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I don't know if it is convenient to ask for keyboard input in PICO-9 so we could have micro adventures with parser input, old adventure text games so we should enter actions in this way:

>KILL MONSTER

What do you think ZEP and people? Would it be contrary for the nature of the fantasy console?

3 comments


Cart #13462 | 2015-09-01 | Code ▽ | Embed ▽ | No License
10

Memory Kitten, a kitten so smart he wears lab goggles, must bravely match off (and match up) the terrifying Mystery Card Invaders from the Second Dimension or face total humiliation at the upcoming Dinosaur Rodeo. Without his lucky dino-spurs, kept hostage by those depthless delinquents, he will never win the grand prize: a weapon of mass destruction!

Should a kitten, however smart, be allowed to own a weapon of mass destruction?

Are dinosaur rodeos cruelty to extinct animals?

Will the Stave King ever get the respect from Apple Tree that he craves?

The answers to these questions, and more, await, along with a catchy soundtrack and cool sound effects!

[b]How to Play

[ Continue Reading.. ]

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7 comments


Input in PICO-9 stop working when CAPS LOCKS is active.

For my self, I' don't mind, but when my six year old daighter composes music, she accidentally hit caps lock and notes stop working.

It could be a little troublesome.

Thanks.

1 comment


So, I just barely got started with PICO-8, and I'm very excited to do so.

The idea of implementation so far:

-Title Screen (Simple and straightforward; shuffles the collection of powers and allows the player a selection of game lengths, short being 4 powers, normal being 7 powers, long being 10 powers, and hardcore being 13 powers for the session)

-Starting Screen (a single start/end screen that produces the first neighboring "hub" scene)

-Hub Scene (a single screen blocked on two walls, the layout flips horizontally and vertically to create a four-screen block; with which to branch off transition rooms and corridors)

-Transition Screen (here's where the For loop takes the first 'n' powers, and applies them to the layout; before making the feedback loops relating to the items)

-Horizontal/Vertical Corridors (two endpoints with two or three screens of obstruction along the way, and mechanics defined in part by the powers used so far... the corridors go out from the transition screen, link to a second hub screen, and immediately double-back the same direction, to another corridor, that takes you to the item/prize room.

-Item/Prize Room (has the items, along with a one-way door often utilizing this power, to feed you back to the chamber you came from)

Finally, find a place in the feedback loop to hide two upgrades: a shot class, health up, or damage up, in the terrain that's generated along the way. This completes the item distribution cycle and accomplishes one important thing - it adds a new Hub scene, so now subsequent powers can be chained similarly from more Hubs, expanding the world while basically using the same fundamental setpieces.

-Objective/Puzzle Rooms

Finally, these will function like transition rooms, but for a thing you can collect for completion by utilizing your acquired powers; preferably in a resettable puzzle-like setting. I haven't thought this much through yet, so I'm not sure what I'm going to make these objectives be; but it's certainly part of the original Gentrieve formula that was missing. Perhaps generate a puzzle room that transitions to an objective room?

The powers, so far:

-Rollerball (planned to use more like Sonic Spindash more than traditional "morph ball")
-Bombs
-Grenades
-Double Jump
-Dash Drive
-Unlimited Jump
-Missile
-Super Missile
-Ice Missile
-Pong Shield
-Laser Blade
-Grapple Hook
-Warp Hole
-Shot Power Up
-Health/Battery Up
-Speed Booster
-Spread Shot
-Burst Shot

-Bank Shot
-Piercing Laser Shot

-Jetpack(?)
-SCUBA pack
-Shot Eraser/Blade Up
-Shot Deflector/Blade Up

*Shot effects are planned to stack up this time, rather than be toggled; charge shot for Grapple Hook.

Hopefully, the base sprite and rotations thereof will provide the variation of animations and mobility options I'd like to consider featuring...

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15 comments


PICO8Tool Is a Windows tool for exporting and importing images from your .p8 carts.

Export
Drag and Drop a .p8 file to preview graphic data. Then click on the Extract button to save as an 8bit png

Import

  • Drag and Drop the .p8 file you wish to to embed a new image
  • Next Drag and Drop a valid image file to replace the current image in the view
  • Click the Embed button to import the current image and update the .p8 file

Viewer

  • Pan and zoom the loaded image with the left button and wheel

Application zip v0.1-alpha
GitHub Page source

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12 comments


Cart #13441 | 2015-08-31 | Code ▽ | Embed ▽ | No License
1

Made in about half an hour for August's #1GAM, since I have approximately 30,000 other projects on the go right now. Keeping to the theme of the most recent Ludum Dare, control the mower with the cursor keys and take down all those terrible terrible flowers, messing up your patch.

I'm rather pleased with the speed I put this together, simple as it is.

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1 comment


A while ago, Darkhog spoke of a large list containing codes for PICO-8.

Since I don't have a source of income right now, I decided to look for it.

I found it, and used elimination to snag me a copy of PICO-8.

For treasure hunt reasons, I can't say where this is.

All you gotta do is look ;)

But I hope to crank out some games quite soon!

The first being a remake of my Gamebuino game, Smash and Crash!

Thanks for being a great community!

0 comments


This way I won't have to click on thread to see of someone has replied or not.

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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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39 comments


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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4 comments


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: https://www.facebook.com/thewickedfather

Cart #13417 | 2015-08-31 | Embed ▽ | No License

0 comments


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

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24 comments


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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0 comments


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?

4 comments


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?

0 comments


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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0 comments


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
11

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16 comments


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.

1 comment


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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