixed death animation speed introduced from a runtime update. It's not perfect though since I have yet to figure out why it's even happening.

160
18 comments


Pico-8 doesn't support multiline comments anymore, eg:

print("Hello")
--[[
This is a
multiline
comment
]]
print("world!")
1 comment


Cart #11383 | 2015-06-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

This is a quick demo of cart data compression, in order to fit more gfx / maps / music / whatever on a single cart. It's not set up to be a useful tool yet, but you can adapt it if you're keen!

It comes with two functions: comp and decomp that can be used to compress a section of memory to another location, and then back again. You'd only need to include decomp() in the release version of your cart, which is around 95 tokens.

comp(source_addr, destination_addr, length) 
decomp(source_addr, destination_addr, length) 

If you'd like to try it on your own data to see what kind of compression ratios you can get, copy and paste the program into your cart and then change this line near the end:

len = comp(0x2000,0x6000,0x1000)

0x2000 is where to compress from (in this case, the map -- see pico8.txt and search for memory layout)
0x6000 where to compress to. In this case, the screen -- as a way to visualize what's going on
0x1000 the length of the data to compress. 0x1000 (4k) is the top half of the map.

So if you want to try compressing the first 16 SFXs (68 bytes each), use:

len = comp(0x3200, 0x6000, 68*16)

12
10 comments


Hi!

About the hardware specifications...

Display 128x128 16 colours
Cartridge Size 32k
Sound 4 channel chip blerps
Code Lua
Sprites 128 8x8 sprites
Map 128x32 cels
Controls 2 6-button joysticks

BUT....

Are possible to develope "directly on board"... using Registers, direct memory RAM/Video access, etc etc?

I explain clearly? (sorry for my english)

Thanks in advance...

5 comments


Cart #11377 | 2015-06-24 | Code ▽ | Embed ▽ | No License
5

yes, I was bored.

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9 comments


Cart #12580 | 2015-08-11 | Code ▽ | Embed ▽ | No License
24


8/11/2015 - first "level" created. Buying and something resembling a puzzle added. still no death :P
7/22/2015 - better enemy movement, beginnings of the shop
7/22/2015 - total re-write @_@
7/6/2015 - hud, area titles, updated ladders
6/30/2015 - enemies
6/29/2015 - ladder code added
6/25/2015 - added basic sound effects - still working on ladder code

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16 comments


Cart #11329 | 2015-06-19 | Code ▽ | Embed ▽ | No License
2

2
1 comment


Hi zep!

pget seems to use the camera which is kind of strange I think...

This does not do what it looks like it does if camera() is used:

col=pget(x,y)
pset(x,y,col)

Manual correction (if cx and cy are camera position):

col=pget(x-cx,y-cy)
pset(x,y,col)

Is this a known issue or am I misinterpreting something here?
Thanks!

3 comments


Cart #yugoyigabo-1 | 2020-12-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

A replica of the title screen of metroid for the NES.

History:

  • 0.1.4 - removed syncopation in the 6/8 section
  • 0.1.3 - pressing a button doesn't end the game (it was confusing)
  • 0.1.2 - finished 6/8 section
  • 0.1.1 - fixed some errors in the melody
  • 0.1.0 - initial version

To Do:

  • add texture to the ground
  • improve logo + animate
  • add stars
  • add emergency order

Old Versions:


Cart #yugoyigabo-0 | 2020-12-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7








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3 comments


Cart #11309 | 2015-06-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7


I noticed no one made a starfield demo yet, so I decided to fill the gap.
It features depth based star colors, rotation, and movement.

7
2 comments


Cart #11283 | 2015-06-14 | Code ▽ | Embed ▽ | No License
5

To: ANDREW SHOULDICE (<3<3<3 Happy Birthday <3<3<3)
From: JARED COHEN, CHRIS LAVELL, ALLAN LAVELL (#LACREW #YAMCHA)

Made yesterday afternoon with the shiny new v0.1.1 release (thx zepz) for Andrew Shouldice's BYOG (Bring Your Own Game) birthday bash. Jared provided the art, Chris and I the progz + gam.

There's no win condition, vaguely thinking it could be about stopping as many ships as possible from getting past you (and you would win/lose based on a ratio or something like that). Open to suggestions.

<#

P.S. Looks like v0.1.1 carts don't run on browser yet? You'll have to DL for now.
P.P.S. Zep fix't'it

5
4 comments


Cart #11279 | 2015-06-14 | Code ▽ | Embed ▽ | No License
17


Pilot your spaceship close enough to burn your enemies with your thrusters, but try not to crash!

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4 comments


Is there any way to have PICO-8 load it's configuration from it's local directory instead of appdata? That way I can take it with me on my thumb drive?

0 comments


Cart #11242 | 2015-06-11 | Code ▽ | Embed ▽ | No License
6

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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6 comments


Cart #11243 | 2015-06-11 | Code ▽ | Embed ▽ | No License
5

I WAS BORED OK

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3 comments


Cart #11240 | 2015-06-11 | Code ▽ | Embed ▽ | No License
5

Only 1 fish at the moment. You deliver it to the basket on the ground on the left.

5
1 comment




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