It would be like this:
floodfill x,y [c]
and it would work like floodfill tool in MS paint. In case of non-closed area, it'll take screen edge as the border.
This will make easier to make polygon-based 3D engines if one wishes to - currently we sure can but either we have to make up our own floodfill function which takes up tokens or have do with wireframes.

So, I'm currently using the Jelpi demo program to make a new game, and I was wondering:
Is there anyway to have multiple small maps?
What I'm using right now is going to be where there's technically one map, but it's separated into chunks.
However, I'm not confident about that.
I am going to put the game on the site Soon-ish.
This code:
sprinklerx = mid(sprinklermaxx+1,sprinklerminx-1,sprinklerx) |
is not equal to this:
if (sprinklerx>sprinklermaxx) sprinklerx = sprinklermaxx if (sprinklerx<sprinklerminx) sprinklerx = sprinklerminx |
Bug or what?
//edit: To elaborate, MID version always returns sprinklermaxx+1 for some reason, even if sprinklerx is 1. If we only had better debugging, like stepthrough, breakpoints...

This game is now what I had hoped it would be! Big thanks to the community for the art advice, and code fixes, and honest opinions.
HOW TO PLAY:
Button 1 to jump
Button 2 to peck
The regular peck strikes at an angle and give Poulet greater velocity, to allow jumping father. HOLD UP while pecking to do a "soft" peck, where your regular jump arc is not changed, for precise and controlled attacks. HOLD DOWN while pecking to do a vertical peck, to avoid flying off a ledge during an attack.
Every third balloon popped has a prize-- the first prize is a TOQUE, which lets Poulet take one hit before defeat. If you have your Toque when you collect yet another prize, then you get [b]HOTSAUCE
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
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...

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

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.

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!
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! 

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

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
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
|





2 comments



