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--snip

Nevermind. Thought I've found a way to "mix" colors of the base palette used by Pico, but Pico's framerate is just too low, even at max speed to achieve this without awful blinking.

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Hello Everyone,

For the number #3 I would like to propose to you a theme:
LOCAL MULTIPLAYER GAME (co-op or collaborative, with or without A.I.)

This game should ideally be with a detail commented code,( but we will not have to explain what's already has been explained in the fanzine number 1 and 2.)

The game can be technically more advanced, and maybe talk a little bit more about game design choice and code structure/pattern.

But the most important it's to try to make this little game super fun and easy to code ( the code should not be longer than 2500 token! )

some example of game : Gang Beast, Bomberman, lode runner, Work for fun, tenya wanya teens, Nidhogg, MarioKart, Sportsfriends, Starwhal, Towerfall, Pico park, TENNNES , speed chess etc...

Pico-8 will soon support until 8 local player, so don't be shy. ( and soon http://superhappyfuntimes.net/about/)

If you want to be part of the adventure send me your idea/concept asap( to avoid redondant game, and make it as educative as possible) and I'll give you all the technical detail and try to help you to create the best article as possible.

Drop me an email at : [email protected]

I was thinking to take submissions until the 1 of October.( and release the fanzine at the beginning of November).

Thanks a lot!

[ Continue Reading.. ]

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Cart #13420 | 2015-08-31 | Code ▽ | Embed ▽ | No License
12

A friend pointed me in the direction of PICO-8 last night to see if I'd be interested in having a play with the tracker so I grabbed a copy (Ubuntu 64-bit, works a treat) and had a go. It's a piece of cake, loved it so much that I decided to have a try at making a classic Amiga/ST demoscene/cracktro screen to go with it. It was a doddle!

If you're wondering what the demented-looking face that's sinusoidally twerking its way over the screen is, it's the protagonist of an Atari 2600 game I wrote a few years back: http://www.facebook.com/thewickedfather

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edit: this is not the contra jungle theme, it's further below.

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I'm trying to make a jumping mechanic for an animated sprite and i wanted to know if my code is good

ball = {}
ball.x = 20
ball.y = 80
ball.initial_sprite = 0
ball.sprite = ball.initial_sprite 
ball.frames = 10
ball.is_jumping = false
ball.jumping_frame = 0
ball.jumping_max_frames = 4

function update_ball_sprite()
    ball.sprite += 1
    ball.sprite %= ball.frames
end

function ball_jump(speed)
    if ball.jumping_frame < ball.jumping_max_frames then

        if ball.jumping_frame < ball.jumping_max_frames/2 then
            ball.y -= speed
        else
            ball.y += speed
        end

        ball.jumping_frame+=1
    else
        ball.jumping_frame = 0
        ball.is_jumping = false
    end
end

function _init()
    ticker = 0
end

function _update()
    ticker += 1

    if (btn(2) and not ball.is_jumping) ball.is_jumping = true

    if ((ticker % 2 == 0) and ball.is_jumping) ball_jump(6)

    if (ticker % 3 == 0) update_ball_sprite()

    if (ticker % 30 == 0) ticker = 0
end

function _draw()
    clear_screen(0)
    spr(ball.sprite, ball.x, ball.y)
end

function clear_screen(color)
    rectfill(0,0,127,127,color)
end

[ Continue Reading.. ]

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Currently, in Heavy Duty Sprinkler I'm burning through tokens like a crazed maniac with AK-47 and a flamethrower and I worry that by the end of it I will have no tokens left. What are some of the ways you can reduce token amount?

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Hi guys!

First of all, great forum :) I really enjoy playing the games people are making with Pico.
I coded a little graphics importer for Unity3d that might be useful to keep going with
Pico8 projects after gamejams, etc ... You can see a video of it in action here :

[vine]https://vine.co/v/ejd02L33PI7[/vine]
Pico8 - Unity

Who knows? Maybe this is the beginning of a .p8 reader / player for the Unity engine :)
Probably there is no need for this because Pico8 itself is made with LibSdl 2 and it should be
ok to port it to other systems and have multiplatform players etc ... What do you think?

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I think yout should change "shutdown" command to "exit" or at least alias it to it. It just seems more natural to type in "exit" when you're done for anybody who had to use CLI of some kind (even as savage as windoze's cmd).

