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Cart #14069 | 2015-09-12 | Code ▽ | Embed ▽ | No License
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Game I created as my submission for Pico Zine #3 with a couple extra embellishments. Haven't had a chance to playtest it with a pal yet, but it seems like its definitely good fun :)

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Cart #14365 | 2015-09-19 | Embed ▽ | License: CC4-BY-NC-SA

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Cart #14072 | 2015-09-12 | Code ▽ | Embed ▽ | No License
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Cart #14071 | 2015-09-12 | Code ▽ | Embed ▽ | No License
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Cart #14050 | 2015-09-12 | Code ▽ | Embed ▽ | No License
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Added win message, FTW.

Prolly gonna add variable number of colors and maybe even variable block sizes. Anyone have thoughts or comments?

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Hello, I'm planning on making some sort of Elite-clone for pico8, and to start off I'm creating a 3D renderer. In the original game all 3d objects were rendered as wireframes, but for my version I'd like to draw things using filled triangles instead. I've been thinking up a couple of ways of doing this using pico8's selection of drawing methods but I'm unsure of how they compare in efficiency.

So for my question: what differences are there in drawing speed using rectfill as opposed to sspr with a predefined geometrical sprite? Are multiple spr calls faster than a single sspr? Are there other methods for filling areas of pixels that are quicker than the previously stated ones? Any clues would be appreciated, thanks :)

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Hello, it's me, Pizza.

I did a bunch of music in pico-8, like the Lemmtris soundtrack and wrote an article about making music for the pico-8 zine. I threw all of the music I did with pico-8 into an album and put it up on Bandcamp.

Well, here it is if you wanna check it out: PIZZAMAKESMUSIC – PICO​-​8DITION

So long

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I'll try to do a Hnefatafl game with Pico-8.
This is not going to be easy ( because I'm not really good with code), but it's a nice challenge.

The game is one of pure strategy, played on a square board. A king and a small force of defenders occupy the centre of the board. A larger force of attackers, twice as numerous as the defenders, occupy positions around the edge of the board.

What I find interesting it's the asymmetry of this game, and the challenge to do the A.I. for it.

Any help, tips, are welcome , especially for the implementation of the A.I.

You can find more info about the game here
board

Why to play this game ?

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Just a quick note for blog-checkers, Voxatron 0.3.3 and PICO-8 0.1.2 are both arriving this month.

I'll go into detail about new Voxatron developments and plans after the update's out, but here's a quick preview until then.

Also, here's the current changelog for pico-8 0.1.2. There are still known issues that I've rolled over to 0.1.3 but let me know if I missed something small that's easy to fix!

v0.1.2

		Added: Cartridge save data (64 fixed point numbers)
		Added: 8-player input
		Added: demo carts: COLLIDE and BUTTERFLY
		Added: Command-line parameters // load cart, -run, settings
		Added: Alternative function keys (F6..F9 aliased as F1..F4)
		Added: pairs()
		Added: printh() for debugging
		Changed: music pattern length taken to be first non-looping channel's length
		Changed: screenshot captures whole window contents at display resolution
		Changed: del() moves remaining items up one index to maintain a packed table
		Changed: count() includes non-array elements. count(a,v) counts instances of value v
		Changed: add(),del(),count(),all() no longer store hidden fields
		Tweaked: palette: slightly darker gray, warmer greens and yellow
		Fixed: sqrt() crashing for 0 or >= 32761
		Fixed: Semi-colon characters in text editor
		Fixed: Long lines split when saving in .p8 format 
		Fixed: pget() does not respect camera position
		Fixed: Error message when peeking or poking outside of legal address space
		Fixed: Search replace colour fills one pixel outside of selected region
		Fixed: Playing an empty music pattern breaks subsequent music playback
		Fixed: Invalid sfx editing state on startup
		Fixed: Painting instruments values in frequency view also sets volumes
		Fixed: Inconsistent gif recording speeds
		Fixed: Unmapped joystick support
		Fixed: Compressed code size sometimes larger than uncompressed
		Fixed: mid() fails when first argument is not smallest
		Fixed: Scroll wheel changes sprite/map zoom while in code editor
		Fixed: CTRL-R (quick-run) overwriting current command line
		Fixed: Label capture (F7) does not respect screen palette state

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I know Pico-8 Is taking all of the hype right now, but I really am looking forward to seeing the 0.3.3 Voxatron Update.

