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Cart #11968 | 2015-07-28 | Code ▽ | Embed ▽ | No License
14


Controls :
<- to slow down the palette shifting
-> to speed up the palette shifting

edit: changed the dragon's movement a bit

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4 comments


For some reason, if you only specify the _draw function but not the _update, it is not executed.
Example:

function _update() end
f=0
function _draw()
 cls()
 f+=1
 print(f,0,0)
end

Renaming _update to, say, _update1 will stop the program from drawing anything.
Most often you'll have both functions at once, but this bugs me a little.

1
3 comments


Cart #11897 | 2015-07-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #11846 | 2015-07-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10


EDIT: NEWER VERSION
I just found out about PICO-8 yesterday and spent last afternoon and this morning learning about it and making this simple game! I already knew enough Lua to figure it out pretty quick. I might make an update with sound and/or particle effects and I might also just make a whole new game, not sure yet! Anywho, it's a 2-player TRON game you win by making your opponent crash into a trail or the side of the screen have fun!

[ Continue Reading.. ]

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1 comment


Cart #11980 | 2015-07-29 | Code ▽ | Embed ▽ | No License
19

An implementation of Conway's Game of Life cellular automata.

Wikipedia: https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
Game of Life wiki: http://www.conwaylife.com/wiki/Main_Page

v0.1: Initial version. GoL simulation uses the screen itself for storing cell data, using the two-line buffer method, with null edges.
v0.2: Pattern library. Audible feedback. Small bug fixes and performance improvements.
v0.3: Performance improvements. Pattern placer now lets you stamp multiple copies until you cancel. Simulation displays a generation count. Small visual changes.

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22 comments


> print(sqrt(3))
1.75
> print(sqrt(3)^2)
3.063
> print(1.732^2)
3

or, with the same level of precision

> print(1.73^2)
2.993

1 comment


I have read the little paragraph about "Map editor" inside the manual, and seen an example inside Celeste, but I still don't clearly understand how to use it.

Could you please explain me or guide me to a simple example?

Thanks a lot

0 comments


Cart #11812 | 2015-07-24 | Embed ▽ | No License
1

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0 comments


Cart #11810 | 2015-07-24 | Code ▽ | Embed ▽ | No License

2 comments


Cart #11806 | 2015-07-24 | Embed ▽ | No License
1


I made this in digital monkey school camp
please have fun with my level :)

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1 comment


Dear Zep, something happened to my updates, this morning I logged in and found all of the updates to be missing.
Hope to hear from you soon.
/digitalmonkey :)

1 comment


Cart #11903 | 2015-07-27 | Code ▽ | Embed ▽ | No License
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Cart #11823 | 2015-07-25 | Code ▽ | Embed ▽ | No License
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Cart #11798 | 2015-07-24 | Code ▽ | Embed ▽ | No License
21

An implementation of a the classic "Snake" game, with a big dose of Herbert/Lynch dressing.

[b]New in 0.3!

[ Continue Reading.. ]

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6 comments


Cart #44651 | 2017-09-27 | Code ▽ | Embed ▽ | No License
5

Minor changes. The game will be used for a pico-8 course.

Cart #11783 | 2015-07-23 | Code ▽ | Embed ▽ | No License
5

First experience with the Pico-8!
A try to clone the original Pooyan.
Made in 2 h.

This is just the basic behavior. You can fire arrows with C. No collisions for now.

By the way, I'm a professional game maker.

Pico-8 is the best experience I ever had coding since the Amstrad CPC and the Amiga...

5
3 comments


I was talking with zep on twitter about a possible Nspire CX (graphing calculator) port, but he said the hardware isn't powerful enough. What are the requirements? I would think that ~130 MHz would be plenty for a lua interpreter + extras. Even if an Nspire port is impossible, it'd be totally possible to get it running on an OpenPandora console. It's got a full querty keyboard, 1 GHz ARM CPU, and 512 MB of RAM. Any other platforms that it would be fun to have a port on?

1
13 comments


Cart #11747 | 2015-07-21 | Code ▽ | Embed ▽ | No License
13


If you want to be able to change text color halfway through without splitting into multiple commands, here's just that at a price of 150 tokens / 265 compressed chars.
So doing
printc("hello ^8world^7!", 4, 4)
will output

Could have been a bit smaller if there were functions to convert string to/from charcode.

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5 comments


I've sent you a couple emails now and I don't mean to be pushy, however, I haven't gotten any sort of response to them... Is this the right email?

[email protected]

I understand you're probably busy and you might forget to check that email, so I hope you see this and go check it! :)

4 comments


Hi,

In order to challenge myself a bit, I decided to create a game in PICO based on the ideas you reply to this post.

Please answer the following questions :

What would be the theme ?
What should the primary weapon be ?
What would we have to fight ?
What do you think is a good objective ?

The answers doesn't have to be related to each other, in fact it would be interesting to create a completely absurd mix.

Thanks in advance

3 comments


Cart #15133 | 2015-10-08 | Code ▽ | Embed ▽ | No License
2054


(updated build with music fix provided by krickit)

A hardcore platformer by Matt Thorson and Noel Berry (me), that we made in 4 days.

We used pretty much all our resources for this. 8186/8192 code, the entire spritemap, the entire map, and 63/64 sounds.

Let us know what you think! :)

2054
345 comments


Cart #11711 | 2015-07-20 | Code ▽ | Embed ▽ | No License
3

Hope you enjoy.

TODO:

  • Enemy AI so one person can play.
  • Sounds and music!
  • Fix the patch of trail missing when turning (this is due to the the bike being shifted slightly when turning, to prevent hitting the trail if you turn 90 degrees whilst skimming the edge of a trail)

  • Explosions upon death, partly implemented but currently commented out.
  • Adjust the lifetime of the trails, potentially make them permanent, but I thought the map was too small for this.
  • Any other suggestions!
3
4 comments


Self explanatory, what's your favourite weapon from any cartridge?

0 comments


Hey! There seem to be a few bugs when editing the bottom half of the map. I've noticed when moving tiles with the selection tool the changes are not reflected in-game or in the spritemap-data unless you hit CTRL+Z once.

Here's a gif of it in action

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0 comments




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