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Cart #14814 | 2015-10-01 | Code ▽ | Embed ▽ | No License
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I made this program for a contest on CodeWalrus

The contest rules were to make something fun in <= 140 chars or tokens.

Controls

up+down: change bar size
left+right: change speed

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9 comments




Is there any way to save data from the Pico-8? I'd like to have persistent high scores in my game, but the Lua file io doesn't seem to work (either that or I'm doing something wrong).

Has anyone done this or have an example of how to do this, or is it just not possible?

4 comments


Could someone make 2d physics engine for pico, something like box2d or chipmunk (though probably w/out rotation as pico doesn't allow for them)?

5 comments


Since PICO-8's sin(), cos() and atan2() are not the standard functions, how to implement them in another language? Some pseudocode would be ok, I'm aiming javascript by the way.

I looked into PicoLove's code as an example, but the results are different. For example in PICO-8:

print(sin(0)) -- 0
print(sin(0.5)) -- 0
print(sin(0.25)) -- -1
print(sin(-3)) -- 0
print(sin(-0.45)) -- 0.309
print(sin(78.4)) -- 0.5877

The PicoLove code remaps sin() to:

sin = function(x) return math.sin(-(x or 0)*(math.pi*2)) end

that in javascript is:

window.sinp8 = function (x) { return Math.sin(-(x || 0) * (Math.PI * 2)); };

Now, the results are very different:

    console.log(sinp8(0));     // -0 
    console.log(sinp8(0.5));   // -1.2246467991473532e-16 
    console.log(sinp8(0.25));  // -1 
    console.log(sinp8(-3));    // -7.347880794884119e-16 
    console.log(sinp8(-0.45)); // 0.3090169943749475 
    console.log(sinp8(78.4));  // 0.5877852522924427 

[ Continue Reading.. ]

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5 comments


Enjoying Pico-8, but why does it only have a 30 fps frame rate? This is lower than the C64/Amiga/consoles.... The difference is quite big when moving stuff fast across the screen.

12 comments


Can anybody explain to me the difference between "change color at draw time" and "change color at display time"? If I, for example, set red to green and than I draw a sprite, its reds are drawn as greens. If I set it to change at display time, the effect is the same. What's the difference between the two modes?
Thanks

2 comments


Cart #14730 | 2015-09-29 | Code ▽ | Embed ▽ | No License
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Just a screensaver I came up with on the train. Based on a mathematical sieve that leaves square numbers unchanged.

If you run it long enough you'll catch a glimpse of the square numbers.

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1 comment


Whenever you find a game that you like, but it's incomplete, what's an action you can take?
Refresh the Page.

Suddenly, you see it: The game has been refreshed.

"Refreshed" is sort of a modding series, where I take incomplete games and try to tidy them up.

Any game that I fix up will still retain the author's name, but I will add my own as well.
This enhanced version will also be posted in the original game's topic.

At the time of writing, I've got one in the works.

SPOILER ALERT:

It's Picotris, and it's a little tough, but I think I can do it.

10 comments


Hi,

I wrote a perl script to convert a cartridge spritesheet to png and back. This way, you can edit your sprites in your favorite software and update the cartridge when done.

pico2png.pl

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2 comments


... would make the internal code editor much more usable!
Could be done by clicking the function keyword (toggle) for example.

11 comments


Hi,

I've written a bubble-sort function snippet, which might be helpful for others.

Function takes a list as an argument, and directly modifies that list.

Pico-8 treats the first index as 1 as opposed to 0, so a lot of standard code snippets have to be tweaked to work. Please correct if you see any errors or ways to increase efficiency.

-ElectricGryphon

function bsort(list)
 local i
 local j
 local temp
 local swapped = false

 local n=len(list)

 --problems with 1 based index

 for i=1,n
  do
   swapped = false
   for j=2,n-i+1
     do
     if( list[j]<list[j-1])
      then
       temp=list[j]
       list[j]=list[j-1]
       list[j-1]=temp
       swapped = true
      end
    end
    if(swapped==false)then  return end
  end
end 
1 comment


(Sorry if this post gets a little rant-y!)