On October 28th this year, It would have been exactly 1 year since the 0.3.2 Update (or so I have read from the date of this blog post: 9238).

Even though you have been supplying little update notes with a gif/vine here and there. They are kind of sparse compared to how updates were flowing before.

Just as a request I ask; How is the Voxatron update going along? I hope I don't sound selfish or rude, because I understand working on both Voxatron, and Pico-8 is probably a handful, but there are some of us (The Lexaloffle followers) that would like to see Voxatron get updated.

Thanks for reading,
Jauq

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Is there a way of achieving a blend mode with sprites?
I'm guessing it would be possible by drawing the pixels individually - checking whether there was already any value drawn in that position... but I fear this would be unusably slow.

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Cart #13948 | 2015-09-09 | Code ▽ | Embed ▽ | No License
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Simple raytracer for Pico8. Performance is a bit meh, but all the calculations take their toll.
Buttons don't do anything. It just calculates a picture in about 2 seconds.
I'm using a manual defined gradient for luma mapping.

Have not optimized anything and am not doing shadow rays/ secondary rays at the moment.

Aiming to get something like a classic Cornell box in the end.

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So, one of my favorite effects from the olden days was the ability to do glinting / pseudo transparency. Sadly, there is no way to do this in the PICO-8 due to cycle timing and memory issues. I would love to see the PAL call replaced with something that accepts three colors rather than two.

something like: tpal c0 c1 c2, which would take all instances where c0 is drawn over c1 with c2. It would take 128 bytes of memory, but there is still plenty of headroom inside of the draw state structure to accommodate this.

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Cart #13935 | 2015-09-09 | Embed ▽ | No License
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Ozkillz 4.0

From Luke ;)

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I was never good at math. Can someone help me with this?

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Hi y'all!

I've been working on a reimplementation of Pico-8 in Love2D (Another lua game framework)
Mainly because I wanted to keep working on my games after I hit the token limits in Pico-8
but didn't want to lose the pico-8 feel and start from scratch.

So I'm sharing picolove with you, can grab the source on github.

https://github.com/ftsf/picolove

Requires Love2D 0.9.x from https://love2d.org

Can run a p8 cart with

love . cartname.p8

You can modify the love.load function to load a specific cartridge and package it into a .love file (renamed .zip) to distribute.

Have fun!!

Let me know about any bugs you find.

I know there's some issues with removing stuff with del in a foreach loop (causes a bug in celeste.p8), but not sure what's going on there.

Working on adding SFX and Music support as well as p8.png loading.

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Pico should accept command line parameter that has cart filename and path in it and when it's present, load it, so I can associate .p8 files with Pico.

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Cart #13897 | 2015-09-09 | Code ▽ | Embed ▽ | No License
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Full version available here!

What a lovely day in Whatever Land! Except for random fires in skyscrapers here and there.
In control of little Ravra, a pubescent giant monster, you must save the love of your life you just saw on TV while taking as few lives as possible along the way. Or must you?

Because I really wanted the game to include both English and Japanese text, and a minimal set of Japanese characters alone takes 1/4 of the sprite sheet and tokens, it was impossible to keep it within a single cartridge. My way around this was to have separate cartridges for the Japanese and English text and a standalone cartridge (uploaded here) including nothing but the main gameplay. So if you can, by all means do download the full version! (the filenames should be raburabu.p8.png, english.p8 and nihongo.p8, all within the same folder) (please forgive me for this dirty little cheat!)
You get the intro, main menu and endings by doing so. :)

Speaking of which, there are four different endings, seven secrets hidden within the main game and a also hidden message somewhere. Can you find them all without cheating?

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Like in Paint so you can select background and foreground color. As for color picker that is currently associated with right button, it would get remapped to middle button. So:

  • Left click: Draw with foreground color
  • Right click: Draw with background color
  • Middle click: Pick foreground color
  • Ctrl+Middle click: Pick background color.
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I've seen a few Pico-8 games added to Itch.io as HTML games (basically all of these: https://itch.io/games/tag-pico-8) , and I'd love to know how to do that. If anyone can help me figure it out, I'd really appreciate it!

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Cart #13857 | 2015-09-08 | Code ▽ | Embed ▽ | No License
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Random thought this morning + itching to sneak in a little PICO 8 after a couple weeks of being distracted = Tableflipper demo.

Controls:

  • left/right: move
  • z: flip out, bro
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..times before proceeding to the next one.

So we won't have to waste music space for patterns that are basically copy of previous one.

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