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Cart #13375 | 2015-08-31 | Code ▽ | Embed ▽ | No License
11

Working on a pool game. Also includes Loop.

Added zoomed out mode to pool. Press button 2 to toggle zoom. Also added a check so that any ball that makes it outside the bounds of the table is considered to have gone in a pocket (because I think the most likely way to achieve that is by bouncing through a pocket in some strange way).

Cart #13350 | 2015-08-30 | Code ▽ | Embed ▽ | No License
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I think it'd be just more readable than current 4x4 one. The downside would be only 16 columns and 16 rows of text visible at the time, but frankly I'd gladly trade screenspace for easier reading.

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http://www.retrovgs.com/home.html

It is based on FPGA and ARM for more demanding stuff. I wonder if it would be possible to make HDL for fpga that would run Pico-8 games if it ever takes off...

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So you can put your pico-8 games on your own site/dropbox/whatever. Ability to make standalone export (pico-8 with embedded game that launches after you click exe) would also be great.

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I've been tweaking around with pico-8 for around a week now, and it's reminded me many times of a game called Hammerwatch. One of the cool features it has is a quite good selection of graphical post processing effects simulating a CRT tv.
What I'm suggesting is to add similar effect, separately from the games, treating the pico-8 program kind of as an emulator. This way you could really get the old-school wibe going.

As for what effects I'm talking about, pictures speak better than words.

And before you go, I'll leave you with this.

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Cart #14624 | 2015-09-25 | Code ▽ | Embed ▽ | No License
6

Oh noes! The fire had started at the Warehouse! And there are people there!

enter...

HEAVY DUTY SPRINKLER!
The ultimate AI, sentient fire extinguishing tool!

Control it with LEFT and RIGHT arrows and rain water by pressing Z!

Don't overdo it though, as water is precious and for any unit of water used, you'll have to hang on for another second before firesquad arrives!

You need to save PEOPLE, by putting out any fire that is WORTH 5 POINTS. Don't rain on people too much, as water is under HIGH PRESSURE and if too much of it lands on a person, it'll PEEL THE SKIN OFF!

After each LEVEL you'll be presented with screen that will show how many PEOPLE you SAVED (each of these worth 15 POINTS added to your SCORE!) and how much of WATER you used (not necessarily in that order).

For every SAVED LIFE you'll be saved 5 SECONDS of waiting on the next level!

I am not a big fan of my music.

[b]Credits where credits due:

[ Continue Reading.. ]

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Cart #14092 | 2015-09-13 | Code ▽ | Embed ▽ | No License
1

Cart #13663 | 2015-09-04 | Code ▽ | Embed ▽ | No License
1


i think this is almost the final version. Many thanks to the people who played this game, others who gave me suggestions and darkhog who collaborated with gfx and code.

[ Continue Reading.. ]

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Cart #13315 | 2015-08-30 | Code ▽ | Embed ▽ | No License
8

My first PICO-8 game: FlipIt.

Click on a tile to flip between red and green. Adjacent tiles will also flip (top, bottom, left, right)

Use the direction/arrow keys to navigate the cursor on the grid.

Button 1: flip the highlighted tile
Button 2: reset the current level

Ten levels total.

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As you can see, the status bar in the map editor is pretty empty.

What I propose is to put there x/y of map tile that is under cursor. This would save lot of headaches during "tile counting" that is now necessary to get beginning of the level when you have multiple of them.

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Pretty much like C64 allowed it. Changing the font would have few limitations compared to using spritedata:

  • Each character would be 1-bit ONLY (e.g. pixel is either on or off)
  • Changing characters will affect how code editor and command mode is rendered (mainly to give you live preview of your changes) so if you like writing in flowers and bushes, that's your problem ;).

This would allow to customize our games even more.

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Cart #13308 | 2015-08-30 | Code ▽ | Embed ▽ | No License
5

Another day with pico-8, another game! Still learning to use the audio editor…

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Cart #13377 | 2015-08-31 | Code ▽ | Embed ▽ | No License
6

This has been my little baby over the past week or so. It started with jotting down the train game by @PROGRAM_IX from the Pico-8 zine #1, and then making it my own. I ended up using over half my tokens, two sprite banks, and the entire map space. I will leave it to you to discover its mysteries. Playing alongside a warm beverage recommended.

v1.1: Small update to effectively double the rate you gain resources.

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