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Would save a ton in tokens since brackets are treated as separate tokens.

//edit: Or if you're calling version of function that takes no arguments, ex:

palt(12,true) -- <- brackets necessary
--draw something
palt -- <- brackets unnecessary since this version of palt has no parameters

Of course after such bracketless call/definition, a new line would be required, but most sane programmers do so anyway.

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Or will I by doing so overwrite game's variables/code?

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Could someone make cart that shows some basic transition effects (crossfade, swipe left/up/down, fade to black, etc) for those who want to have those but don't have skills to code it?

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Cart #14880 | 2015-10-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Z to change colours
X to change shapes
LEFT and RIGHT to select presets slot
note: Saving doesn't work in the web version yet!

old version:

Cart #14154 | 2015-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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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I've read in the forums that replacing palette colours should be possible, but there's no indication of how you might go about it.
Can anyone give me some pointers?
Thanks!

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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 #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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