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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!Due to the limitations of PICO-8's web player, this cartridge can only be run from the console!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

So, at the risk of incurring Zep's wrath, I've thrown together some examples of how to use the console's RAM to get around filesize limits.

This cart will draw some sprites to the screen that are loaded from spritesheet.p8 (Just save a cart with some sprites in the folder with this cart). Feel free to steal / repurpose

Cart #12373 | 2015-08-06 | Code ▽ | Embed ▽ | No License
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So, comments don't count for tokens, which is good. But, they do count for characters. This kinda provides an incentive to avoid the level of comment in code that might be useful to others in the community, which is too bad.

Any chance this could be changed to be more in line with how tokens are counted?

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"IT FEELS GOOD TO BE BACK IN THIS STARFIGHTER!"

Cart #12352 | 2015-08-06 | Embed ▽ | No License
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I am back, and I plan on revitalizing an old Voxatron cartridge of mine called "Starship Combat."
I just couldn't stop thinking about this universe I have made when I got back on this
community. So I plan on making it better than the version before 0.2.10!

Excuse my broken Enter structure, my long name seems to have shifted my actual post to the
right by a bit. So I have to compensate, you see.

I do not know if I am going to be making a PICO-8 spinoff of this game, I still have a lot to
learn about this fantastic new console.

Other than that, that's pretty much it. Let the cartridge speak for itself!

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0 comments


Cart #12356 | 2015-08-06 | Code ▽ | Embed ▽ | No License
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Cart #12340 | 2015-08-06 | Code ▽ | Embed ▽ | No License
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So, I have no idea what I'm doing yet, but this seemed like it almost sort of resembled a game, so I've decided to announce that I'm around by posting it, rather than fading away and pretending I never tried.

I might play around more with this, to learn how to do one or two more things, but probably I will start completely anew once I feel like I can actually write a game worth playing.

PICO-8 is pretty darn cool.

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2 comments




Cart #12311 | 2015-08-05 | Code ▽ | Embed ▽ | No License
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Spend some time with a depressed, laconic Luigi as he chain smokes and wanders through a crumbling Mushroom Kingdom, ruminating on ontology, ethics, family, identity, and the mistakes he and his brother have made.

Controls:

  • left/right: walk around
  • up: ruminate
  • down: smoke

About the game:

This is a shot at a collection of ideas I had a few years ago, about looking critically at the universe of Super Mario Bros. in light of the total lack of explicit narrative in the original game in particular. Who are these strange men? What motivates them? By what right do they wreak the havoc they do on this strange place? What do they feel about where they are and what they're doing?

And so, this is one lens through which to look at all that, with Luigi, the second brother, the also-ran, as a complicit onlooker, wandering now through some fractured, rotting liminal place in this strange world, reflecting on it all in scattered fragments.

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46 comments


I thought I'd make a short log of what I'm working on at the moment and my thoughts on the lovely PICO-8. First, let me say that since I work with Love2D I like being able to use Lua. I'm working on code for pixel-perfect collisions because I can make shaped sprites and perhaps get better use of real-estate. That is, I can make more complex levels in a smaller screen space. The dream is a simple metroid-style game with items to find.

Unfortunately Pico-8's implementation currently still has a few small bugs. Actually, scratch that, there's no such thing as a small bug in a code editor when that bug could prevent a perfectly good game from compiling and running. That said, I've had fun making my little game but I think I'm going to take a break from PICO-8 and go back to my other project(s). I've been having a ball with Love2D's physics engine and I've got to get back to that. I'm not leaving PICO-8, I'm just waiting for an update.

Also, the code limit makes me sad. I really like this one PICO-8 game, Tempest, and I hope the author will figure out how to fit in everything they want, but it sounds like they're still cutting it close to the eight-thousand-something tokens. We'll see what happens soon enough.

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Feature request for the BBS: unread indicators for signed-in users. As post velocity is picking up and threads get replies, I'm starting to miss posts because I overlook the post dates and/or forget when I was last here.

(Because I'm sure you have a ton of time left over to work on the BBS. ;) )

1 comment


If a nonexistent function is called in a foreach loop, the runtime error thrown returns nothing useful.
e.g.

input:
offending code on line 37:

foreach(collection, missing_function)

output:

line 0: attempt to call local 'f' (a nil value)

vs.

input:
offending code on line 37:

missing_function(collection)

output:

line 37: attempt to call global 'missing_function' (a nil value)
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1 comment


I made a gif that shows the problem:

The gist is that if I use the map editor on the part of memory that's shared with the spritesheet, the bucket fill command appears to work, but doesn't actually update on the sprite sheet. The results of the bucket fill don't show up in game if you use that part of the map, either, and are gone if you save and reload the cartridge.

