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Cart #14146 | 2015-09-14 | Code ▽ | Embed ▽ | No License
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Just a little love note to the wonderful weekend I had at XOXO 2015. This is a riff on the great interstitial background animation by designer Craig Winslow, plus a little triumphant chiptune thing I wrote up.

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Cart #14153 | 2015-09-14 | Code ▽ | Embed ▽ | No License
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HOW TO:
Press Z to make spaceship move to another position
Cart uses ease_in_out_cubic (but feel free to edit and change to another included easing function).
Animation is locked at 0.5 seconds per move (feel free to edit this, too)

ABOUT:
Here is my attempt at providing tweening/easing functions in PICO-8.
They are based on existing work done by many other people.
These functions help you animate sprites smoothly from one position to another, with different types of acceleration and/or deceleration.
I am using them to animate cards around the screen in my Hanafuda Koi-Koi game.
To read more about Easings, go here: http://easings.net

Working:
Linear
Quadratic

[ Continue Reading.. ]

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Cart #14482 | 2015-09-22 | Code ▽ | Embed ▽ | No License
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0.05

  • Still bad collisions :)
  • Secret code for unlimited lives
  • some other stuff

Cart #14330 | 2015-09-18 | Code ▽ | Embed ▽ | No License
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0.04

  • Rewrote the code nearly from scratch, levels are map are
  • redone collisions based on the Wall Collision Example cartridge
  • Splash screen with Arkanoid intro sequence (still WIP)
  • Double and Triple hit bricks
  • bricks score

[ Continue Reading.. ]

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[[ Last post contains the new version ]]

Hi guys!

How are you doing? It's great to see the Forum so active and so many people making and sharing great games, emulators, music, etc... I think it's time to make more tools :) I am working on a sprite editor that will be compatible with Pico-8. I made a little GIF so you can see it in action.

I am open to any suggestions, so please let me know what you think and what you would like to see in future versions :) Cheers

Esteban

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Cart #14108 | 2015-09-13 | Code ▽ | Embed ▽ | No License
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My first game ever! A submission for MBMJAM 2015. https://itch.io/jam/mbmjam-2015

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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 #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, 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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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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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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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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I think palt() should be just replaced with a single variable that denotes color to be used as transparent, which defaults to 0. Because frankly, we don't need multiple transparent colors, I can't think of a single scenario where this would be useful.

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