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I am making a song in pico-8 that has a section with 3/4 time. How do I do that with the pico-8 tracker? I think you would do it in Milkytracker by changing the length of the pattern. I could just have each pattern contain three beats of one measure and one beat from the next measure, but that's kind of messy and would cause a lot of redundant notes. Could I use Lua programming and the sfx api to hack around the tracker? Is there a chance we could have a feature to change the length of patterns (or at least to make them shorter)?

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Cart #11694 | 2015-07-19 | Code ▽ | Embed ▽ | No License
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I do not claim any ownership of this music. I'm a big fan of this film and its soundtrack.
Wanting to teach myself how the sound and music of pico 8 works I thought this would be an ideal way to do that.

It's not perfect, someone may be able to correct any mistakes I made.

Hope you enjoy.

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Cart #11647 | 2015-07-17 | Code ▽ | Embed ▽ | No License
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Cart #11645 | 2015-07-17 | Code ▽ | Embed ▽ | No License

A silly little fake terminal I made to experiment with the Pico-8. Includes a way of iterating through strings using substrings, as well as a sprite-based font and a few functions that can be used to draw text anywhere on screen.

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Cart #11651 | 2015-07-17 | Code ▽ | Embed ▽ | No License
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Keys: Arrows move brick, C drops it, X restarts level (after confirm)

GFX improved
new levels
new in-game music, 4 songs by pizza
new intro music by movAX13h
extra life items

NOTE: If you have played version 1 (wip) please note that maximum fall height has increased by 1 unit.

Have fun!

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Cart #11639 | 2015-07-16 | Code ▽ | Embed ▽ | No License
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experimenting with making a small exploration platformer. not really sure where it'll go yet.

source exploration.p8

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Puzzle Arkade

Cart #11836 | 2015-07-26 | Code ▽ | Embed ▽ | No License
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Grid movement test

Cart #11675 | 2015-07-18 | Code ▽ | Embed ▽ | No License
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Space shooter test

Cart #11630 | 2015-07-16 | Code ▽ | Embed ▽ | No License
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I'm LOVING this engine <3
And I plan on putting my latest test here

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Cart #22833 | 2016-06-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Have you ever felt like you don't have enough trains in your life?
Have you ever thought : "Man, I'd really go for a never-ending train ride right now"

Well look no further because endless train is here!

Complete with:
-Trains!
-Seats!
-Handles!
-Stations!
-Tunnels!
-Bumps!
-Internal monologue!
And much more!

So what are you waiting for? Hop in and take a ride in the endless train! ᶠᵒʳᵉᵛᵉʳ

Changelog :
[hidden]
1.2 (2016-06-13)

  • Fixed a bug where the tunnel wind sfx would never stop

1.1 (2015-07-27)

  • Fixed the tunnel's very low spawn probability
  • Tunnels will always give a different region
  • Actually changed the whole way tunnels work

1.0 (2015-07-15)

  • Initial release

[ Continue Reading.. ]

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Cart #11631 | 2015-07-16 | Code ▽ | Embed ▽ | No License
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I've heard e-cigarettes are all the rage these days.

N to smoke.

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Cart #11606 | 2015-07-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Seeing what kind of heavy splashy snare I can get with multiple sfx channels.
As usual, please use or adapt the music for something if you like.

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Cart #11604 | 2015-07-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This cart demonstrates basic wall collisions, animation and actor-based world objects. I hope it's useful either as something to study for ideas, or as a starting template for a platformer or overhead map-based game. I noticed a few carts reusing stuff from Jelpi, which is great -- but Jelpi might be a little complex to get started with.

See move_actor() for the important part:

 if not solid_area(a.x + a.dx, a.y, a.w, a.h) then
  a.x += a.dx
 else   
  -- otherwise bounce
  a.dx *= -a.bounce
  sfx(2)
 end

 -- ditto for y

 if not solid_area(a.x, a.y + a.dy, a.w, a.h) then
  a.y += a.dy
 else
  a.dy *= -a.bounce
  sfx(2)
 end

The collisions work like this:

  • wall sprites are tagged with flag 1 (orange) in the sprite editor
  • solid_area() checks to see if a given rectangle in the map overlaps with any walls
  • each actor has a velocity (a.dx, a.dy)
  • in move_actor(): before moving an actor along each axis (x, then y), the new potential collision rectangle of the actor is tested against the map. Note the "+ a.dx" in the call to solid_area() to give the candidate position rather than the current one.
  • If the candidate rectangle includes a wall, then the movement along that axis is rejected (and it bounces instead).

This means that as long as actors start outside of walls, they should never end up inside a wall.

There are many minor improvements that could be made -- for example, placing the actor exactly against the wall after it collides. But I've tried to keep it simple to demonstrate only the important concepts.

Note that none of this is the 'right' way to do collisions or anything else in pico-8 -- it's just the way I happen to do it.

If you have any questions about how it works, don't be shy!

EDIT: another example -- this time also with actor collisions.
Exactly the same principle, but instead of looking for solid walls, it searches through all the actors and checks for overlapping actor collision rectangles.

[ Continue Reading.. ]

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Cart #11587 | 2015-07-14 | Code ▽ | Embed ▽ | No License
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First experiment!

With which I wanted to start learning how make one sprite loop animation and one music loop. Two things I've never done in my life before ...I think...
The rest is just drawing lines. One of my favourite features of PICO-8.

The beats are HEAVILY based on Jelpi's ( or maybe some other of zep's carts... ), but I do start to understand the magic now.

Edit: I am not a very clever man. I deleted the cartridge reference u_u'
Edit2: Uploaded again.

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Cart #11579 | 2015-07-13 | Code ▽ | Embed ▽ | No License
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Kitty on a mission

Avoid snakes and the bat.
Collect hearts and spinning fish bones.

My first game in PICO-8.
No music because I cant create a tune to save my life.

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Cart #11569 | 2015-07-11 | Code ▽ | Embed ▽ | No License
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M / X to confirm/dance
N / Y to restart from the final screen

Inspired by game idea bot:
https://twitter.com/good_gameideas/status/61946976913843814

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Here's a photo of PICO-8 running on my arcade cabinet. Jelpi (with 2nd player activated) is super fun to play on it.

I re-mapped the cabinet's MAME-style inputs to what PICO-8 expects, including P1 START to Cmd-R to start/re-start the game, but I still have to manually type "LOAD JELPI" first. Is there a way to specify a cart to load via the command line? That would be ideal for the custom game picker/launcher that I have on the cabinet.

-josh

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Cart #11533 | 2015-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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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