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So PICO-8 is in alpha at the moment, but it feels very much like a finished product. What are the major things that will distinguish the current alpha 0.1.1 from the 1.0 release? Nothing fundamental jumps out at me as 'missing', and superfluous features seem very much against the core design philosophy; so what's left, aside from bugfixing and polish?

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Hello everyone, time to show you another project I just made last night : a stack-based Window Manager (WM), cleverfully named StackWM.

A WM is a program or library to manage windows, dispatch events/interactivity to them and draw them. THink of your Windows/Linux/Mac's windows. So yeah, that's totally overkill and eating most of your cart space but it was fun to do and it put me on the tracks for another unrelated project.

Sooo... What does the WM do?

  • Update/render events
  • Window render context :clipping and camera offsetting to limit the renderer to the window's area:
  • Focus or Global events : both aren't exclusive, you can manage both of them on one window.
  • Button/Buttonp events : global or focused (available only if the window is focused)
  • There is always one focused window. THere are helper functions to switch focus to another window.

What do I plan or think of adding to StackWM?

  • Easier customisation? (colors? booleans to set functionnalities like notitle, grabbable, resizable?)
  • Mouse support (emulated with pressing arrow keys and a button for click) and interaction support? (Click+grab on title -> grab window? CLick on close button : Close event?)

And here's a demo to show what I can do with StackWM. That's maybe a simple game but with time, better examples could be done. Have Fun!

[ Continue Reading.. ]

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4 comments


I'm trying to delete this blogpost, but can't find any deletebutton. Is there no way to delete it?

Also, I'm having problems getting my profilepicture to load, as is just shows a brokenlink icon.

4 comments


On my system (OS X), F9 is Exposé and is captured by the OS before PICO-8 gets it. I've had this keybinding for years, and changing it would be a pain. Can I remap the "save video" key, or trigger it in some other way?

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Note both tables SHOULD be identical for all purposes but those of foreach().

13 comments


Blog post: http://yal.cc/introducing-hxpico8/
Repository: https://github.com/YellowAfterlife/hxpico8
Examples: https://github.com/YellowAfterlife/hxpico8xm

In short, this project permits to use Haxe programming language to create programs for PICO-8 (by transpiling Haxe into PICO-8's flavour of Lua).
This grants you classes, compile-time optimizations, constant and function inlining, and a whole bunch of other "syntactic sugar" features while keeping the output size reasonably small.
For example, this class compiles to this .p8.
Obviously, you can do more complex things with it too.

Have fun :)

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2 comments


Cart #12242 | 2015-08-04 | Code ▽ | Embed ▽ | No License
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This is a small demo that I've been showing on Twitter/Tumblr yesterday. Currently there isn't much going on other than concept demonstration (and most of "engine" code needed). The code is laid out to allow taking it in various directions from here.
Source code

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Cart #12235 | 2015-08-04 | Code ▽ | Embed ▽ | No License


Local multiplayer! Two cowboy dudes are shuffling around the saloon and get into a tense situation somehow. What should they do? Shoot? Hide? Nothing?

Button 1 (P1: Z, P2: Tab) fires, button 2 (P1: X, P2: Q) hides. Make your decision quickly, because doing nothing is very risky!

I'm calling this finished because I mayyyy at some point want to spruce it up, but I don't want to get anyone's hopes up, least of all my own.

0 comments


Cart #12231 | 2015-08-04 | Embed ▽ | No License


Just making a switch to turn audio on and off.
Does anyone have a suggestion on how to make a switch that turns on off on off etc...
My just go on and off once.
Thank you.

1 comment


Cart #12274 | 2015-08-04 | Code ▽ | Embed ▽ | No License
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Updated to 1.01

Beware! Aliens have invaded earth! Of course - we are the aliens...

[i]On behalf of High Commander XL'ARGH - you have been tasked to fetch the puny humans for our gruesome experiments etc. The mothership is too valuable to risk for close quarters operations. Therefore we dispatch you - our great minion T'URD with smaller crafts to capture specimens with your tractor beam and carry them upwards into thinner atmosphere so that they can be collected by the mothership. Beware that the ship will lose movement speed when you activate the tractor beam with holding down your big ACTION BUTTON. Good luck, and break a tentacle!

[ Continue Reading.. ]

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