My suggestion is for one simple command:

cspr(x1,y1,id1,x2,y2,id2)

mock-up of syntax

My reason:
When I had the idea to port my Gamebuino game, Smash and Crash, I thought this was going to be easy.
I was wrong.
The resolution nor the menus were not a problem, it was collision.
See, the Gamebuino's API had something nice about it: collideBitmapBitmap().
The command checks for two bitmaps, their x and y coordinates, and whether or not a pixel was overlapping.
With this, I was able to make collision very easily implemented.
In PICO-8 however, I find it to be very frustrating.
This is probably coming off as "I can't port my game, so you fix PICO-8 so I can.", isn't it?

Thanks for letting me waste your time(just don't look at it as "wasting").

3 comments


Cart #14718 | 2015-09-28 | Code ▽ | Embed ▽ | No License


Fixed some bugs, changed up the controls, and tweaked the visuals some.

Controls:
Launch Ball: Left Shift
P1 Up: E
P1 Down: D
P2 Up: Up Arrow
P2 Down: Down Arrow

Cart #14689 | 2015-09-28 | Code ▽ | Embed ▽ | No License


Made a simple pong clone and this is my first game ever! Let me know what suggestions you have. Thanks!

1 comment


A rounding-up function doesn't seem to exist for some reason? I tend to use stuff like that for damages, to round to the player, and monster's, favour. I might not have dug far enough, but I couldn't find any built in thing like that.

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11 comments


Hello Everyone,

The PICO-8 fanzine will be ready to order( for the paper version ) and download for free the 4th of October 2016.

It will contain :

  • illustration by @lucyamorris
  • Game of life( cellular automata) by @dan_sanderson
  • a 3d demo by @NoahRosamilia
  • shrinking your code by @jonstoler
  • how to create a painting tool by @oinariman
  • wave distortion effect by @mattfox12
  • how to do your first state machine by @richterteer
  • a screensaver by @neauoire
  • Color palettes by @gabdar

and the cover has been done by @johanvinet

I'm polishing the layout, and working on the last details.

I really hope you will like it!

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13 comments




Cart #25047 | 2016-07-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
86

Last update : made a better lamp in front of the bike

Here is my first Pico 8 game, it's a "physic" bike game, a bit like the "Trials" series. I tried some experimental "distance field" collision and it work prety well.

  • 7 levels of increassing difficulty
  • 15 collectibles per levels
  • Time clock for speedruns
  • Deathless is possible
  • Deathless with all collectibles is possible but is insanely difficult

Controls :

up = gas
down = brake
left-right = rotate the bike
c to flip bike
v to retry

Old versions :

[ Continue Reading.. ]

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19 comments


Cart #14634 | 2015-09-26 | Code ▽ | Embed ▽ | No License
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This is the cartridge for the platformer tutorial I made for fanzine#2. Feel free to ask questions!

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7 comments


Cart #14595 | 2015-09-24 | Code ▽ | Embed ▽ | No License
10

A crappy little game I did in a month for #1gam. I spent more time on that lousy title screen than I did on the actual game! The result is a hastily designed mess that's mostly based on luck. I intended to have music and sound of course, but there was no time. Gotta meet the deadline you know?

HOW TO PLAY
Your goal is to travel as far to the right as you possibly can. The only mode of transportation in this world is through Bird Taxis. They're expensive. Fortunately, money also grows randomly on this world's sky islands. Hopefully you can find some in your journey to pay up. Otherwise the Bird Taxi will angrily go on strike and plummet to his and your doom. These birds would rather die than to give you a free ride!

Jump on a bird with the up arrow key to start riding it. It will take off if you have some money. Move the bird up or down with the up and down arrow keys. Press X to jump off the bird again. You have to jump off in order to collect more money. Those yellow blocks are supposed to be coins, in case you're wondering. It's money!

Best of luck!

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9 comments




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