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Hello fellow pico-8-ers!

I would like to create a fanzine for the pico 8 console. Ideally it be an invitation for people to learn how to code and to be able to do their first game quickly. It also could be interesting for more advance coders to see good practice or to learn how to quickly prototype with pico 8.

It will be free and will contain program listings with screenshots of sprites.

The first edition could include a tutorial about very simple games, sprite animation, music, tutorials of lua, specification of pico 8, how to think as a developer, etc...

About the distribution I have been thinking to create a pdf sharable on the pico forum and on itchio, but we could also create a print version to share it on workshops ( 2$ or 4$, price of the paper and printing). The fanzine would be printed on a photocopier (b/w), hand-folded and stapled, between 12 and 32 pages.

Would you like to be part of it?

If yes please send me the listing of your code, please comment it to make it easy to understand for the reader (beginner).

You could also write about the structure of your code and explain in depth your choice. Some screenshots of the sprite sheet would be welcome too. We could also have articles focused on game design, about the workflow, about iteration, etc.

I would like to translate the fanzine in as many languages as possible, I could do French and Spanish. All ideas are welcome.

Would be nice to have some illustrations for the cover and for some of the articles.

[ Continue Reading.. ]

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59 comments


Cart #11511 | 2015-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

A music cart. Feel free to use for anything, especially if you can think of a game that would be called Droid Boots.

There isn't yet a good way to copy music between carts, but if you save as .p8, you can paste the sfx and music data using a text editor.

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7 comments


Will pico8 ever set foot into the scary realm of the internet?

By that of course I mean will socket support be added to pico8 so that our little games can go online at all?

I understand that socket support is more than likely being intentionally left out to keep in period with the aesthetic but can't help thinking how cool it would be if the little programs we make can go online.

The obvious problem would be with offloading processing of applications thereby turning pico8 into something it shouldn't be, but if sockets were properly limited as well, we could make some really cool stuff!

For instance, if you could simulate a low 'baud' rate or limit socket requests to once every 5 seconds with a small buffer size, or maybe even a choice between one or the other.

With this addition maybe I'd be able to write a BBS post from in-system instead of on the website. Or maybe just be able to watch my twitter feed!

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7 comments


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

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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)

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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
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yes, I was bored.

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Cart #12580 | 2015-08-11 | Code ▽ | Embed ▽ | No License
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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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Cart #11329 | 2015-06-19 | Code ▽ | Embed ▽ | No License
2

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

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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

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Cart #11279 | 2015-06-14 | Code ▽ | Embed ▽ | No License
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Pilot your spaceship close enough to burn your enemies with your thrusters, but try not to crash!

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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?

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