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Cart #12160 | 2015-08-01 | Code ▽ | Embed ▽ | No License
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Added:

  • flowers
  • a couple sfx.

Todo:

  • more sfx
  • music
  • splash screen

Cart #11979 | 2015-07-29 | Code ▽ | Embed ▽ | No License
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Controls:

  • move with arrow keys
  • change tool with x
  • use tool with z

Added:

  • sun/moon
  • clouds
  • rain

Cart #11949 | 2015-07-28 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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Seeing screenshots of 3d[-ish] games here and there, a question arises - how does one draw filled triangles, and does so efficiently? I have tried porting one-before-last-step algorithm from here:
http://forum.devmaster.net/t/advanced-rasterization/6145
which resulted in this little monstrous function:
https://gist.github.com/YellowAfterlife/34de710baa4422b22c3e
but, alas, the math is just too much - it can barely draw half of screen worth of triangles before CPU use reaches 1.0. And that's before there's even any game!
I'd appreciate some pointers towards algorithms more suitable for pico-8. Or any help, really.

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I've only ever done really minimal/logical collision stuff in games, so more general collision strategies are still sort of mystery meat to me. I'm working on a little test idea with a ship flying near uneven terrain that the player will need to avoid colliding with, and I'm trying to work out a good approach to doing that per-update collision test between the ship and nearby terrain.

If I've got a ship sprite, and a given nearby sprite of map where only a portion of the sprite is solid ground (say, a diagonal chunk of hill), how might I approach writing a collision detection routine for the two? Something using pget for the ship and terrain sprites and appropriate x/y offsets to check for any case where both pixels are non-transparent?

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Just a quick test redrawing the whole screen with a sprite by sprite animation, mostly to test the performance of the web player.

Cart #11925 | 2015-07-27 | Code ▽ | Embed ▽ | No License
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Cart #11901 | 2015-07-27 | Code ▽ | Embed ▽ | No License


A result of me playing with the CAMERA as a function of time, and an nod to Vlambeer.
API INTENSIFIES

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small grid roguelike.

Press z to use items that you pick up, each inventory slot can only be used in the direction it is picked up in. Complete quests for bonus points!

8 ITEMS! 3 ENEMIES! 3 QUESTS!


green potions heal
red potions hurt
blue potions freeze

changelog
0.5
fixed long standing "out of memory" bug
tweaked quest bonus
added highscore saving

0.4
quest where you have to bring at least 3 potions to the exit
enemy that waits until it sees you, at which point it paths towards where it last saw you

0.3
fogs now effect the enemies that they are throw at
better memory management (maybe)
in game sound effects

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Cart #11977 | 2015-07-29 | Code ▽ | Embed ▽ | No License
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Cart #11879 | 2015-07-27 | Code ▽ | Embed ▽ | No License
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Cart #11870 | 2015-07-27 | Code ▽ | Embed ▽ | No License
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This is my first (nearly!) working game in PICO-8. It's a simple Pong clone. Currently lacks sound but I'll update it once I figure out how the SFX editor works.

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I can't for the life of me figure out how sound effects or music editing works! Does anyone have any information anywhere? I suspect that if I already knew how any other tracker worked I would be able to understand this, but I do not.

I read what the manual said but it is too abstract. Can anyone give just a little more information?

Thanks

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Cart #17501 | 2015-12-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Vomit Comet
By XenosNS

When you are a simple comet, minding your own business while flying through the cosmos, the last thing you want is to fly into a large vomit nebula. Unfortunately, this is exactly what has happened to you.

Use arrow keys to avoid the vomit.

Each time you hit vomit, your tail reduces. If your tail disappears, the game is over.

Grab a barf bag to restore a piece of your tail.

Created for the Halifax Game Collective pageant with the themes of "continuous motion" and "two words that rhyme"

updated version. Removed the ability of the barf bag to clear vomit due to memory error

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Cart #11865 | 2015-07-27 | Code ▽ | Embed ▽ | No License
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Edt:
Moved start place.
Started on death explosion.

Cart #11862 | 2015-07-27 | Code ▽ | Embed ▽ | No License
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My first attempt at Pico-8

Edit:
Updated to fix collision and added simple start screen.

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Cart #11968 | 2015-07-28 | Code ▽ | Embed ▽ | No License
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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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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
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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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Cart #11980 | 2015-07-29 | Code ▽ | Embed ▽ | No License
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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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Cart #11810 | 2015-07-24 | Code ▽ | Embed ▽ | No License

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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
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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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Cart #44651 | 2017-09-27 | Code ▽ | Embed ▽ | No License
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Minor changes. The game will be used for a pico-8 course.

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

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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?

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Cart #11747 | 2015-07-21 | Code ▽ | Embed ▽ | No License
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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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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
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(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! :)

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