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Cart #11533 | 2015-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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dubstep gun by: Sam, instructor Matt upload and optimization by: Greg
We had trouble uploading this at first with size of cartridge 1.05 MB, then we reduced
the size to 265 KB and it uploaded no problem

This was put together during digital monkey school camp summer 2014

Please feel free to use and remix.

Cart #11523 | 2015-07-08 | Embed ▽ | No License
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Cart #11519 | 2015-07-08 | Code ▽ | Embed ▽ | No License
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M or X to confirm
Arrow UP / DOWN to select

Couldn't come up with a worse name.

The idea is to have a typical RPG final boss battle without anything that'd normally happen prior to that. Ironically, the placeholder for said final boss is a tiny blob. This is obviously very early, you can beat the game as it is, but what the game is right now is nothing but a demonstration of the mechanics. So, a tech demo, uh-oh.

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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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Cart #11511 | 2015-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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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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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Hey, if you want music for your PICO-8 game, just hit me up. I'll make you some. Free of charge, free of obligation. I'd do it for the bleeps and bloops.

To elaborate: I've been shocked to see lots of games for PICO-8 that are otherwise freakin amazing, especially the idea/coding/gameplay and art part, just flat-out not having any music, which is just so sad. So please, if you have a great game and you don't have anyone to make some music for it yet, and don't plan on making music for it yourself, drop me a message. I'll gladly track some tunes together. I'm no Tim Follin yet, but I've been at it for a while now, and it started to come kinda easy.

Here's an example: https://www.lexaloffle.com/bbs/?tid=2102

If I'd make music for a game it'd probably be less prominent though, just in case that'd be a concern of you. This track is just so powerful cause it was meant to stand on it's own as a cartridge. Well, except for some violently flashing text and pizza.

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

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Cart #22937 | 2016-06-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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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Just a quick query for everyone, mainly directed at pico-8 and voxatron developers- what project are you currently working on?

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The last inventories thing I needed for 0.3.3: adaptive formatting (an extreme example). Each inventory item is assigned a group (left, middle, right), and it does its best to figure out how to format everything in a sensible way that doesn't jump around too much and doesn't overlap. I had to be careful not to end up with a 1996 html table renderer!

It's possible with the new inventory system to display the capacity of an item (e.g. empty slots for up to 5 potions), to draw different icons for wielded or carried, and to draw different icons depending on how much ammo each one has.

To handle 1p vs multiplayer inventories, you can tag animations with context information -- how many players should exist for them to be displayed and with which attributes. For example, a single player inventory might show a row of potions, but when playing multiplayer it might be displayed as a single icon with a number to save space.

There's not long to go before 0.3.3 -- just a few microscripting details and converting legacy cartridges over to the new system on load. 0.3.4 will be a smaller follow-up, so let me know if there's something you're hanging out for, and I'll see if I can bump it up, or make sure it will be possible with Lua scripting later on. Things that were recently mentioned and are already confirmed:

  • pico-8 music tracker and music triggering (and some new music!)
  • custom inventories with selection and/or button bindings
  • inventory microscripting (check for number of arrows in a quiver etc.)
  • items that share the same ammo (e.g. all spells cost MP)
  • id duplication and aliasing bugs after copy/paste
  • fixed density allowing actors to sink in liquid
  • scroll-wheel zoom, mb3 camera movement , alt-click mb2 emulation
  • fixed total playtime bug for speedruns, made restarts faster

There are a few things that are wishlisted, but might be better suited to Lua scripting later on:

  • player selection menu
  • separate inventory menu
  • assigning chase targets to monsters (for waypoints or making snakey monsters)
  • arcade style lives
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Pico-8 doesn't support multiline comments anymore, eg:

print("Hello")
--[[
This is a
multiline
comment
]]
print("world!")
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Yo, I'm making a cart, and I can't figure out how to make the player sink in water; I've messed around with density, but it doesn't seem to be working. Can anybody tell me how to go about this?

2 comments


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

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Cart #11377 | 2015-06-24 | Code ▽ | Embed ▽ | No License
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yes, I was bored.

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