I've noticed that after few hours of using Pico, it starts to get more and more memory, but only when you start opening many different carts in a single, long (few hours, the shortest time I've seen it happening was in a session about 3h long) session. Obviously closing and reopening pico fixes it, but it should be looked into even if it's small (the biggest it got in memory was about 450MB when leaking).
//edit: Also the first sign the leak is happening is that sound starts to get choppy. That was what alerted me of the issue for the first time and I was investigating it for the past 3 days to get to what exactly causes it.

The other day I was making a level that was suppose to be a chain of small rooms 32 X 32 X 64 and I run in to an issue, Only part of the wall would be rendered (top half) and only after I made the wall indestructible. Not sure if this is a know bug, but there it is...
Please let me know if you have any questions.
/Regards,
look forward to an update :)

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.

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.

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

0.05
- Still bad collisions :)
- Secret code for unlimited lives
- some other stuff
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
[[ 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

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 :)

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

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






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